This update fully implments the rest of the combat system elements added in the previous update. This update required signifigant additions to existig systems in the game to support per item data since previously each item was tracked as just an int id.
Enemies
The enemies have been reintroduced into the game and should now no longer cause massive lag spikes when they calculate there paths. When calculating larger paths like how to get to an oil well the enemies now use a shared flow field. An unintended upside of this new system is that enemies will more often travel to the closest oil well instead of the one that they were spawned from.
As you may have noticed I also made a trail system that the enemies and any other object added later can use to create a trail behind them. Right now this system is only used for the enemies and when there bodies are draged but may be expanded upon later.
Combat Item and Tech Nodes
As stated above in addition to readding enemies to the game I have also readded all tech nodes, and recipies asociated with the combat. This means there are 4 more tech nodes to unlock. I have also changed some tech nodes around in the tech tree to make the progression a bit more smooth, as well as fixig a few cases where node would require 2 nodes to be unlocked 1 of wich already required the other.
New Melee Ability
In addition to readding the existing buildings I have also added a new melee module that you will have acess to imidetaly upon starting a new save to defend yourself from the enemies. More combat abilities will be added as unlockable recipies in the tech tree later on.
Updated Light Handling
In addition to the combat changes I have also added a bit to the building/structure lighting system so building like the biomass burner will now emit light in addition to glowing when turned on.