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Army knows each member?

PostPosted: Tue Dec 23, 2014 5:54 pm
by Sampson
When I go somewhere and there are army or bandits there, if they get agro at me and try to kill me, I get away. I come back with a different character they immediately notice me as hostile and shoot me, when in fact this character hasn't done anything. I understand it's war and there could be assumption that they will always be agro from then on to anyone, but in fact as in central square there are plenty of other people there not getting shot at.

It seems this must be a bug where if the army gets agro at 1 character they seem to know your whole group somehow.

Re: Army knows each member?

PostPosted: Fri Dec 26, 2014 12:47 pm
by skidmarx
I had this problem playing version 1.0 (GOG). Once a location was hostile, it was hostile to all survivors from your shelter. It might have been intended that way, and not a bug, but it does seem unrealistic.

I am now playing version 1.2, and am better at not inciting an aggressive response, so I cannot confirm if it is still present.

But one notable exception suggests the opposite might be true - that locations now forget who you were.

While running to exit Father Oleg's Church, climbing the ladder to the church itself, someone standing at the door to the sleeping area yelled "Someone got in" and I was chased. It was line of sight - I was not even in audible range of them.
When that same survivor returned later, cautiously walking in, they were able to trade normally. The hostile response seemed to have gone away. But I also did not need to venture deeper into the Church, so I don't truly know if the rest of the Church was non-hostile, or just Father Oleg has a new behaviour..

It seems they really don't like being disturbed at the Church. Just running past Oleg will "bump" him and make everyone hostile. And the sound of an axe chopping wood in the annex will reduce one person to tears, and the armed guard will try to kill you after that.
I'm not sure if this is a bug. But the Church seems to be especially twitchy, reacting with lethal force to someone running within audible distance.

The hospital, on the other hand, does not react unless the guard sees you stealing. Running everywhere is fine. And the house with the young man protecting his elderly parents, gives you a fair chance to leave, even if he catches you. So it all seems as if hostility has intended sensitivity and variability.

Re: Army knows each member?

PostPosted: Sat Dec 27, 2014 10:22 pm
by skidmarx
Just to add: This is still a problem in the 1.2 patch.

I "offended" Father Oleg at the church, by running through a door and bumping him. He raised fists, and even though Cveta only had her fists, she landed one blow and he gave up, cowering.

Now, he cowers and will not trade with her at all.

And, when a new survivor joined the shelter later, she too gets the cowering response. So, it appears that the NPCs "know" everybody from your shelter, even those scavengers that only joined the shelter after the location went hostile.

It feels too unrealistic, and I wish that could be changed. I also wish I could apologise to Father Oleg, perhaps donating something as a peace offering. Because, losing him as my only trade source on day 6, really screwed up that playthrough.

It was also a total accident. I was running to about ten feet from the door. But before the scavenger reached the point I told them to run to, I left clicked the door itself. I expected them to slow to a walk (ie obey the left click, and stop running).
But instead, they just kept running, and shoulder barged the door, stopping against the priest who was standing on the other side of it (in the annex). Father Oleg is very twitchy and skittish about people running in his presense.....
So I wonder if there is an interface bug to boot... (left click changed the destination, but not the run/walk speed)