Animal Behavior

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Author: Gyropilot

Last revision: 8 Nov, 2019 at 00:38 UTC (2)

File size: 1.11 MB

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Description:

This mod tries to solve illogical game designs, and add variety and fun to animal behavior. Goats won’t try to fight against the odds. Player animals are now comparable with their wild variants. Animals now have proper anatomy, different from Vanilla were animals had arms, were actually right-handed and needed only one and a half good leg to walk, just like humans.

There’s just too much content to explain them all simply, +700 in total. Took much consideration, work and balance. I try to avoid abrupt changes but there’s a good point in all of them.

The only animals races and their variety this mod is changing are: Goats, Bonedogs, Wild Bulls, Domestic Bulls and Garrus. Behavior changes only refer to NPC AI, other animal changes affect both Playable and NPC animals. More playtesting is needed, more content is expected and your feedback is appreciated.

NOTE
Although it’s okay to play with vanilla value, this mod goes better with increased attack slots. Some of the unique characteristics of animals are more meaningfull with that. I would just recommend to play with increased attack slots anyway, it makes much more sense

Playable changes

Changes Goats so they don’t need food
Add Hay crop as item in Kibble recipe and as material for making Biofuel
Add 4 sizes of Hay Farm
Add Hay Storage barrel
Add Hay Biofuel Distillery
Add Foul Raw Meat storage barrel
Add Kibble as a product of Hay + Foul Raw Meat in the Cooking Stove which serves as food for both Carnivores and Herbivores
Add Hay and Kibble to the propper shopkeepers and merchants
Properly distribute all new researches
Add a merchant function for Nomad Animal Trader, aside with his Animal Trading and some new dialog
Remakes all animals anatomy
Makes all animals able to enter buildings
Add Sleeping On Floor and other fluff animations for all animals
Goats have a new headbutt attack animation, and their attacks have a greater change of hitting the lower body
Bulls Bullcharge attack animation now hits twice, once during the charge, the other with his horns.
Garrus normal attack hits twice, once with each paw for reduced damage.
Changed all animals pathfinding hitboxes, hopefully decreasing the chances of they getting stuck
Increased amount of food for all animals besides Goats and Bonedogs
Changed drops for animals
Reduced attack range for most attack and most animals, to avoid people being hit by seemingly too far.

Changes in NPC AI

Adds Sleep Cycle for all animals. Bonedogs are mostly nocturnal
All young animals will run if their group is attacked, besides Bonedogs which will choose between helping their group, keeping their distance or run
More behavior differences between Leader, Squad and their Puppies, and between different groups of each animal
Animals of a group will have a greater age variety between them
Different of all others, Garrus will try to protect herbivores other than themselves
Bonedogs will finish off and eat alive KO people, not only dead ones as before
All wolves can smell blood
Goats try to avoid corpses
All goats will try to flee if any of their group is attacked
Younger Goats may try to eat your crops

Balance Changes

NOTE
Vanilla animals are too much alike when they have the same stats, which means a Goat can beat a Berserker with enough hard train. To remedy this, this mod includes a rebalance for animals.
For that, it sets the same main stats for all animals, giving their differences in other ways (the weapon the game considers the race to be using balances Attack Skill, Animation changes adjust damage output and counteracts Dexterity, for some examples). That means that a certain Strenght or Dexterity stat can only be compared with the others of the same specie. A 50 Strenght goat is a average goat and weaker than a 20 strenght Bonedog.
This puts a cap in animal potential and make their learning curve regular regarless of their race. Enable new animals to be domesticated. Make it so your animals are comparable with wild ones.
If you had a animal in your squad before applying this mod, it will be nerfed. You either have to deal with this, get rid of the creature or start a new game

Goats are more "nimble" (acceleration change) and much faster than before. They also have a lot less health and blood, and are really poor in combat. They age faster and are cheaper. Fully adult they are about even with a Hungry Bandit.
Bulls overall have more health and are slower than before. They have a slight advantage ignoring armor and damaging robots. They eat more and age at the same rate as before. Fully adult, they are about even with a ~30 stats NPC samurai.
Garrus have less health, deal slightly more damage and heal quicker than before. They eat more and age slower. They are somewhat stronger than a bull of the same age.
Bonedogs are more nimble and much faster, have less health, more Attack, better against flesh and worse against armor. They age faster and are cheaper.

UPDATES

_Increased the size of gorillos so they look more like how strong they are
Increased price difference between animals in a Nomad Animal Trader
_Fixed damage reduction against armor for Bonedogs
Fixed Goat behavior
Add a Nomad Trader together with Nomad Animal Trader, and add more dialogue
Fixed Greenlander not eating Rice
_Rolled back all diet changes, and made adaptations for that
Fixed animals having to be healed constantly (Rolling back Self Healing changes)

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Revisions:

Old revisions of this mod are available below. Click the link to download.