⚔️ Combat System – Initial Implementation
Combat is now playable.
The system is still under active development, but the core foundation is in place.
Implemented:
All soldier placeholders replaced with full Character Blueprints
Integrated functional AI Behavior Trees
State-based combat logic (Idle / Patrol / Aggro / Combat)
Damage handling & hit reactions
Target tracking and navigation via NavMesh
Basic aggro system
⚠️ Balancing, polish and system extensions will follow in upcoming updates.
This is the first major step toward a fully developed combat system.
🧍 NPC System Expansion
Added civilians with independent AI behavior
Expanded spawn and routing logic
Adjusted collision, pathing and interaction zones
Improved AI state transitions and stability
The village now reacts more dynamically.
💬 Dialogue System Refactoring
Reworked dialogue structure
Optimized trigger events
Cleaned up redundant calls
Improved sequence transitions
🔧 System Cleanup & Stability
Removed outdated placeholder logic
Refactored AI references
Performance optimizations between Combat & NPC systems
General Blueprint and system cleanup
Combat development continues in the next hotfixes
(enemy variety, reactions, feedback, balancing, system depth).
Phase 1 is live.
