Npcs

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NPCs

Types of NPCs

The game features several categories of NPCs with distinct behaviors and characteristics:

Wildlife

  • Bear
    • Aggressive predator that actively hunts players
    • Drops: Leather, Raw Meat
    • High health and dangerous in combat
    • Detects players at long range
    • Becomes more aggressive when injured
  • Boar
    • Territorial wildlife that attacks when threatened
    • Drops: Leather, Raw Meat
    • Moderate health and damage
    • Patrols defined territories
    • Will chase players who enter its territory
  • Deer
    • Non-aggressive, flees from players
    • Drops: Raw Meat
    • Increases movement speed when injured
    • Largest patrol area of all wildlife
    • Will not fight back when attacked

Human NPCs

  • Blue Soldiers
    • Armed with pistols and basic equipment
    • Drops: Pistol Bullets, Satoshi
    • Different behavior patterns:
      • Building Guards: Short patrol routes, enhanced detection
      • Outdoor Patrols: Larger patrol areas, standard detection
    • Coordinated combat tactics
  • Red Soldiers
    • Elite soldier variant
    • Can call reinforcements when attacked near a bunker
    • Coordinates with other NPCs
    • Enhanced combat capabilities
    • Participates in base raids
  • Outlaws
    • Can be either armed or naked NPCs
    • Armed Outlaws:
      • Use basic weapons
      • May retreat when damaged
      • Found in outlaw camps
      • Use torches at night
    • Naked Outlaws:
      • Always flee from players
      • Higher movement speed
      • No combat capabilities
      • Basic patrol behavior when not fleeing


Spawning System

The game features a dynamic NPC spawn system that repopulates the world with various characters and creatures.

Spawn Events

  • Daily Spawns
    • Occurs at the start of each day cycle
    • Respawns all NPC types
    • Only happens if NPCs are enabled in server settings
    • Won't occur during Deathmatch mode or active nuclear events
  • Random Events
    • Two-hourly respawn events
    • One-hourly events for specific NPCs

Raid System

  • Red Soldier Raids
    • Triggered by player progression in PvE or when you attack a red soldier near a bunker.
    • Raid strength based on:
      • Workbench level (1-3)
      • Number of buildings owned
      • Base difficulty multipliers
    • Raid Parameters:
      • 2-5 NPCs per raid
      • Duration: 20-80 seconds
      • Emerge from nearest bunker
      • Can call for reinforcements
    • Drops: Highly rewarding
  • Bear Raids
    • Requires:
      • More than 6 player buildings parts
      • At least 2 doors
    • Bears spawn near player structures
    • Attack duration scales with base development
    • Target workbenches and buildings
    • Will fight back if attacked
    • Attacks trigger daily when cooking raw meat at a campfire

Spawn Rules

  • Locations
    • Fixed spawn points for each NPC type
    • Building-aware placement
    • Animals avoid spawning near structures
    • Different points for indoor/outdoor NPCs
  • Occupation Rules
    • One NPC per spawn point
    • Points clear after:
      • NPC death (120-second delay)


  • Building Proximity
    • Animals won't spawn within 5.5 units of buildings
    • Indoor soldiers have limited patrol range
    • Red soldiers coordinate with others
  • Patrol Ranges
    • Regular soldiers: Standard patrol area
    • Indoor soldiers: Limited movement, enhanced detection
    • Wildlife:
      • Patrol: 2-7 units
      • Return range: 10-20 units
      • Idle times vary:
        • Deer: 0.2-0.6 seconds
        • Other animals: 2-6 seconds

NPC Mechanics

Health System

  • Base health: 100 points
  • Damage multipliers:
    • Head: 3x damage
    • Body: 2x damage
    • Legs: 1x damage
  • Some NPCs flee at low health

Behavior Patterns

  • Patrolling
    • Customizable patrol routes
    • Variable idle times
    • Different patterns for indoor/outdoor NPCs
    • Returns to spawn point when players are distant
  • Combat
    • Variable detection ranges
    • Weapon switching capabilities
    • Reinforcement mechanics (Red Soldiers)
    • Fleeing behaviors when damaged

Environment Adaptation

  • Day/Night Cycle
    • Some NPCs use torches at night
    • Adjusted detection ranges
    • Modified patrol patterns
  • Territory Control
    • Defined home areas
    • Building-specific behaviors
    • Return-to-spawn mechanics

Status Effects

  • Available states:
    • Active/Disabled (based on player proximity)
    • Combat (engaging targets)
    • Fleeing (escaping threats)
    • Patrolling (normal movement)
    • Dead (drops loot, despawns after 120 seconds)