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Rapportera problem med översättningen
The thing I didn't like with the implementation pre v0.3.0 was that npc behaviors were too static and predictable. To counteract this, there's a few changes I've made to the overall architecture in v0.3.0.
Npc memories effect their opinion of you and fade over time. Whether a npc is aggressive is calculated on the spot based on these memories. This means that you can meet a npc one time and have them be aggressive, whereas the next time you meet them, they might be friendly. The opposite might also be true, because of the morality stat.
Morality will affect how npcs behave e.g. npcs with low morality will be more keen to rob and murder people, while npcs with high morality will be appalled by it.
So instead of creating artificial "roles" like "Bandit" and assigning it to a npc, npcs will dynamically become and stop being bandits.
maybe they can split into like bandit groups? like taking control of areas, splitting off from command, stuff like that?
They are not going away. Any more comments about it will be deleted.
Of course, they set up the farmland.