AI Agent 5fd2c10198 Implement tick-based game loop, combat overhaul, and attack-any-NPC
Replace immediate combat with a 3-second tick engine that resolves
actions, NPC AI, status effects, respawns, and passive regeneration.
Players queue combat actions (attack/defend/flee/use) that resolve on
the next tick. Any NPC can now be attacked — non-hostile targets incur
attitude penalties instead of being blocked. Status effects persist in
the database and continue ticking while players are offline.

Made-with: Cursor
2026-03-14 15:12:44 -06:00
Description
No description provided
397 KiB
Languages
Rust 98.8%
Shell 1.2%