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NPC's opinion values apparently have no affect on their behavior outside of combat. While increasing an NPC's fear in combat will causes them to run away (edit: on further testing this is unreliable), extremely high fear values, or extremely low trust and value values, do not change NPC's behavior or reactions to the player at all outside of hardcoded dialogue checks.
Talk to the NPC. See that they do actually talk to you.
Press O to check opinion and see that they have incredibly high fear and incredibly low trust and value
Ask if the NPC has a job and watch as they gladly offer you a quest.
Ask to trade and watch as the trade screen appears.
Ask if they want to follow you and see that you have 100% success odds because they think you're even scarier than the literal Cataclysm.
Expected behavior
Low enough trust/value means the NPC refuses to deal with you at all, high enough fear means they flee at the sight of you (or attack you if they're brave), or shout at you to stay away, or something.
Screenshots
Versions and configuration
OS: Windows
OS Version: 10.0.22631.4317 (23H2)
Game Version: cdda-experimental-2024-10-27-0438 d515611 [64-bit]
I added the attitude changes to lilin's (#77178) ruach-draining power as a balance to force NPCs to react (since the lilit just has to touch their target and it's not as obvious as a vampire's fangs or blood drinking), but apparently it's not a balance at all.
The text was updated successfully, but these errors were encountered:
Describe the bug
NPC's opinion values apparently have no affect on their behavior outside of combat. While increasing an NPC's fear in combat will causes them to run away (edit: on further testing this is unreliable), extremely high fear values, or extremely low trust and value values, do not change NPC's behavior or reactions to the player at all outside of hardcoded dialogue checks.
Attach save file
Darfur-trimmed.tar.gz
Steps to reproduce
Expected behavior
Low enough trust/value means the NPC refuses to deal with you at all, high enough fear means they flee at the sight of you (or attack you if they're brave), or shout at you to stay away, or something.
Screenshots
Versions and configuration
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
Portal Storms Ignore NPCs [personal_portal_storms],
Slowdown Fungal Growth [no_fungal_growth],
Xedra Evolved [xedra_evolved]
]
Additional context
I added the attitude changes to lilin's (#77178) ruach-draining power as a balance to force NPCs to react (since the lilit just has to touch their target and it's not as obvious as a vampire's fangs or blood drinking), but apparently it's not a balance at all.
The text was updated successfully, but these errors were encountered: