Post by Tim on Jan 6, 2010 9:22:42 GMT -6
Pretty similar to terrain types, NPCs will also be set into categories.
Like I said, pretty similar. Note that the NPC locations will not be changing again. When I rearranged them last version, I did so with this already in mind, so they are already spread out as evenly as possible. Darkfriends will end up with a disadvantage when trying to find shadowspawn, but are more likely to fight some of the other types (military and ruffians mainly) than non-darkfriends. I don't think they should be an issue, but it is something I'll be monitoring to keep an eye on.
Besides, being a darkfriend isn't quite as simple as checking a box at the start this version.
NPC types:
Each enemy NPC you encounter in the wilderness is one of six different NPC types: Animal, Channeler, Exotic Animal (Seanchan animals), Military, Ruffian, or Shadowspawn. The list below shows what type each of the enemy NPCs you encounter is:
Animals = Capar, Bear, Wolves, Lion, Gara, Blacklance
Channelers = Damane, Aes Sedai, Black Ajah, Mad Male Channeler, Asha’man, Dreadlord
Exotic Animals = Lopar, Gholm, Torm, Corlm, Raken, Toraken, S’redit
Military = Soldier, Warder, Aiel, Whitecloak, Seanchan, Merchant Guard
Ruffian = Darkfriend, Drunken Soldier, Bandit, Pirate, Dragonsworn, Wolfbrother
Shadowspawn = Trolloc, Fade, Darkhound, Draghkar, Jumara, Gholam
The NPCs are spread out in a way that each type of NPC has an equal chance of appearing and an equal average level range. This average is based on all wilderness areas, not individual ones, so obviously some types will appear more frequently in certain areas than others and may not appear at all in some.
Each character has a favored NPC type that they receive a small bonus against, as well as an unfavored NPC type that they receive a small penalty against. The characters favored and unfavored NPC types are determined by their nationality.
Each enemy NPC you encounter in the wilderness is one of six different NPC types: Animal, Channeler, Exotic Animal (Seanchan animals), Military, Ruffian, or Shadowspawn. The list below shows what type each of the enemy NPCs you encounter is:
Animals = Capar, Bear, Wolves, Lion, Gara, Blacklance
Channelers = Damane, Aes Sedai, Black Ajah, Mad Male Channeler, Asha’man, Dreadlord
Exotic Animals = Lopar, Gholm, Torm, Corlm, Raken, Toraken, S’redit
Military = Soldier, Warder, Aiel, Whitecloak, Seanchan, Merchant Guard
Ruffian = Darkfriend, Drunken Soldier, Bandit, Pirate, Dragonsworn, Wolfbrother
Shadowspawn = Trolloc, Fade, Darkhound, Draghkar, Jumara, Gholam
The NPCs are spread out in a way that each type of NPC has an equal chance of appearing and an equal average level range. This average is based on all wilderness areas, not individual ones, so obviously some types will appear more frequently in certain areas than others and may not appear at all in some.
Each character has a favored NPC type that they receive a small bonus against, as well as an unfavored NPC type that they receive a small penalty against. The characters favored and unfavored NPC types are determined by their nationality.
Like I said, pretty similar. Note that the NPC locations will not be changing again. When I rearranged them last version, I did so with this already in mind, so they are already spread out as evenly as possible. Darkfriends will end up with a disadvantage when trying to find shadowspawn, but are more likely to fight some of the other types (military and ruffians mainly) than non-darkfriends. I don't think they should be an issue, but it is something I'll be monitoring to keep an eye on.
Besides, being a darkfriend isn't quite as simple as checking a box at the start this version.
