Inside Leyborn Idle: Combat Runtime and Simulation


What We Did

Combat now runs on a tick-based runtime system that simulates encounters in the background.
Each combat tick processes attacks, XP gain, and drops through lightweight runtime services without heavy simulation, just clean determinism.

Zone and combat stats are tracked automatically, allowing mastery, XP, and loot scaling to build naturally over time.

Why It Matters

  • Deterministic scaling: Each encounter resolves consistently for balancing and analytics.
  • Performance-friendly: Runs entirely on lightweight loops, no per-frame processing.
  • Integrates fully: Stats, gear, and mastery directly affect combat outcomes.
  • Expandable: Built to support party modifiers, rarity scaling, and status effects later.

Next Steps

The combat system works but I’m backlogging its tuning pass for now while refining the surrounding systems.