Update 0.1.5

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Revision as of 17:14, 25 September 2026 by QCherry (talk | contribs) (Document new NPC/player-mode API and events available from 0.1.5)
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Update 0.1.5

Status: upcoming release documentation. The public release remains 0.1.4. These new APIs are marked available from 0.1.5. Private development builds may contain them under an earlier version string; this page is not an updater rollout.

NPC scripting

NPC scripting describes the complete server-side API, examples, defaults and limitations:

  • Explicit drawn weapon modes, one-shot whole-body facing, catalog animations and preserved patrol routes.
  • Optional health, invulnerability, melee damage and continuous player targeting. Spawning or equipping an NPC does not automatically enable aggression.
  • Bow, crossbow and seven supported combat spells, finite ammunition/mana, timed preparation/release and opt-in attack requests.
  • Combat pursuit: walk, run, configurable speed or hold position independently of patrol speed.
  • Distance/cone perception and custom server blockers shared with NPC projectile occlusion. Not complete native-world collision or head tracking.
  • Player weapon-mode observation and five new server events.

Existing API extensions

Synchronization and presentation

  • Crouch/sneak posture replication, including stationary posture and current-state replay on relevance entry/late join; no new Lua function is needed.
  • NPC melee action metadata and hit presentation; bow model visibility publication.
  • Recovery from ended melee attacks to locomotion for NPCs and remote players. Active strikes/reactions keep ownership; the locomotion repair mechanism no longer treats normal full-body actions as broken locomotion.
  • Current NPC equipment, life and ongoing action/projectile state are replicated for relevant viewers and late join. Historical damage/releases are not replayed.

These features require updated clients and server. They do not add autonomous faction AI, NPC-to-NPC targeting, head-only gaze or a complete native-world collision mesh. Runtime visual acceptance remains separate from API availability; no claim of perfect graphics in every gameplay situation is made here.

New server functions

New server events