Closed kevingranade closed 5 years ago
Currently NPCs have a small set of events that will cause them to vocalize, mostly reporting to the player that they have some status effect.
NPCs make conversation, at least about tactical issues like losing sight of the player or spotting monsters.
NPCs only vocalize when they need something from the player.
Acquire a friendly NPC, move out of sight of the NPC. When out of sight, debug spawn a monster in sight of the NPC.
This is spawned from #21282, which raises valid issues, but is a bit too broad. It was also derailed by an argument about implementation details.
At this point, NPCs could usefully shut up more. Closing this issue.
Currently NPCs have a small set of events that will cause them to vocalize, mostly reporting to the player that they have some status effect.
Expected Behavior
NPCs make conversation, at least about tactical issues like losing sight of the player or spotting monsters.
Actual behavior
NPCs only vocalize when they need something from the player.
Steps to reproduce the behavior
Acquire a friendly NPC, move out of sight of the NPC. When out of sight, debug spawn a monster in sight of the NPC.
This is spawned from #21282, which raises valid issues, but is a bit too broad. It was also derailed by an argument about implementation details.