RimWorld
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Enemy Self Preservation
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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320.254 KB
24 Feb 2020 @ 1:57pm
17 Mar 2024 @ 2:40pm
19 Catatan Perubahan ( lihat )

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Enemy Self Preservation

Deskripsi
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.


Feeling generous?
[ko-fi.com]
265 Komentar
Nim 13 Mei @ 12:33am 
I'd like to second a request for an anomaly patch. It looks like cultists (who are usually genies and thus have the wimp trait) will flee despite having reduced pain perception. Maybe disable the wimps always flee setting as a fix?
Farbott 23 Apr @ 10:20pm 
Shamblers seem to try to self preserve, any hope of an anomaly look for patches?
Nemerijn 28 Jan @ 7:17am 
This mod is causing error log after the enemy that is fleeing left the map, is it possible for you to check why this happens?

https://pastebin.com/xSyVU4ri
Martinsuki 7 Jan @ 10:01pm 
So the higher i set the "Pain % to Flee" in the mod options the higher pain must a pawn be suffering to flee right? because im having trouble finding this to trigger
Willow 22 Okt 2024 @ 9:06pm 
It'd be pretty neat to have an option so that unwaveringly loyal pawns never flee. Makes sense to me, die for the cause and all that.
Pillowkitty 18 Sep 2024 @ 5:33pm 
Can confirm fungoid related shenanigans. Custom race enemies who have mind coalescence also sent my own pawn with the same gene running off the map to never be seen again!
orion♪ 8 Agu 2024 @ 11:39pm 
cai seems to work with self preservation - only combat issue i had (which may not be because of either mods) was the ancients fleeing after having a crashed ship event where i killed two fungal ancients (from VE fungoid). after about a day or so, i got a notification saying the ancients in the ancient danger were leaving. that was the only issue
Marcus 27 Jul 2024 @ 7:33pm 
I would consider increasing what it takes for raiders to flee, it is really low rn, a single shot and they run away, and then if enough of them do that they just run away even sooner. It's like you're barely fighting a raid.

IMO, I would create an option that could for example prevent fleeing until maybe 25% of the raid is dead or downed.

Then, I would have it be so a group of 2-3 pawns decide to flee together instead each pawn deciding individually because it looks really weird when you have an entire group of raiders and then one guy just randomly starts running away. (or a mix of the two).

Thats just my thoughts on the mod.
hlo120435 20 Jul 2024 @ 7:29am 
kind of a turnoff. i think it would be cool if raiders setup a designated med zone for enemy pawns to fall back to when injured, instead of giving up.
Marcus 19 Jul 2024 @ 11:27pm 
Does this mode make enemies rescue their downed allies when fleeing?