RimWorld

RimWorld

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Enemy Self Preservation (Continued)
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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117.584 KB
11 Aug @ 2:11pm
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Enemy Self Preservation (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
968 items
Description

Update of Murmurs mod https://steamproxy.net/sharedfiles/filedetails/?id=2006638530



[discord.gg]
[github.com]


BE AWARE THAT THIS MOD WILL DECREASE COMBAT DIFFICULTY SIGNIFICANTLY.

Humanoid enemies are no longer suicidal and will flee from combat when they are in a significant amount of pain.

It is designed to be used with my other mod Faction Raid Cooldown, but can be used standalone.

Also I highly recommend using No One Left Behind as well.


Mechanics
By default the base pain level = 25%, but you can set this to whatever you want in the mod settings menu.

A regular humanoid will flee if their pain exceeds the pain level.
A humanoid with the 'Wimp' trait will flee when they receive any injury.

If over half the raid is fleeing/has fled, the rest of the raid will flee.

Your colonists, animals and mechanoids are not affected.


Compatibility
Uses harmony for maximum compatibility but I've added some stuff to the 'pawn damaged' code so if you run into any weird issues try moving this mod around in your mod load order.


  • See if the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods
24 Comments
Mlie  [author] 11 Oct @ 7:48am 
@XGGJI1 Please see the Reporting Issues section described above
XGGJI1 11 Oct @ 7:39am 
When enemies trigger a flee, they will continue attacking and chase my pawn until the distance between them becomes far enough to disengage—no error is logged. I’m not sure whether this mod was designed for this behavior or if it’s colliding oddly with another mod.
TheNamelessOne 9 Oct @ 3:06pm 
was going to istall this mod but if it is a GARENTIED chance to flee i am sad :( you should add a oppsional feature to have a percent chance to flee when hiting that point instead of just forcing them to flee, also like @ Vlad Draculea's idea about the tough trait however to baleance it more you could make each person who has fled increase the chance for others to flee, like a team moral thing... just a sugestion. ( holy typo)
Freltzo 5 Oct @ 9:36am 
thanks much!
WJSabey 3 Sep @ 3:59am 
Can this be made to apply to slaves rebelling too? They get just as suicidal. I just had one try to make a break for it, shot him in the legs a few times, he was limping along bleeding heavily but still kept trying to run away even after it was painfully obvious he wasn't going to make it. It would be nice if at that point they would give up rather than force us to keep shooting them until they are downed.
brick 28 Aug @ 10:27pm 
@Vlad Draculea yes. Perhaps only unwaveringly loyal pawns, and then increase the number of those with tougher raids.
Vlad Draculea 19 Aug @ 5:17am 
also small suggestion but maybe make pawns with certain traits immune to fleeing when others are fleeing?

like for example, someone that has tough trait, and/or deathless, perfect immunity, etc. genes may be more overconfident than most given their superior durability, so unless they themselves have taken too much injury then they wouldn't flee when the rest have
Vlad Draculea 19 Aug @ 5:02am 
@Enclave~ NWN real fog of war is a really good replacement for now, its also got CE compatibility and even detection by audio
Albedo~ 16 Aug @ 5:33pm 
@WREN_PL It is, at least the original mod was, if this is just a maintained port it should be
Mlie  [author] 16 Aug @ 8:35am 
@WREN_PL No idea, never used that mod