NPC Updates Part 1

For official posts regarding changes and updates to the forum, game and wiki, as well as important announcements.
Post Reply
User avatar
Mooncalf
Administrator
Administrator
Posts: 4547
Joined: 17 Mar 2011, 12:20

NPC Updates Part 1

Post by Mooncalf »

I'm trying to shuffle around the NPC grinding areas at the same time I add new ones as a result of this chapter. My aim is to make it so that at each stage of your character's progression you have a choice of 2 areas which offer roughly the same rewards, and then you can pick which one you prefer / your character prefers. So far here are the changes:
  • The hunting grounds have been improved to the point that they are now in line with the QZ as far as difficulty and XP rewards goes.
  • Wolves are about as strong as Zombies, Bears are about as strong as Feral Vampires, and Mountain Lions are somewhere in between. Although it doesn't have an enemy as strong as a Mooncalf in there, the hunting grounds have more mid-range enemies, so it balances out a bit. It's also not too bad for money gaining, but nothing has changed there.
  • The gangland slums are now roughly in line with the difficulty and the rewards found from fighting enemies in the sewers.
  • Gangster Lieutenants in the gangland slums have been replaced by Triad Red Poles, who are a tiny bit tougher and give better XP rewards. This was a result of the Westwall Bricks being destroyed.
  • All gangsters city-wide now give 5 more XP than they did, to make up for the fact that they increase your police notoriety, which can be a pain when you keep getting wounded by cops, especially at a low level.
  • The St. James hunters were destroyed in the chapter, so you can now only find Hunter Footsoldiers or Paladin Berserkers outside of the sewers, in random locations. There are less of them, and they are not St. James hunters.
  • All sewer enemies have been replaced with vampires who give roughly the same XP bonuses as the hunters used to. The sewers is a safe place for them now that it's hunter-free, and also because it's a handy place to escape daylight. Wild Vampires, who are non-rogue vampires (but they have very little self control) give roughly the same XP as Hunter Footsoldiers. Masterless Vampires are vampires without any leader, affiliation, loyalties etc. They mostly try to stick to the vampiric secrecy laws, but they are almost as unruly as the Wild Vampires. These give as much XP as the Paladin Berserkers.
  • Neither sewer enemies nor hunters attack on sight any longer. As a result, the sewers gives slightly less XP than before, and so do hunters.
That's it for now. Very soon I'll be improving the catacombs to make it on-par with the caverns, and adding areas where you'll be able to either fight Helheim or the Disciples of Crow, from roughly levels 30-40, before you start attempting to fight in the mansion.

Please report any balancing issues, bugs, or oversights you might stumble upon.
- Mooncalf AKA David AKA Moonie
- Founder and creator of Path of the Vampire
Post Reply