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9-16-26 to 10-11-26

9-16-26 to 10-11-26

By Ittermat on 2026-10-11 06:30:01

-More bug fixes of course.. lol

--crafting table no longer refreshes so much when crafting-

-Info/quest/recipe leaves no appear where you're attention is

--fixed some stuff with the NPCS that needed fixing and there can now be rabbit npcs too!

--Should now get more notifications if you get things/messages from npc colonies/forum posts

--Fixed some minigames and them not working right- hopefully its better now-

-- Ecology/resource spending fixes

--icon makers should no longer have that weird error

--shells, tusks, bones etc can now have conditions like cracked, intact, weathered, broken etc.. previously acquired items do not have this- any items gotten after this patch will.

--the quality/condition is now somewhat dependent on scout level-

--Water tiles can now give some water if you own it.

--them sneaky quarantined pets should no longer be able to escape and do jobs..

-- NPCS GOT A BIG UPDATE --

Okay so this one has been a pretty huge background project for a while now, but I think we’re finally at the point where I can actually talk about it properly instead of just going “I’m working on NPC stuff” lol.

NPC colonies are a LOT more alive now.

They can remember other colonies, build friendships/rivalries/enemies over time, react to past events, visit other colonies, return to colonies they’ve had history with, and behave differently depending on how those relationships have gone.

Individual NPCs also have their own personal interactions separate from their colony’s relationship.

So you can now end up with things like:

-- two colonies being allies, but one specific NPC personally being annoyed with you

-- two colonies being rivals, but one NPC still being comfortable around you

-- an NPC remembering that you keep poking them because apparently I decided that needed to be a feature XD

-- returning visitors recognizing you and acting differently depending on previous interactions

-- NPCs choosing who they tend to approach, check in with, avoid, or keep distance from during visits

-- visitors having little things they do while they’re actually there instead of just standing around like decorative furniture

-- visitors sometimes speaking first instead of waiting for you to interact with them

Their visits also make more sense now.

They may show up because your colony actually needs something their role can help with, because they have a history with your colony, or a mixture of both.

They can also become more or less likely to return depending on how previous visits went, while still following the actual colony rules, cooldowns, nearby-colony requirements, needs, etc.

I’ve also started tying all of this into a larger NPC history/archive system so things like visits, relationships, future raids, rescues, deaths, memorials, alliances, grudges, and other events can eventually become part of an actual living history for the colonies.

A big thing I’ve been trying to avoid is NPCs just being random number generators wearing fox costumes.

The goal is for them to feel like they have actual continuity.

If something happened, they can remember that something happened.

If two colonies have history, that history should matter.

If an NPC knows you, they should act like they know you.

If they do not like you, they should not magically reset to “hello stranger :)” every time they appear.

There’s still a LOT more I’m adding to this system, so this isn’t the end of the NPC overhaul by any means.

But the core of it is now far enough along that I’m comfortable saying:

The NPC overhaul is officially in the game and usable.

I’m going to keep expanding it from here, especially the history/archive side, more NPC life behavior, reactions to bigger world events, alliances/enemies, helping other colonies, raids/rescues, memorials, and making their public colony pages show more of those connections.

I’ll also be updating the wiki so there’s somewhere to actually read about how all this works without having to dig through a million update posts.

So basically:

the NPCs have escaped the cardboard cutout phase.

They have opinions now.

Possibly about you.
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