NPC Colonies
# NPC Colonies
NPC colonies in Feral Rise are no longer just static names on the map. They are designed to behave more like living colonies with their own members, needs, relationships, habits, and history.
## Living NPC Colonies
NPC colonies can take part in many of the same kinds of survival systems that player colonies deal with. Their members can work, patrol, gather, train, craft, trade, recover, age, become sick, raise young, and eventually die.
Their choices are not meant to be perfectly efficient. An NPC colony may have shortages, bad luck, awkward timing, strong personalities, or priorities that change as things happen around them.
NPC foxes are known as **Feenees**. NPC rabbit-like characters are known as **Leenees**. These are NPC-only species and cannot become ordinary player-owned pets.
## Relationships Between Colonies
NPC colonies can build real history with one another.
They may become friendly, form friendships or alliances, grow wary of each other, become rivals or enemies, or hold long-term grudges. These relationships are based on things that actually happen between the colonies rather than being assigned at random.
Helpful events can matter. Harmful events can matter too.
A colony may remember another colony helping during a dangerous situation, trading fairly, visiting often, offering aid, or supporting them. Raids, attacks, theft, refusal to help, and other hostile events can leave a very different impression.
Two colonies can also disagree about one another. One side may trust the other more than the feeling is returned.
## Individual NPC Opinions
An NPC's personal opinion of you is separate from their colony's opinion of your colony.
That means an NPC can personally like or recognize you even if their colony is uneasy with yours. The opposite can happen too: two colonies may be friendly while one particular NPC finds you irritating.
Repeated interactions can make an NPC more familiar with you over time. They may remember whether previous visits felt comfortable, cautious, awkward, or distant.
Yes, they can also remember being poked.
## NPC Visitors
NPCs from nearby colonies may sometimes visit another colony.
A visit can happen for practical reasons, such as when a visitor's role may be useful to something the host colony is dealing with. Some visitors may also become more comfortable returning to colonies they have had good experiences with before.
Visitors are not just silent decorations. Depending on the NPC and the situation, they may:
- speak first
- recognize returning players
- react differently to familiar people
- check in on someone they know
- approach a particular colony member
- keep their distance from someone
- react to repeated poking
- pay attention to food, water, repairs, care areas, trails, or the perimeter
- behave differently depending on their role and reason for visiting
Not every visitor will do every one of these things, and some behavior is intentionally subtle.
## Memory and History
NPCs and NPC colonies can keep bounded memories of real events.
This helps prevent the world from constantly resetting back to "hello, stranger" after something important happens.
Visits and relationship changes can also become part of colony history. The long-term goal is for this history to sit alongside events such as aid, rescues, raids, alliances, deaths, memorials, and other major moments so colonies gradually build their own stories.
Private player conversations are not copied into public colony history.
## Trading and the Caucus
NPC colonies can participate in the Caucus using the same basic economy rules as players.
They may look for useful crafted equipment, buy something they actually need, bid on appropriate listings, craft surplus goods, or list useful extras for sale.
NPCs do not receive unlimited money or free market items. Their choices still depend on what their colony owns, needs, can afford, and is willing to spend.
## Can Players Own NPC Species?
No.
Feenees, Leenees, and other NPC-only species remain under NPC control. They cannot be adopted, traded, inherited, rescued into player ownership, or obtained through another ownership loophole.
Players can interact with NPCs without turning them into collectibles.
## Are NPCs Fully Finished?
The NPC overhaul is now active and usable, but it is still growing.
More reactions, world events, colony history, public relationship information, rescue and aid behavior, raids, memorials, and other long-term NPC life features will continue to be added over time.
The goal is simple: NPC colonies should feel like they live in the same world you do.
They should notice things.
They should remember things.
And sometimes, they should have opinions about you.
NPC colonies in Feral Rise are no longer just static names on the map. They are designed to behave more like living colonies with their own members, needs, relationships, habits, and history.
## Living NPC Colonies
NPC colonies can take part in many of the same kinds of survival systems that player colonies deal with. Their members can work, patrol, gather, train, craft, trade, recover, age, become sick, raise young, and eventually die.
Their choices are not meant to be perfectly efficient. An NPC colony may have shortages, bad luck, awkward timing, strong personalities, or priorities that change as things happen around them.
NPC foxes are known as **Feenees**. NPC rabbit-like characters are known as **Leenees**. These are NPC-only species and cannot become ordinary player-owned pets.
## Relationships Between Colonies
NPC colonies can build real history with one another.
They may become friendly, form friendships or alliances, grow wary of each other, become rivals or enemies, or hold long-term grudges. These relationships are based on things that actually happen between the colonies rather than being assigned at random.
Helpful events can matter. Harmful events can matter too.
A colony may remember another colony helping during a dangerous situation, trading fairly, visiting often, offering aid, or supporting them. Raids, attacks, theft, refusal to help, and other hostile events can leave a very different impression.
Two colonies can also disagree about one another. One side may trust the other more than the feeling is returned.
## Individual NPC Opinions
An NPC's personal opinion of you is separate from their colony's opinion of your colony.
That means an NPC can personally like or recognize you even if their colony is uneasy with yours. The opposite can happen too: two colonies may be friendly while one particular NPC finds you irritating.
Repeated interactions can make an NPC more familiar with you over time. They may remember whether previous visits felt comfortable, cautious, awkward, or distant.
Yes, they can also remember being poked.
## NPC Visitors
NPCs from nearby colonies may sometimes visit another colony.
A visit can happen for practical reasons, such as when a visitor's role may be useful to something the host colony is dealing with. Some visitors may also become more comfortable returning to colonies they have had good experiences with before.
Visitors are not just silent decorations. Depending on the NPC and the situation, they may:
- speak first
- recognize returning players
- react differently to familiar people
- check in on someone they know
- approach a particular colony member
- keep their distance from someone
- react to repeated poking
- pay attention to food, water, repairs, care areas, trails, or the perimeter
- behave differently depending on their role and reason for visiting
Not every visitor will do every one of these things, and some behavior is intentionally subtle.
## Memory and History
NPCs and NPC colonies can keep bounded memories of real events.
This helps prevent the world from constantly resetting back to "hello, stranger" after something important happens.
Visits and relationship changes can also become part of colony history. The long-term goal is for this history to sit alongside events such as aid, rescues, raids, alliances, deaths, memorials, and other major moments so colonies gradually build their own stories.
Private player conversations are not copied into public colony history.
## Trading and the Caucus
NPC colonies can participate in the Caucus using the same basic economy rules as players.
They may look for useful crafted equipment, buy something they actually need, bid on appropriate listings, craft surplus goods, or list useful extras for sale.
NPCs do not receive unlimited money or free market items. Their choices still depend on what their colony owns, needs, can afford, and is willing to spend.
## Can Players Own NPC Species?
No.
Feenees, Leenees, and other NPC-only species remain under NPC control. They cannot be adopted, traded, inherited, rescued into player ownership, or obtained through another ownership loophole.
Players can interact with NPCs without turning them into collectibles.
## Are NPCs Fully Finished?
The NPC overhaul is now active and usable, but it is still growing.
More reactions, world events, colony history, public relationship information, rescue and aid behavior, raids, memorials, and other long-term NPC life features will continue to be added over time.
The goal is simple: NPC colonies should feel like they live in the same world you do.
They should notice things.
They should remember things.
And sometimes, they should have opinions about you.
