Combat Auto-Turn & Monster Aggro

Faster respawns, monsters that attack on sight, a 3-second turn timer, and taunts for players who freeze up.

A combat-focused update that makes the world feel more alive and dangerous.

Faster Respawns

Low-level mobs now respawn much faster. The streets of Ironhaven won't stay empty for long.

  • Giant Rats — 2 minutes (was 5)
  • Giant Spiders — 4 minutes (was 8)
  • Goblins — 3 minutes (was 20)
  • Kobolds — 3 minutes (was 15)
  • Bandits — 5 minutes (was 30)
  • Cultists — 5 minutes (was 30)

DCs were also lowered on common enemies so respawns actually land more often. Tougher enemies and bosses are unchanged.

Monster Aggro

When a monster respawns into a room with a player, it now attacks on sight. Previously, monsters would spawn with a flavor message but just stand there waiting for the player to engage. Now:

  • Resting, wounded, or low-level players get jumped immediately
  • The monster gets the first strike (player is surprised)
  • Combat starts automatically — no more farming rooms by entering and leaving

A bug where the aggro system silently failed has also been fixed. The respawn event data was nested under a payload key that the aggro handler wasn't reading, so every aggro check was skipping with empty monster data. Now it works as intended.

3-Second Turn Timer

Combat turns now have a 3-second timer. When it's your turn and the clock runs out, what happens depends on whether you've engaged:

Not yet engaged (e.g., a monster jumped you while resting):

  • The monster attacks you again
  • You get a taunt: "Fight or flight? You choose neither." or "If someone attacked me, I would probably do something about it."
  • It's still your turn — the game won't auto-attack until you've made your first move

Already engaged (you've attacked, dodged, or used an item):

  • You auto-attack with your equipped weapon
  • Monster takes its turn
  • Next round begins

This keeps the game flowing at a fast pace while giving players a moment to react when ambushed. The existing turn-based combat structure is preserved — it just won't let you AFK through a fight.

Internal Command Cleanup

System commands like monster_aggro and auto_turn no longer leak into the chat as raw text. Previously, the input echo didn't distinguish between player actions and internal system triggers, so you'd see things like > monster_aggro:alley_entrance_Bandit_1774499296:Bandit in your message log. Fixed.