Streets of Rogue Wiki
Streets of Rogue Wiki
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NPC Alignment is a game mechanic that describes the opinion that every NPC in the game has towards the player. An NPC's opinion can be seen when hovering the mouse over them (or pressing the [More Info] key/button). Most NPCs, by default, will be neutral towards the player. (This can depend on your class, or what mutators you have enabled)

Hostile NPCs have a red circle beneath them and Aligned/Loyal/Submissive NPCs have a green circle. These visual cues can be turned on or off using the "Alignment Circles" option in the Gameplay Settings menu.

Listed below are the 6 different types of alignment that NPCs can have: 4 positive and 2 negative. Each has unique properties that determine how NPCs react with each other and the player.

SoldierCannibalAlignmentCircles

Soldier with a green circle beneath indicating Loyal or Aligned while Cannibal has a red circle indicating they are Hostile.

Friendly[]

Friendly describes when an NPC has mild affection towards you.

Friendly

Behavior[]

  • Allow enterance into their property.
  • Give a 10% discount for services.
  • Bouncers allow building enterance without a bribe.
  • Mobsters will not demand your money.
  • Thieves won't steal from you.
  • Vampires won't bite you.

Sources[]

Interactions[]

  • Buying a round in a Bar or Pub befriends all present NPCs besides Bartenders.
  • Bribing Bouncers befriends them and everyone in the building they're protecting if neutral/annoyed. An NPC who is hostile towards a player (think having the trait where all scientists hate you) will not change their opinion on you.
  • Motivating Office Drones befriends them. (Giving them stuff)
  • Freeing bought Slaves unless loyal/alligned.
  • Completing an optional mission makes all the property owners who hosted it friendly.
  • Asking for a Key and/or Safe Combination from a property owner who is friendly makes all NPCs sharing the property friendly.
  • Asking Loyal NPCs to leave town.

Items[]

Special Abilities[]

Traits[]


Loyal[]

Loyal describes when an NPC will do favors for the player, but won't provide them free of charge.

Loyal

Behavior[]

  • Fight non-friendly NPCs when seeing the player hit or be hit by them.
  • Allow enterance, looting, and destruction of all property.
  • Give a 20% discount for services.
  • Give Key and Safe Combination when asked.
  • If required by mission, can be asked to leave town with a 70% success rate. (If it doesn't work, you'll have to threaten them.)
  • Are otherwise identical to friendly NPCs.

Sources[]

Interactions[]

Traits[]


Aligned[]

Aligned is when NPCs have the highest possible affection.

Alligned

Behavior[]

  • Provide paid services only once, but for free (unless selling items).
  • Provide a 30% discount for sold items.
  • Cops and Supercops will ignore your crimes. (Also works for the Supercops protecting the Mayor)
  • If required by mission, will always leave town when asked with a 100% success rate.
  • Can be directed to fight those it’s loyal to, becoming hostile towards them in the process.
  • Otherwise identical to Loyal NPCs.

Sources[]

Buildings[]

  • In buildings with Gangsters of the same faction as the Player, every other NPC is Aligned (reverse to Annoyed section)

Characters[]

Interactions[]

Items[]

Special Abilities[]

Traits[]


Submissive[]

Submissive is similar to Aligned, but is achieved through the use of Enslave or Shake Down.

Submissive

Behavior[]

  • Follow the player around, but they won't fight for them.
  • Note if you used the ability enslave to enslave people, they will randomly commit mutiny, becoming Hostile.
  • Offer a 40% discount when purchasing anything.
  • Give Key and/or Safe Combination when asked.
  • Threatening, extorting, and mugging have a 100% success rate.

Sources[]

Interactions[]

Special Abilities[]


Annoyed[]

Annoyed describes the Alignment of NPCs with low affection towards you.

Annoyed

Behavior[]

  • Chases the players out of their property, becoming hostile if they do not leave.
  • Refuse to talk with you (unless possessing Mugger or as a Mobster).

Sources[]

Interactions[]

  • Entering any house, lab, or any room guarded by a Bouncer.
  • Witnessing an ally be annoyed by a non-ally character (when neutral).
  • Destroying two pieces of property owned by the NPC (or any property for Cops)

Traits[]

Special Abilities[]



Hostile[]

Hostile is the worst possible relationship that the player can have with an NPC.

Hostile

Effects[]

  • Hostile NPCs will attack you on sight and will continue to chase you unless you outrun them or go too far from their property.

Sources[]

Buildings[]

  • Passing through any owned non-house/laboratory room without premission.

Characters[]

  • Characters in the listed groups are always hostile towards the other group:
    • Blahds and Crepes
    • Cannibals and Soldiers
    • Gorillas and Scientists
  • NPCs are always hostile to freed NPCs they consider their property.
  • Killer Robots are always hostile to the player.

Interactions[]

  • Damaging their property when already annoyed.
  • Destroying their door.
  • Pressing their switches.
  • Stealing their items.
  • Attacking someone.
  • Attacking someone's ally.
  • Being within viewing distance when your allies attack someone or someone's ally.
  • Being within viewing distance when being attacked or aggroed onto by someone's ally.
  • Failing to threaten people.
  • Not leaving fast enough when an Annoyed NPC demands that you leave.
  • On sight when entering non house/lab restricted areas.
  • Cops attack on sight if they catch someone:
    • Destroying any property (when already annoyed)
    • Destroying any door
    • Being attacked or aggroed onto by a property owner.
    • Attacking someone who did not intrude on the character's property.
  • Bouncers are hostile on sight towards trespassers and openers of guarded doors.
  • Not paying off Debt. (Hostile Assassins spawn)

Items[]

Traits[]

Special Abilities[]


Trivia[]

  • Hostile was originally known as "Hateful".



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