So... new update incoming. New features include:
3 New Effects
- INDEPENDENT: NPCs with INDEPENDENT effect will skip threat calculation an auto targeting. Use it for manual targeting.
- NOTHREAT: NPCs with this effect will be ignored as valid targets.
- CRUEL: The NPC with this effect will bypass NPC Cruelty: Off (NPC will continue to see dying actors as valid targets until they're dead). Good to evil bosses or final battles.
A New targeting mode: Target Advisor
- Instead of Auto selecting targets, Target advisor will just advise the GM on who are the biggest threats of the battlefield, leaving the final target choice to GM/Player.
New Option: NPC Engagement
NPCs normally don't engage in combat. But this option can change that behavior. These are the new options:
- Off: Neutral NPCs never engage combat, even if attacked.
- Auto Defense: Neutral NPCs will join the opposing faction of any actor that attack them first. If after switching factions a former neutral is attacked by a member of the faction they've just joined, the NPCs will turn hostile to all, instead.
- Hostile to All: If a neutral NPC is attacked by anyone, it will turn hostile to all actors on combat tracker that were not neutral before.
- Random Choice: Randomly chooses between auto defense or hostile to all.
Bug Fixes and minor changes:
- Fixed effective and max range calculations for melee actors.
- Renamed menu options.
Known Issues:
- Foes will never see a former neutral turned foe as a valid target. The only way to trigger the "betrayal" behavior for neutrals that are now foes is to manually target it with another foe.
I've tried my best to test all possible scenarios, but as the number of features grow, it's becoming very difficult to test, so if you would like to test future releases in advance, let me know!

