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No Man's HomeNewsPatch 0.2.4 - Faction Trust and Reputation System
In-game event

Patch 0.2.4 - Faction Trust and Reputation System

No Man's Home · published 3 Sep 2026, 16:29 UTC · build 25105573

All newsPlayers around this dateRead on Steam

Faction Trust System

Now your actions will affect your relations with factions. If you play it cool with a certain faction for a good amount of time, they will start to trust you and you will have certain benefits. Doing many jobs for a faction will slowly make them like you and after a certain threshold their attitude toward you will change. This can also be in a negative way. If you attack a certain faction way too many times they will start to hate you.

Best way of increasing trust with a faction is doing jobs for them. Helping a wounded operative can also improve your relations with his factions since he might spread good rumours about you.

Anything that helps a faction will help you build trust. On the other hand working against a certain faction for too long will slowly damage the your relations.

Some factions has an arch enemy. For instance if your trust increases with IAB, it will decrease with FOA.

Archenemies:

IAB <> FOA
GRF <> REAP

If a neutral faction trusts you:

  1. They will not ask you to lower your weapon around them

  2. You will get slightly better prices when buying items from traders of that faction

  3. They will refrain from taking bounty jobs against you

If an enemy faction trusts you:

  1. They will not attack you on sight anymore

  2. They will practicaly just be neutral towards you

If a neutral faction loses trust in you:

  1. They will shoot you on sight

You can use traders around the map to fix your relations with other factions in exchange of some money.

Reputation System

Alongside the Faction Trust System, there is also a global reputation system. Overwatch AI will track your actions and give you a reputation score based on if your actions are deemed as good or bad.

For instance, killing a friend is considered a bad deed.

Helping a wounded is considered a good deed, on the other hand killing a wounded operative is considered bad.

Another example is stealing the money when doing “Collect Debt” job will lower your reputation.

Good rule of thumb is always consider twice before doing a risky thing. It might affect your reputation!

Other NPCs are also affected by this. You can see their reputation using your binoculars. Every level of reputation has a different title.

Having a good reputation has some benefits. You will get better prices when buying items from traders and it will reduce the amount of bounties on your head.

Having bad reputation will have the opposite effect of benefits.

When I implement companion system your reputation will matter a lot when you try to recruit other NPCs to your own squad.

Dynamic Notifications for Reputation and Faction Trust System

When your relations or reputation change you will be informed by other NPCs with a direct message.

NPC Friendly Warning

Now friendly NPCs will warn you if you have a PDA or package that is wanted before attacking you.

Balance Changes

  • Special Delivery job now requires a minimum condition for items (70%)

  • Fixed Special Delivery job pay amount. A little mistake in code made the jobs pay way too much which was really unbalanced

  • Lowered “Selling Price Factor” maximum to 1.5

Active Ragdolls

  • Better angle constraints for arms. This will help the arms to be in more realistic positions

Other

  • NPC profile icon for dynamic events is now smaller

  • Dynamic events now display the hour

  • NPCs won’t yell “Lower your weapon!” as much now

  • Fixed a bug causing gasmask damage when a healing animation played

  • Job listings now show Target Faction for more jobs.


Disclaimer: Old saves are not compatible with this patch!

This system is not fully finalized yet and your feeback is extremely important! So please let me know what you think! I will take your feedback into account and balance the reputation system to make sure it works the best way it can.

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