Rivalry System:
– Rivals scale lower, exactly, or higher than the player’s stats or Battle Power.
– Rivals show up and attack you randomly even in storyline quests which can be configured using the config to set the frequency of their attacks or whether they can attack you in quests or not as well as their de-spawn distance or timer.
– Once you spawn in a new world, there is a 5% chance for a rival to be automatically created.
– Rivals spawn a few blocks away from you to prevent midnight house attacks.
– Rival encounters reward you with stat points/experience, and rarely items.
– When a rival is defeated with the friendly fist on, they will be spared and will appear some time later again, however, if they are defeated with the friendly fist off, they are automatically killed.
– Some rivals will choose to spare you while others won’t, this is also affected by whether you spared them before or not.
– I’m not sure if making them transform is possible, but if it is they will mostly choose to hide their transformation and will have a higher chance of using it when they’re on the brink of death.
– Rivals can also choose when to retreat, and will de-spawn after making a distance with the player, who is then notified by a game message in the form of the rival saying something to them.
– Rivals can be created yourself!
– Killing rivals with the “good” alignment instead of sparing them will make you lose alignment, however, changing alignments can sometimes make a rival team up with the player.
– After just losing to a rival and dying, they can pick up your dropped inventory which can be retrieved later after beating them.
– Rivals can be configured in config whether they can destroy stuff or not.
– Rivals can team up with other rivals and will spawn together during rival encounters.
– Option to stop rival encounters in-game.
– And of course, you can check your rivals and their stats which are updated after rival encounters.