NPC behaviour
Creatures theme
Any tags that describe NPC behaviour or activity rather than the creatures themselves.
Alternate names: Creature behaviour
Name variations: NPC behavior, creature behavior
See also: NPC mechanics
This is a container group; its children are:
Enemy concession | Opponents or enemies have the option of surrendering or conceding. (too short) | 1985 / 2019 | 12 games |
Mitotic creatures | Includes creatures that split, either by themselves or when attacked or killed. The split counterparts may continue this same process indefinitely. | 1989 / 2013 | 23 games |
NPC anxiety | Simulates anxiety and fear on NPCs to some degree. (too short) | 1994 / 2013 | 27 games |
NPC arming | NPCs pick up weapons and use them if they think they're more useful than what they currently have (e.g. picking up a firearm when they only have a cudgel). | 2011 / 2012 | 4 games |
NPC deflection | Some or all NPCs deflect attacks either actively or passively, either back at the one who attacked them or somewhere around them and possibly causing others to be hit. | 2010 / 2012 | 12 games |
NPC disarming | NPCs can somehow disarm the protagonist and others. (too short) | 2010 / 2014 | 7 games |
NPC dodging | NPCs, especially those opposing the player, may attempt dodging or otherwise evading their attacks. (too short) | 1996 / 2007 | 2 games |
NPC fleeing | Under certain circumstances some or all enemy NPCs will try to flee from the player character. Usually not including wild animals or similar that can be expected to do so regardless of anything, especially not if this is limited to them. | 1995 / 2021 | 25 games |
NPC grenade evasion | NPCs try to avoid live grenades or other explosives when they can. (too short) | 2005 / 2016 | 8 games |
NPC group tactics | NPCs cooperate with each other to a degree. (too short) | 2001 / 2017 | 16 games |
NPC resource harvesting | NPCs harvest same resources you do. (too short) | 1982 / 2015 | 9 games |
NPC healing | NPCs, mainly those opposing the player character, use skills, items or some other methods to restore their own and possibly their allies health when they see the need rise for it. | 1995 / 2018 | 27 games |
NPC hiding | After spotting the player(s), NPCs try to hide from them, possibly with the intent to ambush him/her or simply to avoid being targeted intentionally or not. | 2004 / 2011 | 13 games |
NPC last known position behavior | NPCs behavior is partially dictated by last known positions of certain things, such as where they last saw the protagonist or an enemy. Possibly firing blindly into brush with presumed enemy is or going to scout it out long after the enemy has departed. (too long) | 2009 / 2017 | 29 games |
NPC looting | NPCs loot and pillage much like the player does, taking items where they see them and think them useful. | 2001 / 2014 | 16 games |
NPC reloading | NPCs need to reload their weapons as much as the player does, giving somewhat predictable pauses in their firing other than random stops as well as visible/audible feedback of it. | 2012 / 2015 | 5 games |
NPC shopping | NPCs shop on their own for things they think they need. (too short) | 1 game | |
NPC strife | NPCs do not target the player as if she was the only thing worth killing in the whole world. Your enemies fight against each other when it makes sense to do so. | 1993 / 2020 | 231 games |
NPC suppressive fire | NPCs employ suppressive fire tactics, firing in an area (even if they know they're guaranteed to not hit anyone) where they know or suspect enemies to be in to deny them chance to relocate or return fire. | 2009 / 2014 | 5 games |
NPC target leading | NPCs use one of the most basic "smart" aiming methods whereby they lead the thing they want to shoot at, so if they continue in their current direction at current speed, they'll have assured hit. However, it is not required they always use this. | 1998 / 2020 | 10 games |
NPC teleporting | Includes NPCs capable of teleporting at will. (too short) | 1983 / 2015 | 25 games |
NPC wandering | (too short) | 1 game | |
Predictable NPCs | Non-player characters behaviour is perfectly predictable, due to a predefined pattern or to known rules. | 1980 / 2017 | 47 games |
Splitting creatures | Includes creatures that release one or more creatures other than clones of themselves upon death. (too short) | 1997 / 2017 | 49 games |
Stealing NPCs | Includes characters, creatures or some such that snatch something directly from the player characters and try to make a run for it. | 1983 / 2017 | 40 games |