Are bandits universally evil? I just murderized and entire encampment of bandits by leading a group of mi-gos towards them first for the softening. And then promptly shot in the back a fleeing bandit. Could I have talked to them? I’ve never interacted with bandits before but are they more like scavengers than evil individuals that will mug/kill other humans?

  • tumulus_scrolls@lemmy.fmhy.ml
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    1 year ago

    Okay, maybe this is the case, at least now. I have some memories of killing a random NPC (unknown to my character) in clear self-defense and getting pretty severe bad morale from this for a long time. It might have been one of those clowns who order you to drop everything when they see you. Glad if this have been somehow patched.

    • JayEchoRay@lemmy.world
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      1 year ago

      Could have killed them before they go hostile, i assume it was the game thinking you were killing unprovoked - like attacking before they went hostile as they are “neutral” while mugging you. I would pull out a weapon when they try to mug which tends to get them aggressive if they think they can take you and are brave enough… there is a chance, that they run away but I havent seen that it a while.

      The bionic character that I have would probably be sad for about 3 days after dissecting a couple of human bodies, usually 2 is the point when stimulants need to be used to get them out of “DX” state, maybe they get used to it too although every autopsy shows digust for doing it. A lot of the rarer mutagens need human samples and purifier - which is what removes mutagen effects to a human baseline.

      • tumulus_scrolls@lemmy.fmhy.ml
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        1 year ago

        For now I will refrain from talking from what I think is in the game without testing :) But just one question, when you’re saying “neutral stance”, do you mean the status next to the “monster” in the V menu? (Hostile/Ignoring/Tracking etc.) Or is it something else?

        • JayEchoRay@lemmy.world
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          1 year ago

          Yeah, i see it as a state of action. Like when they are running up to you and shopping through your stuff they are not in a hostile state, but if they see you pull out a weapon there should be a message saying something like Npc is hostile and then their map pip in the mini-map will turn red and they refuse to talk to you. Usually then they will start throwing stuff or shooting at you. In the heat of the moment I forgot there is more info with V, I think it should say hostile.

          I usually let them take the first shot unless they have me at a disadvantage.

          M.O. when I see an Npc:

          • Shift C to talk to them
          • If they are friendly I ask if I can help them
          • if not, I try to convince them to stand dowm, should say if you fail then they will go hostile
          • otherwise they will tell you to drop your weapon, which I usually have at least a couple options and drop it or you can stow it away before talking. They will then either tell you to bugger off, then you can just drag, “/”, your weapon with you away and leave them alone or they will rush towards you.
          • Rushing towards you (after telling you to put you weapon away) means they are going to in all likelihood going to mug you and you can run away or try and talk again.
          • if they refuse to talk, then I pull out weapon
          • if they go hostile then I know they were trying to attack - going to go into a hostile state - will probably pop up a message in the message bar and for personal roleplay I wait for first response ( up to you at that point) - can be a gun shot or throwing stuff at you.
    • JayEchoRay@lemmy.world
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      1 year ago

      Recently a “fearless fighter” npcs attacked me (probably because of mutations) or because I was pulping corpses or I accidently hit first. Got a mood malus for killing them… but doesn’t really make much of a difference as the next day I visited the whole school it was zombies and ferals.

      So I guess the opening day panicked npcs are being treated like “children” where it seen as unneccessary killing.

      Bandits are free targets though, their first response is usually to get angry

      I guess nice thing about being a chemically imbalance, bad temper illiterate is it hardly matters, moods change on whim and only getting out of DX/ D: mood is a problem for dissection. It is a simpler life it not a bit more chaotic and uncontrollable.

      Had a good laugh when I was trying to save cows from zombie cows and a npc runs up telling me to drop my weapons to which my character told them to drop their weapons… and being the scary mutated “monster” the npc drops their weapons and runs around like a headless chicken - so not really even worth my time in that case I had cows to save.