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Tbh this kind of docile-townsfolk aggression always seemed like clearly unintended behavior to me. Not just in Joppa, but eg also at the Six Day Stilt: Once when I entered the first time, some randos immediately started fighting Lulihart - at the end, Lulihart as well as 2 traders were dead. This was my first (and blind) playthrough, so I didn't realize that I effectively just got locked out of a whole tree of sidequests.
Another time, also Six Day Stilt, I finally make it there only to find some travelers immediately proceeding to rip the Resheph priest to pieces. I was left to watch tens of thousands of xp die right in front of me.
This seems bugged, and actually borderline gamebreaking in some cases.
https://www.youtube.com/watch?v=kvCky6BbTuE&t=1158s
You are not locked out of a sidequest tree if Lulihart dies. You can find Bey Lah in other ways and start the quest from there. I don't see how this isn't more of an annoyance than gamebreaking. None of the mainquest line NPCs that are in danger of getting attacked can normally die. They specifically took care of that part.
Argyve is not a docile creature either and lore wise seems to have let his apprentice die before with little care for the consequences of his actions. He is also the only one in Joppa who is a member of the Barathrumites and him killing the Preacher is the only thing that even hints on that and is otherwise almost impossible to find out for a player.
Lulihart (the Pariah) or the traders in the Stiltgrounds only get attacked if they have a reason like "killed our young" or similar and not randomly. Townsfolk killing people they don't like was also seen in human history quite a bit, even without reasons like those. The weird part is of course than it only happens when you arrive, but games tend to do that.
The system has some exclusion for things like this (e.g. k-Goninon can not be hated by robots), but not so much that it makes every run the same and relations only matter for players and never in between NPCs.
It's only a "slight annoyance" if you assume that the player already knows everything about the game, which might be true for you but likely not for the vast majority of players.
Otherwise, this will more than likely prevent a player from experiencing that entire side quest line, and those even remotely meaningful sidequests are far and few between to begin with.
It is a "slight annoyance" because it does not break your game or keeps your from getting something extremely important. That yondercane you get from excepting the quest is nice and getting more quests to experience is nice, but not getting that in a single run is hardly more than annoying. Especially if the player does not already know about Bey Lah, they will even be less annoyed by missing something they did not know exist.
People have been talking about those fights and often seemed to like that something like that can happen in the game on purpose, since it was very unexpected and underlined/exposed the system which new players probably do not know the full consequences of when they start out (or completely ignored its existence so far) and lead them to get some early extra loot. Having to wait 1 more run until they get an extra quest might be worth that this exists and can happen, instead of those 3 lines only being important for reputation gains/losses and a player-only mechanic with no life in the word.
I think he killed the cat too.
in all my runs, Argyve never even left his house in the SW corner, ever, so i'm not sure how he ended up aggroing on the guys the center.
I have seen it happen in the stilt, that hindren pariah spawned hated by merchants and she(they?) killed the 2 closest merchants to her(them?).
unrelated
one time, on a run, at the stilt, an acid humor spawned in there as a regular townsperson and it was wandering around the city on a path that took it all the way around all through the S,W,SW,W,Nw,N,Ne,E,Se and it just kept going around and around leaving trails of acid everywhere and i kept trying to follow it and it kept disappearing off the edge the screen and the other nocs kept walking into the acid and dying and they weren't hostile to each other, but technically that acid humor was killing everyone and i had to do something about it and i ended up killing it and then everyone (who was still alive) went hostile on me, i guess they loved that thing, like it was their pet. i still had the problem of cleanup too, there were puddles everywhere.
bonus : i learned that a canteen is acid resistant, can hold up to 64 drams. at first, i thought only bottles and batteries could carry acid.
https://steamcommunity.com/games/333640/announcements/detail/3648516594234789203
Some time ago I also used to scoop up all the acid left by those and sell it. Frankly acid batteries are not that great to begin with and that change also made usable acid much less common in the game.
No idea why he hate him so much.