Creature Reaction Inside The Ship V152 Are Upd Patched -
Title/Header: π¨ PATCH ALERT: Creature Behavior Changes in V152 π¨
Future Testing and Validation
after chasing a player for a certain distance. They also lose track of players more easily if they are out of range and line of sight for an extended period. Version Context creature reaction inside the ship v152 are upd patched
- Lighting PWM across full frequency range.
- Actuator timing variations and resulting airflow/plume models.
- Acoustic and mechanical resonance scans.
- Blind wandering β Many creatures would randomly move through corridors.
- Static aggro β Once aggroed, theyβd chase a single target indefinitely.
- Ignored hazards β Fire, vented oxygen, or electrical arcs rarely affected them.
- Predictable spawning β Creatures always entered via airlock or breach point.
The Shardback stood up. It had never stood up before. It placed one crystalline claw on the main reactor and pulsed. Title/Header: π¨ PATCH ALERT: Creature Behavior Changes in
Eyeless Dogs & Ship Proximity: Patches have refined the "attraction" logic for the Loud Horn. While the horn still attracts dogs to the front of the ship, they are less likely to clip through the walls to kill players hiding in corners. Baboon Hawk Bug : Previously, Baboon Hawks Lighting PWM across full frequency range
can phase through closed ship doors has been reported by players as a persistent bug. Coil-Heads
In the official Version 80 and 81 updates, several changes were made to how creatures interact with the ship and its surroundings. Creature Reactions & Patch Status