Crew and pets have a baseline stat set (effectively tier 1) that is then multiplied by the player's currently-equipped armor tier, regardless of the tier of planet from which they were hired or captured. If the tenant pays with a procedurally-generated weapon, it will be at the planet's tier.Īlly NPCs ( crew, pets, and guard tenants) do not use spawn locations for their stats. The higher the tier, the larger the amount of pixels the tenant will pay out. Any procedurally-generated weapons or armor the merchant carries will be at their location's tier. Merchant stock is dictated by the spawn location's tier, whether they be permanent residents, temporary merchants summoned by a quest, or summoned by the player as a tenant via colony deed. This is most pronounced with NPC village guards (those naturally occurring in initially-friendly villages, not guard tenants) which are three levels above the planet on which they spawned. In a few cases, such as with outlaws and glitch evil fortress lords, the NPC may have a slightly higher tier than the planet on which they spawned. Basically, the higher the area's tier, the tougher its population is in a fight, just as with monsters. This holds true for any NPC, regardless of whether they are friendly or hostile toward the player. This is largely dictated by where the NPC is spawned, but there are a few exceptions.įor NPCs, the tier of the area they are spawned in dictates their health, damage output, and armor class. ![]() One important factor in the tier system is how it affects NPCs, both friendly and hostile.
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