
Hey travelers, Old Greg here.
This week was all about NPCs. We rebuilt relationships from the ground up to make NPCs act like real people who remember what you've done and react accordingly. Here's what changed.
NPCs Remember Everything
NPCs now track your every move and respond the way real people would. Buy someone a beer? They'll like you more and be willing to help later. Punch someone's cousin? Expect them to round up friends and come for your kneecaps that night.
Relationships build over time and change based on how you'd expect that specific NPC to react. A kind, nonviolent shopkeeper will be horrified if you kill a thief stealing from them. A barbarian getting robbed? She'll probably respect you more for handling it with violence.
Every NPC has their own moral compass, and your actions shift where you stand with them.

Update Historical Relationships
Not all NPC relationships start from zero. If you've got history with NPCs from before this update, you can edit how they feel about you in Campaign Settings.
Click the menu in the top right, go to Tools, then NPCs, and adjust existing relationships to match your story.

Bugfix: NPCs Won't Attack You Randomly Anymore
There was a bug where NPCs would randomly attack you even if you were friendly with them. Sometimes these attacks were even written into the narrative as if they made sense.
We've identified and fixed the issue. Now NPCs will only attack when it actually makes sense for them to want to disembowel you.
Discord
Hang out in the Tavern even when you’re not in the Tavern! Join our Discord to chat with other players about the game, find campaigns to join, or suggest what you want to see added next to OGT!
May your dice roll high and your ale never run dry.
Cheers,
Old Greg