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
- Requires:
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)