They do indeed, that's because of turn order. NPCs will behave in the order you place them in a turn, and if they try to speak on the same turn, movement order will determine who speaks first. This behavior is also used to dictate which monster moves first in a given turn.
To handle dialogues, my preferred way of working is creating an invisible NPC (set to None) which contains all the dialogue in the order I want it. Unless you have multiple NPCs of a same type, the dialogue should work properly. And if you do, you can assign a speech line to a certain NPC by setting the Speaker to custom. The editor will then allow you to select which tile the speech will come from, and will take upon the properties of whatever NPC (or even monster!) is on that tile.
I think that should be all correct, but I'm saying this from memory so correct me if I'm wrong.
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[Last edited by Jeff_Ray... at 03-24-2015 10:50 PM]