There we go. Thanks for the link. I saw an overview video the other day, but I’ve been working a lot on this roguelike game.
I want my NPC to be one of the first to be able to refuse to give the player a quest if they’re not nice. So, I’m thinking the player will have a “reputation” score with each NPC or in general. If it’s too low, the NPC won’t give out a quest. If it’s good, the NPC might follow the player around and help (chatting after battles ABOUT the battle…) If it’s not good, the NPC might not talk or go as far as to attack you.
I like the overseer AI idea…