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There are many random situations which may get an NPC killed. Over time there's attrition to the population. I usually know when things are getting silly when the option "Seize" shows up for random buildings, including city walls.
In the future I expect NPCs to be replaced by their offspring and property kept inside the family; it's the most logical and immersive solution.
Calculate the relevance of making babies. NPCs would have a certain probability of forming a couple. And therefore, to have children.
Including inside the sect. And to recolonize. And cities should also have this type of dynamic.
And to avoid demographic surpluses, a few skirmishes/wars/monster hunts.
If monsters repop and NPCs don't, how could a map remain interesting? The same goes with the rise in power of NPCs over time, which must be calibrated, between the ratio of "died in the attempt to become stronger" / "actually became stronger and is less likely to die". Thus, this would favor a small number of NPCs who would then be likely to challenge the MC and his own sect.
Otherwise, the game is just a little game, which we really got through in just a few hours.
And that includes the ability for NPCs to heal themselves, or spend money at the clinic to heal themselves. Otherwise, it becomes totally stupid to keep playing.
Which also implies real management of NPC salaries/assets.
So, yes, this requires work for the devs. Otherwise, what's the point of keeping to play it?
As far as I'm concerned, as long as this kind of problem is not resolved, that and the absence of life of the NPCs as soon as we move away a little, no real economic activity or wars between sects when the territories are not claimed by anyone... I leave the game in the fridge. It was fun for a few hours, but it won't stay that way.
Exactly, i broke into the prison because my assassination target was there, only to find over 40 people held there.
Theres two ways you can counter it.
1) join the dynasty faction and release them yourself (this doesnt give any positive/negative effects)
2) fight your way through the dungeon and release them yourself. the dynasty faction will hate you/come after you but they will respawn very fast compared to regular npcs.
edit: also if you feel like creating a new world you can always just not place the dynasty tile.
aren't you forced to place the dynasty tile at a point?
usually when you start placing sect tiles.
i guess you could just not place sect tiles though.
Sect tile relation I don't know. But it is forced.
I had place a sect tile down, in a separate event, and then later was given the Dynasty interaction. Using controller tried to cancel out of having to place the tile down but it wouldn't let me. Unlike normal tile expansion where, if I don't like the list of options I can cancel out of having select one back to the play screen, then re-open the expansion message to get a different selection list.
Ha. Nice if true. Is it for sure ?
Sooner or later people will (through their own actions or Auction) start hating each other.
Once anyone hates a guard, is a Bandit profession near a guard, or a guard just dies... their gear will start circling around. It's always Legendary+Unbreakable so it's extremely desired to wear for NPCs as it's better than literally anything they'll find normally.
The problem is that each piece of Guard gear you wear raises your wanted level permanently while it's worn. Even someone with one piece will sooner or later not have money to pay the 1k/day to keep the guards away. This means they resist eventually and get arrested.
This will propagate through your whole world once it starts. It is *almost* unstoppable. You can just kill all the guardsmen. The ones that spawn with the city when placed down are often 8-12k monsters that unless you've played for a bit already you'll have a hefty struggle to fight. (let alone fight multiple of in a row since they're often close enough to each other to jump in together)
TL/DR: Check the prison for 40+ captives. Murder all the guards you see.