Appearance
Phase 3: Combat & Enemies
Depends on: Phase 2 (player entity, skills, spatial hash).
| # | System | Notes |
|---|---|---|
| 13 | Health & Regen | HP system, passive regen out of combat. No mana. |
| 14 | Enemy Spawning | Clustered encounters on road, off-road camps. 10 enemy types, respawn on timers. |
| 15 | Combat Tick | 250ms tick. Independent attack timers, accuracy check, damage roll. Multi-combat up to 32. |
| 16 | Aggro & Leashing | 2 hex aggro radius, leash to spawn, kiting, attack range checks. |
| 17 | Death & Level Reset | Player death randomizes level seed. Boss death completes level. XP and inventory preserved. |
| 18 | Gold Drops | Enemies drop gold on death. Boss drops more. |
| 19 | Consumables | HP potions, auto-use at configurable HP threshold. |
System Details
Click any system above for the full implementation guide including Koota traits, file structure, implementation steps, and beta references.