Terminus: Zombie Survivors

Terminus: Zombie Survivors

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In-geon [Longplay Studios]  [developer] Sep 11, 2024 @ 12:47am
1.1 NPC Update Ideas | 1.1 NPC 업데이트 아이디어
EDIT: 2025-01-14
The 1.1 unstable version is now available in the v1.1 branch! Thanks for all the great suggestions. If you’re interested, please give it a try and share your feedback—it means a lot to us!





Hey! I'm In-geon, the developer of Terminus: Zombie Survivors.

We’re working on the 1.1 update, and I’d love to get your feedback—it would be a big help as we develop the new features. This update focuses on adding companion automation and new human enemies like Bandits.

It would be very helpful if you could share your thoughts on the types of hostile NPCs that could appear and how they might behave. Your ideas will play an important role in shaping these features.

Thank you for your continued support! 😊


안녕하세요! 터미너스: 좀비 생존자들의 개발자 신인건입니다.

현재 저희는 1.1 업데이트 작업을 진행 중이며, 여러분의 의견이 개발에 큰 도움이 될 것 같아 글을 작성하게 되었습니다. 이번 1.1 업데이트에서는 동료 자동화 시스템 도입과 강도와 같은 새로운 인간형 적을 추가하는 것이 주요 목표입니다.

어떤 적대적인 NPC들이 등장하고, 그들이 어떤 행동을 하면 좋을지 여러분의 다양한 아이디어를 공유해주시면 큰 도움이 될 것 같습니다. 좋은 의견이 있으시다면 자유롭게 공유해 주세요!

항상 응원해 주시고 함께해 주셔서 진심으로 감사드립니다! 😊
Last edited by In-geon [Longplay Studios]; Jan 13 @ 9:55pm
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Showing 1-15 of 42 comments
Random encounters with bandits that have dialogue options (and special options that come from certain classes)

An example would be : a girl is kidnapped by bandits and maybe certain classes/perks let you free her with words, and other options to fight them or back off if you can't talk your way out or fight them.

Or maybe bandits find a box of loot and tell you to back off, if your strength/combat skills high enough you could intimidate them into backing off.
NL-Meta Sep 12, 2024 @ 3:44am 
Originally posted by SmokerOvWeed420:
Random encounters with bandits that have dialogue options (and special options that come from certain classes)

An example would be : a girl is kidnapped by bandits and maybe certain classes/perks let you free her with words, and other options to fight them or back off if you can't talk your way out or fight them.

Or maybe bandits find a box of loot and tell you to back off, if your strength/combat skills high enough you could intimidate them into backing off.

I wonder if we could get a charisma stat for this?
Darkringer Sep 12, 2024 @ 2:52pm 
Firstly, I like the idea behind there being other Survivors that are hostile towards you. After all, zombies have ravaged the place as we know it! The most important one to look after is the number one, which is yourself. And when things are desperate, sometimes you have to do the inhumane thing for the sake of your own survival. I, for one, like the idea behind hostile NPC's.

I think, these hostile NPC's should have combat preferences over anything else: Some who shoot firearms, some who charge in and beat the snot out of you, some who maybe do both, or maybe a hit-and-run strategy, especially during the night. There's a lot of opportunities I think. But, I'm also hoping that upon being taken down, will also give a bit more drops than just a rag and a random item? A bit of incentive for us to consider going after them ourselves?

There's other potential options, I think:
- Maybe a couple of the Fortified Houses would rather shoot first, talk later? Something tough to break through, but gives loot and a defensible base once cleared out?
- We could have a group of hostile NPC's that work together against you. I mean, we can recruit Survivors ourselves, so I see no reason why Hostile NPC's can't have groups of 2-3 either.
- Perhaps there's a way we can persuade or bribe the Hostile NPC's to become neutral to us, if just temporarily. Not to become companions per-say, but more of an extra arm that can deal with zombies in the area.
- I like the idea behind them having a 'goal' or something they're after, a reason for them to be hostile. Perhaps we'd be given an option to separate with an item we have that they want in exchange for our life. Or heck, maybe something like a 'toll', where in order to leave or pass by them, we need to give them something. We do that, we get to leave peacefully. We don't, or can't, then the fists and gunfire do the talking instead!

What I'm about to say here isn't what you asked for. But maybe, just maybe, there could be a seventh ending with hostile NPC's? Perhaps there could be an Outlaw base that, if we clear out, set ablaze with Molotovs, maybe plant a flag, or some other criterias, we get something like a 'Vigilante Ending'.

BUT - I'd also perhaps consider making it a toggle option to have Hostile NPC's on or off in somewhere like the difficulty options. I personally don't mind it, but I do know a couple of people who are not fans of that.

I like this idea you have going on. Hostile NPC's will definitely add a new layer of strategy to this game. Looking forward to see what you come up with.
Duskien Sep 19, 2024 @ 5:14am 
You could have missions where some survivors require you to rescue their friends from bandits or reclaim an item before they will join your group? Those survivors could have better stats or provide unique rewards to make it worth the risk.

Or you could have survivors that pretend they want to assist the player but then lead them into a trap so they can steal their items, maybe using noise makers to attract zombies or having bandits lying in wait.
Rapture Sep 20, 2024 @ 5:34am 
낮에는 무리지어 돌아다니면서 약탈을 하고, 또는 한두명의 정찰병으로 약탈장소를 염탐하고,
밤에는 본인들 기지에서 보초를 세워두고 방어를 하는 시스템이 제일 현실적일거 같네요
그렇게 되기 위해선 우선 유저들도 본인의 기지를 세울수 있게 바리케이드, 내부 건설 등의 기능도 필요할 것 같습니다.
ShootNik Sep 20, 2024 @ 7:06am 
Any chance for meta progression?
More options would be great, considering game is pretty hard on it's own. Faster exp gain, better skills, more starting equipment, etc.
Voodooknigh Sep 20, 2024 @ 5:01pm 
Love the idea of human encounters, but thoughts on QoL features?

-enable reading until interrupted similar to sleep
-enable an option to double click for hold options (like holding to dismantle in crafting, or to fully hydrate)
-enable an option to skip animations when refueling, fishing, etc

A new ending related to joining a bandit faction might be an interesting idea - storm a number of fortified houses and claim them for the bandits as new bases kind of thing.

Vice versa, a new quest with the fortified house to eliminate bandit camps could be interesting. Other than bandits, prior military could be an interesting new NPC type; maybe something like a set of friendly mercenaries that have set up and you can hire them for help.
Last edited by Voodooknigh; Sep 20, 2024 @ 5:04pm
Acryptic Sep 20, 2024 @ 9:21pm 
It would be interesting if there was a human type enemy that rarely spawned in heavily infected areas that used the Camo items (gut poncho and similar items) To blend into the hoard but toss items towards the player to alert the zombies to our presence, Essentially using us as the scapegoat so they can escape themselves with loot/to loot (Possibly have them guaranteed to carry good items to make them a priority target before they leave the map?)

Another system I could find as interesting is if there was "bandit bases" they spawned on the map occasionally (abandoned houses changing into them based on a setting for frequency) Where Bandits make a stronghold and collect the resources from around them. These working as either a challenging area with multiple human enemies to defeat or a more hostile version of a trading house that gives you worse deals but can possibly offer you unique items that normal trade houses don't have. (possibly link to a new ending where you join the bandits to exploit survivors?)
Last edited by Acryptic; Sep 20, 2024 @ 9:25pm
Cappycaps Sep 21, 2024 @ 2:37am 
How about 'a Wanted' system, where NPCs can actively track you node to node, driven by you either (a) robbing/killing their crew members , whereupon neutral/friendly NPCs might come after you for vengance or, in rarer cases, (B) just plain bad 'cannibal/bandit' NPCs being blood thirsty villians who actively hunting down survivors (especially lone survivors). This could be countered by you playing stealthy, and keeping a low profile (a 'heat' system). I have a ton of ideas for general play, if there is a thread for that???
ssk3409 Sep 21, 2024 @ 4:20am 
xx 시간에 강도들이 요새화된 주택을 공격한다는 메시지가 뜹니다. 강도가 요새화된 주택 점령에 성공하면 그 주택은 사용불가됩니다. 강도 퇴치에 성공하면 주택으로부터 커다란 보상을 얻을수 있습니다.

건물 중에 생산 건물(음식, 탄약, 재료 등등)이 등장합니다. 발전기에 충분한 기름이 있고 거점이 활성화 되어있으면 지속적으로 물품을 생산합니다. 그러나 강도들이 이 지역을 공격하기 때문에 대비해야합니다.

강도는 맵의 일부 지역(플레이어가 탐험한 지역도)을 점령합니다. 차를 이용한 이동을 방해하기 때문에 멀리 돌아가거나 그 지역의 강도들을 처치해야합니다.

방벽 : 망치를 사용하여 건설할수 있습니다. 적의 이동을 차단합니다. 하지만 적이 이동을 완전히 막을 경우 적은 방벽을 공격합니다

방패 강도 - 전방의 공격의 피해를 줄입니다. 옆을 공략해야 합니다.
총 강도 -원거리 공격을 합니다
화염병 강도 - 화염병을 던집니다. 화상상태를 제거하기위해서 연고를 사용해야합니다
일꾼 강도 - 적의 방어시설을 수리합니다
대장 강도 - 주변의 강도들의 능력치를 향상시킵니다

비명 좀비 - 플레이어를 발견하고 그턴에 제거되지 않으면 비명을 지름니다. 비명을 들은 좀비들은 근처로 모입니다
Last edited by ssk3409; Sep 23, 2024 @ 1:57am
Taylork2 Sep 21, 2024 @ 7:24am 
That's interesting, bandits.

Some ideas:
Exsoldier/soldiers
Lone crazy survivor
Bandits raiding a Fortified House
Bandits using crafted weaponry like Nail Bat, Bow, etc
Redlight Sep 21, 2024 @ 8:43am 
총을 쓰는 그런 약탈자들이요!!
BASH! Sep 23, 2024 @ 7:39pm 
Thank you for this game. I've been playing it a lot and having a great time.

Some ideas:

- Wandering humans that steal your stuff.
- Being captured by bandits/having to escape.
- Capturing bandits.
- House traps.

I would also like the ability to build furniture for our forts.
Barrogos Sep 23, 2024 @ 9:14pm 
I want npcs can cover player like Terminus npcs
Last edited by Barrogos; Sep 23, 2024 @ 9:16pm
BBQ Sep 25, 2024 @ 5:17am 
적대 NPC는 세 가지 방법으로 플레이어를 찾아오면 좋겠습니다.

1. 협박 후 습격
플레이어에게 특정 물건을 내놓으라고 먼저 제의합니다.
플레이어가 수락하면 적대 NPC는 습격하지 않습니다.
하지만 거절하면 습격을 해옵니다.

2. 이미 어느 장소를 점거하고 있음.
그들은 요새화된 주택처럼 어느 한 장소를 점거하고 있습니다.
그들은 매우 적대적이라서, 협상이 통하지 않고 플레이어가 접근하기를 원치 않습니다.
플레이어은 해당 장소를 들어갈 수 없습니다.
해당 장소에 들어가려면 그 장소를 점거한 NPC들과 싸워야만 합니다.

3. 우연히 만남
맵을 돌아다니고 있는 적대적 NPC와 우연히 마주쳤습니다.
그들은 플레이어 캐릭터를 보면 무조건 죽여서 물건을 빼앗으려고만 합니다.
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