Topic: If you eliminate Njerpez culture, do wandering njerpez stop spawning?  (Read 6413 times)


Isauros

« on: December 29, 2023, 02:18:52 AM »
I've noticed that wandering Njerp' spawns seem to not have any relation to nearby war camps (i.e. you can have loads of spawned war camps but wanderers don't seem to increase). This makes me curious as to whether destroying their culture entirely, would prevent their spawns. If no one knows, I might do an experiment to find out. ;D
« Last Edit: December 29, 2023, 03:46:52 AM by Isauros »

Bert Preast

« Reply #1 on: December 29, 2023, 05:01:04 PM »
I have committed Njerpocide.  All villages and camps wiped out as far as I can tell (new camps were popping up until the last village was razed so it is possible that I've missed one or more).  I continued play for a couple of years and based myself in the former Njerp lands, and have not seen any wanderers.  So yeah, I think they stop spawning.  I kinda miss the little red fellas now!

I sometimes found wandering Njerps within a few tiles of a camp, and if I killed them the camp had fewer warriors in it than the usual when I attacked it.  It seems that some wandering Njerps are wandering around in twos or threes close to camps, and others are wandering the wilderness and spawn at random - now weighted towards spawning near Njerp territory rather than all over the world as was previously the case.

Isauros

« Reply #2 on: December 30, 2023, 01:12:10 AM »
Would you say there were more wandering njerpez in their home territory than in Kaumo, or was it roughly the same?

Bert Preast

« Reply #3 on: December 30, 2023, 03:31:07 PM »
I understand they are weighted to spawn more around their own territory and in the south east in general.  They used to pop up all over the map, but that was changed to improve game balance.  A wandering Njerp is easy riches for a combat orientated character, but lethal for anyone else.  Now, if you want to encounter them you have to head into their lands or near their borders - like the Kaumo lands.

Feriogic

« Reply #4 on: January 23, 2024, 12:45:17 PM »
What are the specific regions or territories where wandering Njerpez are more likely to spawn after eliminating Njerpez culture, and how does this distribution compare to Kaumo?
:)

JP_Finn

« Reply #5 on: January 26, 2024, 02:09:07 AM »
Njerpez can spawn anywhere in the 2/3 of the eastern portion of the map.
Lands around Reemi and Kaumo get pretty decent camp spawn rate. You can also get camps spawn around Kiesse and Koivula pretty often. I rarely/never play the north east corner.

Dirk382

« Reply #6 on: August 31, 2024, 03:16:27 AM »
I have committed Njerpocide.  All villages and camps wiped out as far as I can tell (new camps were popping up until the last village was razed so it is possible that I've missed one or more).  I continued play for a couple of years and based myself in the former Njerp lands, and have not seen any wanderers.  So yeah, I think they stop spawning.  I kinda miss the little red fellas now!

I sometimes found wandering Njerps within a few tiles of a camp, and if I killed them the camp had fewer warriors in it than the usual when I attacked it.  It seems that some wandering Njerps are wandering around in twos or threes close to camps, and others are wandering the wilderness and spawn at random - now weighted towards spawning near Njerp territory rather than all over the world as was previously the case.

How the hell do you kill Njerps and bandits? I get my arse handed to me if theres more than 1 and or I can't ambush them even if I create a character with maxed out skills. I usually fight with a battleaxe or shield/battlesword, and I use light hide armor. I notice I die faster with metal armor. I also use longbow and normal arrows.

PALU

« Reply #7 on: August 31, 2024, 10:03:00 AM »
How to kill humans: Ambush and Hit and Run (NOT run: walk!)
- Attack from long range and lure a single enemy towards you.
- As soon as the enemy runs towards you, back away walking. The purpose is to get the enemy to run itself into the ground and become incredibly slow.
- Once the enemy is sufficiently slowed down, kill it with arrows from a short distance, and make sure to maintain a distance.
- Make sure you have no fatigue when starting the engagement and also drop everything you don't need during the fight beforehand (water skin, food, etc.). Never attack while injured, as that causes additional penalties.
- Heavy armor is very helpful if the enemy manages to catch up despite your back pedaling, but you're doomed if you try to run wearing it. Also note that it's not a guarantee: an enemy can always get a lucky hit.
- It's usually better to try to move away even when the enemy manages to catch up with you, as attacking racks up fatigue.
- You can use the cover of darkness for surprise attacks. It CAN work to be lightly equipped and run away into the darkness, but you run a significant risk of getting hit by an arrow.
- Enemies wielding bows are extra dangerous as they can fire at you as long as they have arrows. Tiring them out can impair their aim, but you still run the risk of a lucky one shot kill.
- Shields and heavy armor can help against bow wielding enemies. You'd basically have to weather their attacks until they're out of arrows. Also don't be surprised if they are able to pick up one of your arrows and fire it back. Flee if injured (NOT running in your heavy armor!) and come back when healed.
- Using water craft can allow you to tire out enemies on the shore, and lying down on your craft with a shield at the maximum range can allow you to get the enemies to expend their arrows with the lowest risk (but it's never risk free).
- Getting injured and ganged up upon is a death sentence. Run them out of breath and take them on one at a time and leave when injured.

The above applies when you are the one attacking in a controlled manner. For a robber quest I'd suggest recruiting twice as many henchmen as the scouted number of robbers, and then you'd have to try to take things from there. It used to be suicide to equip henchmen with bows (they shot you and your other henchmen in the back more often than they hit enemies), but that's supposed to be fixed. However, consider whether you should really take the risk of this quest. I haven't for quite some time.

Before actually performing the robber quest with henchmen, it's best to locate them alone quipped with spare garbage equipment you can afford to lose, give up and let them take whatever they want, be told to get lost, leave, recruit your posse and equip your character with the good stuff, and then return. However, you should really have consider whether to take on this quest at all.

There is one situation where running may be useful: when you encounter robbers/njerps at a distance it can work to run away and escape to the overmap. However, if you fail, you'll be tired and facing enemies...

Bert Preast

« Reply #8 on: September 01, 2024, 10:11:09 AM »
Yeah what Palu said, but I would add:  dogs.

About ten dogs, and keep them leashed.  They act as a meatshield to soak up enemy arrows, and also deal with anyone who gets close enough to be a melee threat.  Pay attention to contour lines, only shoot at enemies on the same level as you or higher, as shooting at anyone on a lower level will probably hit your own dogs.