RimWorld

RimWorld

Cactuskiller Jan 1, 2017 @ 12:07pm
Manhunter Packs - How long do the last???
Got a problem here:

My hunter tried to kill 2 bucks ( for... Reasons ^^), but all over sudden, they became manhunter and zerged her to death. If that was not enough, they proceeded towards my colony and are surrounding it right now. Cant get out and kill them since its like 20 Animals Oo.

Anybody knows when they will back off (or if they become peacefull at all)???
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Showing 1-15 of 20 comments
grapplehoeker Jan 1, 2017 @ 12:10pm 
A day or two.
Cactuskiller Jan 1, 2017 @ 12:16pm 
Might it be possible that they become peacefull after they sleep???
Every doe/buck that fall asleep lost its "Maddened: Manhunter" Status
Astasia Jan 1, 2017 @ 12:20pm 
Yes it lasts until they pass out, when they wake up they are fine.
Cactuskiller Jan 1, 2017 @ 12:28pm 
Yep, after some sleepy sleepy they went back to friendly, 3 of them even died to blood loss (take that u suckers :P)

Well, R.I.P Rosa, Hunter with only 3 Ranged ^^
Brassqund Jan 1, 2017 @ 12:54pm 
Sometime, attacked animals defend themself even if they are not predators/hostile
normally. Rarely, ALL the animals of the same specise will defend/revenge
one of them and become manhunter. This is not frequent so don't worry.
This is still a good idea to attack lonely animals... and send multiple
hunters when you attack a group of animal.

And you had the good idea to stay hidden.
Most people try to kill them anyways and cry because they lose everyone XD
Last edited by Brassqund; Jan 1, 2017 @ 12:55pm
Cactuskiller Jan 1, 2017 @ 1:00pm 
To be honest, I was one of said tryhard to kill the manhunters in my first run of the game, where 8 manhunter wargs attacked me.

I was like: Yay, meat, leather and wargs for free and send out 3 guys and 1 warg and 2 wolfes...
They failed XD

So that time i was lucky enough to have some kind of "Main Building", which combines a Joy/Eating Room, a Kitchen, a Food storage and an Armory all in one building. That made it possible to draft my settlers into that building and forbid the outer doors :P, so they could survive for a long tim in there.

Fortunately that wasnt nessecary ^^
fryfry377 Sep 14, 2020 @ 10:21am 
first time I got a big horde, it was rams. they stayed outside, eventually went to sleep and the "maddened" status disappeared from their info.

The last time, it was 30-some Bison. One of them started banging down a stone door (despite no one using it, it was disallowed). Eventually they got in, DIDN'T go to sleep after reaching 0% on their rest meter. and waited a few in-game hours before finally resting. The "maddened" mental state hasn't disappeared from them while sleeping. My colonists are hunkered down with supplies waiting to see if they're okay when they wake up.

While it's maddening, I kind of like the unpredictability in the system. Maybe it's because they are bison and have a higher wildness?
Last edited by fryfry377; Sep 14, 2020 @ 10:26am
Astasia Sep 14, 2020 @ 10:32am 
Originally posted by fryfry377:
Maybe it's because they are bison and have a higher wildness?

No, it's because this thread is over 3 and a half years old and the mechanic has changed. Manhunter packs are now affected by the Scaria disease and do not lose it when falling asleep. Instead they give up and decide to leave the map after some time, but it could be several days.
GrenadesAndHamm Sep 14, 2020 @ 11:34am 
I use a fence mod. This helps tremendously for manhunter packs as they stop at the fence unless the gate is held open. You can just stand at the fence and pick them off.

I try to consider whether a mod is realistic or not, and I find mad animals stopping at fences to be perfectly reasonable.
Hedgie Sep 14, 2020 @ 11:57am 
Originally posted by GrenadesAndHamm:
I use a fence mod. This helps tremendously for manhunter packs as they stop at the fence unless the gate is held open. You can just stand at the fence and pick them off.

I try to consider whether a mod is realistic or not, and I find mad animals stopping at fences to be perfectly reasonable.
Ideally they'd attack the fence though, which would be nice but doesn't happen
I don't know yet that I like this mechanic. Small to medium pack? Sure okay .. but 30+ is just 'you are doing too well, so it is time to end this'. I had just survived a rough winter, was just recovering and bam. Hard to want to start over when you know they can just crap on you with an assassination squad at any given moment that, without a mod, you have next to no chance of defending against. Starting spring 3, this is a tremendous slap in the face with all that invested time lost to what amounts to a kill switch.
Manhunt packs are quite easy to counter - literally have wall built around your whole settlement and close all doors to outside (and don't let anyone pass through them)
Astasia Oct 2, 2020 @ 5:07pm 
Originally posted by Adarious Mistdancer:
I don't know yet that I like this mechanic. Small to medium pack? Sure okay .. but 30+ is just 'you are doing too well, so it is time to end this'. I had just survived a rough winter, was just recovering and bam. Hard to want to start over when you know they can just crap on you with an assassination squad at any given moment that, without a mod, you have next to no chance of defending against. Starting spring 3, this is a tremendous slap in the face with all that invested time lost to what amounts to a kill switch.

It's literally the easiest threat in the game to deal with. The size doesn't matter, it can be 1000 grizzly bears and it's still trivial. You don't even need a wall around your entire base like Praeceptorem Poloniae said, though that makes it even easier, all you need to do is lock your colonists in a room with food and you've beat the event. Doing it that way is boring, it's easier if you have actual defenses setup and can handle the threat with force to get some free meat and leather (manhunters are so easy and reward it's why they were nerfed with scaria recently, they are just a meal delivery service), but if you are overwhelmed you can just choose not to engage.
HunterSilver Oct 2, 2020 @ 5:15pm 
Animals completely lack ranged attacks and almost none have significant armor penetration so they're very easy to deal with in bottlenecks if you do want to engage them in combat. Just hold a door open so only 1 animal can enter the door at a time. Have melee combatants block the entrance, and ranged combatants behind them. Instant bottleneck that will deal with virtually any manhunter pack. They are an incredibly trivial threat at all stages of the game assuming you've invested in the armor and weapons on your colonists at all.
gimmethegepgun Oct 2, 2020 @ 5:38pm 
Originally posted by HunterSilver:
Animals completely lack ranged attacks and almost none have significant armor penetration so they're very easy to deal with in bottlenecks if you do want to engage them in combat. Just hold a door open so only 1 animal can enter the door at a time. Have melee combatants block the entrance, and ranged combatants behind them. Instant bottleneck that will deal with virtually any manhunter pack. They are an incredibly trivial threat at all stages of the game assuming you've invested in the armor and weapons on your colonists at all.
Not even armor, really. Just a meat shield of a few tamed animals is usually enough.
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Date Posted: Jan 1, 2017 @ 12:07pm
Posts: 20