Hex grid
The world spawns content on a pointy-top hex grid (adopted from fantasy-map). Hex radius 28 m — neighboring centers are 48.5 m apart, rows every 42.0 m.
Cell filling & territories (adopted from fantasy-map)
- The player's current hex and its 6 neighbors are filled once as the player moves; the starting hex stays empty. Filled = one enemy territory at the hex center.
- A territory (dashed circle: radius 28 m = hex 28 m + 0 m margin) spawns its enemy immediately and holds max 1 alive.
- Respawn: a fallen enemy respawns after a 3.5 min cooldown — but never while the player can see the territory (35 m vision).
- Random walk: the idle enemy ambles between random points on the territory edge (the dots above), so its patrol covers the whole 28 m disc — reaching slightly into neighboring cells, which lets enemies from adjacent territories cross paths.
- How enemies behave beyond wandering (aggro, regen, de-aggro) is documented on the Enemy NPC page.