
Happy Friday!
Lots of updates to NPC and Hero behavior and tweaks all over.
NPCs now fear zombies if not armed and flee. This also allowed me to replace the blind effect with a fear effect. When using the purple orb ability, stacks now cause fear.
Within the simulation, NPCs produce Food for bring in more people. They also collect Wood, Ore, Mana, and Gold to produce Weapons and Spells. To give players insight into the Overseer, he picks heroes to spawn based on the resource balance. Players can see in the Seed Menu what parts of the economy are changing to weigh their impact or make an educated guess as to what to target next or which talents would be more valuable on the next time change.
As a heads up, I am moving next week so my aim is a patch to clean up minor things over a full update. Regardless, once settled on the other side, expect full updates again.
Sim resource generation math has been simplified based on player's perspective. The four basic materials are generated when NPCs check in with their appropriate building. Weapons and Spells are considered the advanced resources and take a couple of building interactions to start producing.
Root logic has been split to prioritize actor layer over sim layer. This ensures Heroes remain outside of the simulation but are able to be risen as zombies.
Blind has been replaced by Fear.
Zombies failed to attack NPCs
Heroes often attacked NPCs
NPCs that are unarmed flee from Zombies
Simulated economy is producing all materials in balance
Overseer is spawning heroes by resource amount
Death effect is being removed on Undead effect application
When Undeath is applied, Zombies regain 50% of their health
I hope you enjoy the update and greatly appreciate you taking the time to check out Defi's Devotion! Have a fantastic week and happy infecting!