Active worker/gathering NPCs in Enshrouded / NPCs help gather
Villagers could play a more dynamic role, similar to Sons of the Forest. Assign tasks like gathering materials, building/repairing bases, and defending against enemies. Specialization (e.g., mining, hunting) would enhance efficiency. NPCs could also react to environmental changes, adding realism. Introduce patrols for defense and story arcs for deeper engagement. This system would boost immersion and streamline gameplay.
Comments: 62
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20 Nov, '24
Toast Admin PinnedThere was a much older ticket for this, but it was less descriptive and had some outdated info, so I've merged it into this one.
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28 Jan, '24
Matt Morford MergedSomething I'd love to see is no critical NPC's, that can and will do minor tasks. It would be heavily based oriented. They move, do and act independently, have small conversations with each other or the player and desire their own homes and workplaces/spaces. It would give more purpose to base building and allow for mundane chores like wood chopping or grinding type stuff to be done. It would also be a beautiful combination of bringing life back to the world. Perhaps they could venture from base to base and you'd see them traveling. Perhaps there would missions to rescue those that got lost or hurt or dead. All minor missions but allowing you to have ultimately a village. Would be a nice twist with or without MP. The NPC's would be generic obviously and not great a combat but you could have guards too.
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29 Jan, '24
DrakeQ MergedHello!
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Could we ad npc to do tedious job for us like Farming for arrows or finding spells, but instead that it could sell us arrows and spells for reasonable amount of runes? Sword users dont have that problem ofc i use those too but im at stage there i can craft Fossilized Bone Arrows and it just tidious chore i tho 50 arrows x mats wasnt bad but after using it along with Multi shot realising it drains 3 arrows each proc.. yeah.. its simply not enough! -
29 Jan, '24
LessDraws` MergedThis x1000. As of right now, NPCs are just glorified workbenches that doesnt really do anything. they might as well not be NPCs at all if theyre not gonna help you with minute tasks.
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30 Jan, '24
Michał MergedYeah, after you build individual home for NPC it start to farm for example, not for free. it will force people to build. Without raids there is no point to build more.
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30 Jan, '24
Shady R MergedThis would be great to add a bunch more life into the game.
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They wouldn't have to be vendors or anything. Just generic NPC's that roam around and have "jobs" and such. Think like the NPC's in Skyrim, Fallout, or Red Dead 2.
Maybe you have to meet certain requirements to have them move in, or maybe even rescue them from some of the pods scattered around the land.
I just want a bit more life in the game and it would feel awesome to rebuild the world and have civilians move back in. -
30 Jan, '24
Cyresdog Admin MergedIt would be a great Addition to the Mid/Late Game to get some sort of NPC that allows us to Passive Farm basic materials which at that Point become more of a Chore than fun Gameplay Loop to get.
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Maybe a Necromancer that lets us "craft" x Skeletons (based on Flame Altar Level) that then Farm Fiber, Wood, Stone, Flint or things of that Sort that then get put into specific Minion Farm Chests in our Base. -
30 Jan, '24
Aldias MergedThis would also allow us to have more npcs (miners, woodcutters..) so our bases feel more alive
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31 Jan, '24
Lee MergedHaving any kind of NPC that idles and moves around would be AMAZING.
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I loved that we get NPCs, but they stand still. The Terraria NPCs will move around.
I know it's probably because of the vicinity to crafting equipment, but just make those work any distance. -
31 Jan, '24
Alex MergedCould be an interesting feature, similar to tailrider safari in monster Hunter World. Could be implemented by rescuing random adventurers and the more you have rescued, the better loot/bigger quantity they would bring.
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31 Jan, '24
Jen MergedI would love this NPC Wood, Stone, Fiber and Flint for sure, but also especially one that will tend to your farms (harvest the crops you planted and replant them as long as the items are available in the storage and you assign them to it).
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01 Feb, '24
Kai MergedYou'd have to make it lore and plot reason to progress the game as well, like making building (or rebuilding towns) a prime part of the game's lore and progression.
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Retaking towns from scavengers for instance, putting up 'town center' facilities (not altars) so NPCs can retake the town and you can help rebuild it like Fallout 4 settlements, provide food, shelter, water, etc.
In return settlements will flourish in population and you can use runes to buy goods and sell goods, etc.
Currently in the game, "Everyone is mutated or dead" (your npc crafters are 'souls' that you summon) so why bother? -
04 Feb, '24
Zilch MergedMore useful NPC's for the base in general please! As said everyone stands around taking up space. Now if they were giving bonuses to the stations they manned, that would be nice. Then you could have several NPC's and make them useful/needed. Coupled with addition of NPC's to help fight / guard base and maybe a raiding system... we have fire!
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04 Feb, '24
DragonsDusk MergedPlease, I just burned through over 200 hundred arrows and didn't beat a boss (that I have to navigate back to) and it's going to take me hours to get enough twigs to even attempt this again.
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07 Feb, '24
Cali6an MergedIn addition (or maybe instead) I would like there to be a feature to plant a pattern of multiple seedlings at once (should work like placing terrain, just with the rake or a hoe).
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10 Feb, '24
Avatar MergedThe Farmhand.
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11 Feb, '24
Kanekos MergedI hate to be "that guy" but making everything automated starts to ruin the game. The pain of farming is what gives you the enjoyment of having accomplished things with said farmed resources
- I downvote -
15 Feb, '24
Jesse MergedHonestly this was my thought also because all the resources even early ones are still important let us hire workers just like pals from palworld that would be amazing I have a surplus of money so make us pay a certain fee per day per person we hire. You could even bring it further and make it so we could run a business to make money like guest visiting to order stuff you make like food or armor ect
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25 Feb, '24
David James MergedI would like to have the farmer farm. If you say what to farm and supply starting seeds they then replant the seeds and harvest the resource. You could have a similar behaviour for Miner and Woodcutter, perhaps allow for multiple of these lesser NPC's to set up around the map to gather particular resources.
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26 Feb, '24
SliceyMcHackHack MergedI was just thinking this.. Once you get to the middle/end of Bronze it would be great to have NPCs help with the gathering. Considering the multiplayer idea of the game it wouldn't be unreasonable to think there are more survivors like us and the craftsmen.
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29 Feb, '24
GG MergedAnd for people who don't want to have more npcs, there should be an option that when you build a house or something you can set it to 'spawn' an npc and you can assign the npc a role if you want through the same interface. If they don't have one you they'd just wander around.That way if there are some buildings you don't want occupied you could leave them free. Would also be interesting to see mechanics involving food like bars and restaurants and how that also impacts the social/happiness of npc's. Maybe in work efficiency or so. Would also be fun to build the bar/restaurant.
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15 Mar, '24
Asuma MergedI would like to see more NPCs added to the game. They don't even have to be for progression/crafting, just there to populate your bases/villages.
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17 Mar, '24
Lanka MergedI'd like to have NPC (e.g. Stardew Valley style "pets") that work around your base collecting resources / tending farms.
I just think that for such menial work would be better suited for some sprites than proper human NPCs walking around collecting sticks. :p
Mechanically something like put down a nest/hovel/magic shrine -type of thing near things you want to collect, maybe choose what items it'll gather (like put it near trees&shrubs but don't want plant fibers, tick it off) - watch critters wander around their home and passive generate the items you want. Need sticks to make arrows, go loot the NPC stash - maybe even automatically output the items into nearby chest so you could use magic chest to pull items for crafting. -
29 Mar, '24
Daece MergedI'd like to see 1 - 3 NPC's added that can harvest items that are within the boundaries of your base.
Base it off of placement. So if you place a "Worker" near a grouping of plants that you have planted, he will harvest them over time (make it about the same amount of time it takes for said plant to grow) and the items will stay in his inventory until you get them from him. Add a max carry weight and max distance from his placement point he will walk and you are set.
If you place the worker next to a well, they will gather water up to a certain amount per hour per day and they will again, keep it with them until you retrieve it.
Mining and Tree Chopping are the hardest ones to implement. Maybe a max travel distance and max carry weight? So they don't go ham and harvest lumber like their parents were killed by an oak tree. Mining, I don't know. This is akin to terrain modification and that's a very dangerous slope since you could get up with tunnels to enemies. Or worse. -
30 May, '24
lil gremlin MergedI only would want this after the main quest happens as then or soem of the main story part has happens when rubuilding the cities an such and not fully right away.
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26 Jun, '24
Gaius MergedQuite like the idea of having a set of collectible NPC's who are tasked to do more of the mundane stuff further down the line like "go collect x resource" with tasks having a risk percentage attached so that you can't send them into dangerous places for certain things as easily as you can make them go gather wood or flintstone, for example.
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26 Jun, '24
Gaius MergedSomething I had in mind was more like a series of recruitable NPCs that are additional to your main lineup who have smaller roles; i.e, forager, miner, trapper, scout, etc. They can be found later in the game to remove a measure of tedium at a point when you've had to do it a thousand times. You may have a recruit limit. The interesting caveat is that each assigned task you give them comes with a risk percentage so that going to collect resin is going to have a high success rate, but collecting luminous material in a cave is going to have a higher casualty rating. If you really wanted to lean into it, these mini NPC quests would come with a snippet of story that tells you that your scout has gone missing in a cave north east of X. Some distinguishable trinket was found in a portion of the cave along with signs of a struggle.
There could be a quest to retrieve them. This may even be a lead-in to a certain subset of special quests unique to this mechanic. -
18 Aug, '24
Grampa MergedI like the idea of additional NPC's as well, doing small things and/or selling or trading. I've played this type of game since "Pool of Radiance" (Commodore 64). The idea of having NPC's moving in to areas as you rebuild places like the Trading Post or other cities you are allowed to place a Flame Alter in. It would be great to see that as you progress the 'world' starts to come back to life, and NPC's begin to reside in the extra places you can build back up.
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27 Aug, '24
Auri MergedMy suggestion is to add A/Various Merchant(s)/Trader(s) that sells a rotational set of items.
Such as: Weapons, Armor, Accessories of various rarities that resets every time you log in/out.
Have them cost something like 500/1000/1500/3000/5000 Runes each and make them unique items that you normally cannot get from chests or boss monsters. Make the enchants random too.
Perhaps special items such as Shroud Cores, Fabric/Paddings, etc. -
27 Aug, '24
Auri Merged1.) Add rare drops from specific monsters that starts a questline that leads to you learning more about the pre-world, and eventually leads to you gaining access to some kind of unique, legendary item. Make it really difficult but rewarding. (Preferably solo required.)
2.) New notes around the world, or new questlines from the Craftspeople NPCs that pushes you to visit all over the world, read cryptic notes. Guesstimate with your friends and visit various locations to piece together clues after clue that eventually brings you to a location for a secret reward!
-Auri -
09 Oct, '24
Lenny MergedI just had this idea !! That NPC could had "apprentice" like for exemple the Carpenter would have a lumberjack apprentice that gets in his first levels twigs or normal wood, and by doing quest or crafting/bring new item to him he could take new type of wood, etc.
It would add some life in the world, and a sensation of being more and more powerful. Because in late game you probably don't want to gather some low levels items.
It would be so cool and nice, please ! -
30 Oct, '24
GM Nevermore Admin Merged"Legendary Questlines." (suggested by <Hidden> on 2024-08-27), including upvotes (1) and comments (0), was merged into this suggestion.
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30 Oct, '24
GM Nevermore Admin Merged"Various Merchants/Trader NPCs that live at, or visits your town at random times." (suggested by <Hidden> on 2024-08-27), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Nov, '24
Toast Admin Merged"Roaming/task NPC's" (suggested by <Hidden> on 2024-01-28), including upvotes (25) and comments (8), was merged into this suggestion.
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07 Nov, '24
M MergedTotally support that - NPCs not being vendors should be utilized in some more ways than just being background.
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08 Nov, '24
Grim MergedCould have been mentions somewhere else, but if you had the ability to create a "blueprint" frame work of a building and the Npc's could build it slowly. Even make prefab buildings to help fill out your village to a town or city faster. And please, now that the NPC's roam. Let us walk through they or have them walk away from us after a short period and not just stand there. They also need to SHUT THE DOOR!! Not sure if as wolf could just run through my house to get to my farm animals on the other side.
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10 Nov, '24
superpebble MergedI too really like this Idea. this could also encourage others to visit other player servers if a player had a surplus of a certain item they wouldn't mind trading for gold they could put it in the traders short list of inventory available for transactions so players that visit other players have a way of interacting with a player despite entering as a complete guest with no password entry. personally I find resin to be a nuisance to collect and an NPC market would be very much appreciated to facilitate that. that or simply an NPC that accumulates some random common crafting materials with a few slots for random special crafting items that I could purchase like silver bars or steel bars for a steep price which may be mundane for some but when you cant go way up in the mountains because your stuck wearing summer clothes; at least there is some way of accumulating the necessary items to craft some later stage armor sets that grant such access to players.
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11 Nov, '24
KaosKontrolled Mergednow that we have farmable animals it would be great if either the villagers or a new worker npc could harvest the animal products like wool from the yak as well as being able to deposit the collected things in a designated chest, and doing the same thing for replanting crops could take some of the micromanaging off late game (mostly trying to craft enough padding and warm padding)
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13 Nov, '24
Sylas MergedOrder a farmer to plant seeds in agricultural soil, harvest them and put it in a selected chest
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15 Nov, '24
Éléazar MergedAllow NPCs to garden and cook for us.
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Not everyone can spend hours collecting resources... -
15 Nov, '24
GM Nevermore Admin Merged"Gardener and Cook NPC" (suggested by <Hidden> on 2024-11-15), including upvotes (1) and comments (0), was merged into this suggestion.
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17 Nov, '24
maverickman23 MergedI know there's a lot of speculation around what villagers can do. but I think it would be a massive qof change if we can mark resources for transfer. Villagers will put it in a chest marked for villager dump offs, or have chest marked for specific resources like the alch base and antiseptic so they don't sit in the crafting stations after finished. Also, the villagers could harvest and replant crops for you, and the biggest one I would love. Please let us equip villagers with instruments and have them playing the instruments full time during the day. ps: (let us play instruments sitting on chairs or standing)
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17 Nov, '24
El Dubs MergedAllow us to set up a super simple logic system for NPC tasks.
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If X item is in Chest/Machine A, then move X item to Chest/Machine B.
And that's really it. A trigger, and an action.
It will automatically account for doing nothing if Chest/Machine B is already full and do nothing until there's room to move the requested item, and only activate if that item is in Chest/Machine A.
Then, we can return to base, dump our items into a drop off chest. NPCs will take meat to be cooked, then put it in a food chest. They'll take random arrows we've dropped off to the armoury, they'll take care of everything we're dropping off.
To balance this, the NPC gets tired, so sleeps at night, they hate getting wet, so won't walk through the rain, they get hungry, so won't work until their belly is full, you can put a bunch of things on to manage them. So some tasks you set up will be to maintain NPCs. You'll need that cooking example from above to have a food supply for NPCs to eat from. -
17 Nov, '24
beppe MergedCan you implement a way to send out the useless npcs to gather some resources?
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18 Nov, '24
BluSleeper MergedYes, would be realistic and highly necessary but only for resources within the Flame. Mines, Caves, etc.
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20 Nov, '24
Toast Admin"Workers Npc" (suggested by <Hidden> on 2024-01-29), including upvotes (168) and comments (19), was merged into this suggestion.
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20 Nov, '24
Toast Admin"Passive Farming NPC" (suggested by <Hidden> on 2024-01-30), including upvotes (851) and comments (19), was merged into this suggestion.
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21 Nov, '24
Gesus MergedHave NPC's you discover to be able to automate certain process such as planting and collecting fully grown plants. Setting up the smith and carpenter to make certain items if you have a set amount of materials in your base storage.
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22 Nov, '24
Toast Admin"Automate agriculture" (suggested by <Hidden> on 2024-11-13), including upvotes (1) and comments (0), was merged into this suggestion.
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02 Dec, '24
Toast Admin"villager utility" (suggested by <Hidden> on 2024-11-17), including upvotes (1) and comments (0), was merged into this suggestion.