My new ASMR is watching Kingdom Come: Deliveryance 2 NPC harvesting a large pile of items that players are removed

My new ASMR is watching Kingdom Come: Deliveryance 2 NPC harvesting a large pile of items that players are removed

Sometimes to relax, I watch videos about the time of ocean organisms such as Sea stars invading seabed areas. Perhaps they gracefully swallowed a bodies of a seal, or moved to escape a finger of the ice. Look, I’m a pretty sick guy, but ‘beauty of nature’ and all that.

It turned out that there was an equivalent in the Warhorse RPG-Palooza Kingdom of Warhorse Come: Deliveryance 2: Drop dozens of items in a random town square, and the passing of NPCs will gradually collect them all according to the preferences of the class. This is a video showing in action, created by Redditor Mcloganator, with three thousand valuable goods of Groschen to harvest.

[KCD2] The time of goods worth 300,000 Groschen is picked up trash from the streets of Kuttenberg.
Byu/mcloganator Inkingdomome

(This is a link, in case you cannot watch embedded videos.)

Hypnosis, yes? We can do this type in Bethesda games. Video Reddit has now been circulating on the xeetbox, and the World War and World Scenario Patrik Papšo opened to some thoughts about social systems that provide energy for such great feats of the garbage collection.

“Haha, it is an NPC behavior I have done!” He wrote. “They choose what they choose based on the value of their items and social status. That’s why nobles can ignore cheap items, but beggars will pick them up.” According to the AI ​​system based on the game’s button, Papšo explained in the next tweet, when a NPC saw an object falling by players, its price testing system compared to the “social coefficient” of NPC itself, then check if another NPC increased it.

Papšo also has some knowledge in the Tweet topic about the air. For example, Warhorse has a system, whereby if you remove a stolen item, the original owner can detect it and search for theft for you. However, developers cut this feature, because it is too difficult for players to remove dozens of items to create a connection between a specific item and suddenly be charged with a crime. There is also an error, whereby if NPC “spends” an object for the collection and the player has chosen it first, they can notify from your warehouse.

The soothing scene, the frozen of Kuttenberg Townsfolk has spilled out a pile of Gambeson aside, I like all of this because I can imagine a game that NPCs actively have, exchange or eliminate objects and entertainment simply track an object from hand to hand. Imagine someone nicknamed your favorite shoes very early, and released them to the black market. A few dozen hours later, you followed others in an innocent way of wearing them while walking through a mountain.

Perhaps there is a simulation that does this? Right now, I can only think about how the dwarf requires items for their own use in the fortress.

Leave a Reply

Your email address will not be published. Required fields are marked *