Game system In development NPC behaviour

Groups and alarms

Creatures in groups share what they notice — but only locally, through calls, sight and sound, never across a whole area.

Local, never global

Groups — flocks, packs, colonies, roosts, warbands and guard watches — share information locally. An alarm travels a limited distance, a limited number of steps, with small delays. One fight never pulls in every creature in the area.

Calls and alarms

Creatures able to call shout when they engage. Group members within earshot come to investigate; they only attack once they perceive the target themselves.

Protecting allies

A creature that sees an ally being attacked can step in — if it can perceive the attacker.

Packs

Wolves chase where they believe their prey has gone, and lunge only at a target they can see.

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