NPCs
Power trajectory
Up = buffed, down = nerfedPatch history
- ≈🔁ReworkRanged Attackhit chance
Tweaked the ranged weapon hit chance algorithm for more consistent combat.
Algorithm tweak
- ≈🎯BehaviorVisionthresholds/durations
Adjusted vision system thresholds and durations to refine NPC detection.
Tweak
- ≈🎯BehaviorCombat/Pursuitbehavior
Tweaked general combat and pursuit behaviors for NPCs.
Tweak
- ▲🐛Bug fixSightingdetection
Fixed NPCs not sighting non-host clients properly, ensuring consistent stealth/detection.
Fixed non-host sighting
- ▲🐛Bug fixCombatinteraction
Fixed NPC combat not working properly against non-host clients.
Fixed non-host combat
- ▼🐛Bug fixProduct Acceptancepenalty
Fixed NPCs accepting incorrect products without penalty when provided in excess.
Fixed penalty bypass
- ≈🛠QoLRagdollalignment
Improved the alignment of NPC impostors when the NPC is ragdolled or unconscious.
Visual improvement
- ▲🐛Bug fixCauldronsusability
Fixed an issue where chemists could make cauldrons unusable.
Bugfix
- ▲🐛Bug fixDrying Racksusability
Fixed an issue where botanists could make drying racks unusable.
Bugfix
- ≈🐛Bug fixMickspawn/schedule
Fixed NPC summoning at Mick's house and corrected his schedule to ensure he appears at the pawn shop.
Bugfix
- ≈🐛Bug fixWarehouse AIjob return
Fixed warehouse NPCs failing to return to their jobs after attacking the player.
Fixed AI return to work.
- ≈🐛Bug fixEmployee Assignmentproperty restriction
Fixed a bug where employees could be assigned to tasks at properties other than their own.
Fixed cross-property assignment.
- ▼📊NumericAggressionprovocation thresholdMultiple→1
Aggressive NPCs may now attack after only one provocation, making them more volatile.
Increased danger
- ▲🎯BehaviorArrestarrest progressPersistent→Reset on hit
Police officer arrest progress is now reset when they are hit, allowing players to interrupt arrests.
Player advantage