Added "Patrol Paths" that can be placed and assigned to enemy units
Patrol Paths can be linear, circular, finite
Linear path = patrol back and forth between points
Circular path = patrol back in a continuous order
Finite = patrol path once, stop when destination reached
Enemy units now start "out of combat" and will not take actions against the player
Enemy units will enter combat on any of these conditions
Unit is attacked
Player unit comes within sight range
Witness nearby unit in combat
Unit move action can now be given on a tile outside move range, unit will instead move as far as its movement allows towards the destination (shown with path preview)
Music will now transition between a combat and non-combat track depending if there is combat
Increased range on assault rifles, pistols, and the rifle
Added new laser rifle shooting sounds
Fixed a bug where the game would freeze for a long period of time if a tile is unreachable by units blocking its only valid paths
Added ScrapBot patrol animations
Added "Patrol Paths" that can be placed and assigned to enemy units
Patrol Paths can be linear, circular, finite
Enemy units now start "out of combat" and will not take actions against the player
Enemy units will enter combat on any of these conditions
Unit move action can now be given on a tile outside move range, unit will instead move as far as its movement allows towards the destination (shown with path preview)
Music will now transition between a combat and non-combat track depending if there is combat
Increased range on assault rifles, pistols, and the rifle
Added new laser rifle shooting sounds
Fixed a bug where the game would freeze for a long period of time if a tile is unreachable by units blocking its only valid paths