Ready, Aim, Fire
This past month has been focused on implementation of NPC characters in combat situations. They don’t shoot back yet, BUT they do respawn within their areas and are persistent across server reboots. Next big step here is developing and implementing logic to enable NPC’s to actually pose a threat. Namely, enabling their unique equipments and behaviors. With the aim of making combat more than a simple point-and-shoot, NPC’s will have varying behaviors on when to use offensive or defensive abilities.
Technical Debts and Interest Expenses
In parallel to exciting combat features, we’ve pushed out a few things which are rather uninteresting yet supremely important to getting us closer to a full game. Like NPC’s, resource nodes are persistent and regenerative. No more Hand of God (Widmo) inducing artificial abundance into the economy! Additionally, a browser page refresh is no longer a death sentence. Small bits of context may be lost, but on the whole your session and position is retained!