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It's a bit difficult to explain what the faction value actually does because it influences a lot of little things internally, and should simply be "Silverpine" if the NPC lives in Silverpine, "Capital" if the NPC is an offscreen visitor from the capital like Mirel, and "Other" if they live in the wilderness. It has no influence on anything that is clearly visible to the player.

The custom NPC's daily routine in dynamic mode is solely influenced by the private character description, knowledge, and possible routines you have set up. The AI will try to infer a daily routine from those things.  For example, if you have a custom NPC that has just two possible routines, "visit_tavern_in_silverpine" and "stay_in_capital", and a knowledge entry that says "%NAME% visits Silverpine every Tuesday.", the AI will most likely set up a daily routine that results in the NPC visiting the tavern every Tuesday.

Custom NPCs being able to move in with the player like Mirel will come in a minor update. You can currently have 8 custom NPCs enabled at the same time.

Neat! Eight whopping characters! Much wow!

Three follow up questions (and thanks for the explanation and reply!): What determines the art used? Is it a custom character set up just like a PC like we've been thinking?

Leaning on the example you gave, what would be the name of Gareth's shack/the PC's home for directions for visiting? Let's say the custom NPC is a blacksmith and already holds a "lease" to use the grounds to work, so they visit a certain set of hours regardless if the player owns it or not. Would that work? If so, how? 

How powerful is appending information to established cannon NPCs? Can this be used to adjust behavior or establish lore that is shared through the entire village? Or even how a character presents themselves? For example, turning Hayden into a plucky tomboy, or making the guard start up a side business of knitting? Silly stuff like that.