I created more map content this week, which led to adding a big feature (bullet 1).
- Factions. Previously, factions were established during history generation but didn’t function in the game. With the addition of the Skeletons Attacking Bandit Hideout room group, the enemy AI needed to be able to attack another enemy from an opposing faction. That now works, and it’s pretty fun to walk into a room and watch skeletons and bandits fight it out. The most difficult part of the implementation had nothing to do with factions specifically. There wasn’t a way to transfer world history event attributes to actors created from a room type, in this case setting skeletons and bandits to different factions. I mostly figured this out (there’s a temporary helper field to override a faction at the room level), which will be useful for other purposes in the future such as associating a key with a locked door and putting an actor in a container such as a coffin.
- New room groups: Cultist Compound, Skeletons Attacking Bandit Hideout, Skeletons Just Finished Attacking Bandit Hideout (Skeletons Won), and Skeletons Just Finished Attacking Bandit Hideout (Bandits Won). The last three represent different stages and outcomes of the same event, Skeletons attacking a Bandit Hideout. The Skeletons may be actively fighting the Bandits. Or, the battle may be over and corpses now litter the hideout, with the counts of living and dead enemies dependent on who won the battle.
Next week, I’ll fix some AI bugs I found this week, add a boss (part of the plan this week but didn’t happen), and fix some general bugs.

