NPC Squads and Territory Capture
The second type of map content, besides points, is squads (spawns): groups of NPCs
from a given faction that patrol a location, can engage the player or other squads in combat, and — in some
cases — hold territory.
Squad structure
{
"group": "DUTY",
"strength": "STALKER",
"n": 4,
"r": 25,
"pos": "200:150",
"title": "Duty checkpoint",
"description": "A patrol holds the approaches to the Bar",
"condition": {},
"actions": { "add": ["checkpoint_captured"] },
"data": { "angryOnPlayer": false }
}
| Field | Value |
|---|---|
group | The squad's faction — see the faction reference |
strength | The squad's strength/level: WEAK, STALKER, MIDDLE, MASTER, STRONG |
n | Number of units in the squad |
r | Patrol radius around the pos point |
condition / actions | The same system as with points: the squad appears based on a condition, and its actions run when the territory is captured (see below) |
data | Behavior flags for this specific squad (see below) |
Behavior flags (data)
| Flag | Effect |
|---|---|
immortal | The squad is immortal — it can't be destroyed |
untarget | The squad can't be selected as a target |
angry | The squad is hostile to everyone, regardless of faction relations |
angryOnPlayer | The squad is hostile specifically toward the player |
ignorePlayer | The squad ignores the player (doesn't attack or react) |
alwaysIgnored | The squad is always ignored by others (no one opens fire on it) |
hide | The squad is hidden (not shown on the map) |
These flags let you build a story-important squad with non-standard behavior — for example, an ally that's
physically present on the map but will never become a combat target (immortal + ignorePlayer), or an
ambush guaranteed to attack the player on encounter (angryOnPlayer).
Territory capture
A squad isn't just decoration. If all of a squad's units are destroyed (the spawn point is emptied) and the
player stays near it for long enough (around 10 seconds), the point counts as captured: its actions are
triggered. This is a combat-driven territory-control mechanic — for example, clearing out an enemy faction's
checkpoint for a reward or to open up a new route.
"actions": { "add": ["monolith_checkpoint_cleared"], "+": ["relation_3:5"] }
In the example above, clearing the checkpoint grants a progress flag and simultaneously improves the
"Freedom" faction's (id 3) relation to the player — a typical "territory ↔ relations" pairing worth
building into your story's balance.
Who adds squads to the map
Like points, squads can be added by a story chapter for a specific location:
"spawns": {
"bar": [ { "group": "BANDITS", "strength": "MIDDLE", "n": 3, "...": "..." } ]
}
Next
- Factions and Relations — how the relation scale and hostility work.
- Creating a New Map — adding the location itself.