Mercenary

  • The mercenary has several special sets of idle animations accessible through the following attributes - bButtonPusher, bTalker, and bSquatter. If one of these attributes is set true, then these animations will play whenever the mercenary is stopped (waiting, or stopped on patrol, etc.). Note that for bTalker and bSquatter, the mercenary should be talking to teammates (so that the conversation will be synchronized).
  • bHasInvulnerableShield, bCanFireWhileInvulnerable, and invulnerableCharge are parameters which can be used to adjust the Mercenary’s invulnerability capabilities.

    Skaarj

  • The Skaarj has a special set of animations accessible through the attribute bButtonPusher, which work in an analogous fashion to the mercenary bButtonPusher animations. Also, bFakeDeath tells the skaarj to remain laying down until a little after he sees the player. Note that skaarj using bFakeDeath should be placed slightly above the floor, so they don’t adjust out of the floor on first seeing the player (thereby giving away the fact that they are not really a carcass).

    Krall

  • The Krall has a special set of animations accessible through the attribute bDicePlayer. Krall using these animations should be teamed with several other Krall and closely arranged in a circle. The bSleeping attribute will make a Krall play a sleeping animation and be very un-alert while waiting.

    Nali

  • A Nali with orders "Guarding" will play his praying animations. A Nali with orders "Ambushing" will play his meditating animation. The bNeverbow attribute should only be used with Nali who have a homebase (and only in well tested situations). When enabled, the Nali will not stop and bow while retreating.

    Birds

  • Although birds are flockpawns, they are added individually. They have several different selectable behaviours. By default, they will fly around randomly in an area whose size is determined by their CircleRadius attribute. Note that this area should be relatively free of obstructions, as birds are not smart. If bCircle is set, they will soar around a circle with radius CircleRadius. If GoalTag is set, they will not move until triggered, and then quickly fly to their GoalActor. Birds are now unlit by default. If you want a bird to show off cool light/shadows, then set its bUnlit property to false. Birds that you don’t see no longer cost anything. However, be sure not to use birds in big open areas where they can be seen from far away, as the full cost of rendering their mesh still exists, even if they are smaller than a pixel.

    Birds

    Cow and Rabbit
  • The bStayClose attribute (on by default) specifies whether the creature will wander around within its WanderRadius, rather than wandering randomly anywhere.

    Pupae

  • Pupae can be placed and rotated onto any wall or ceiling initially. When they see the player, they will drop off the wall/ceiling and go at the player.

    Brute

  • The bTurret attribute when true will make the Brute stay in place and just fire at the player.

    Warlord

  • The Mutilating orders are for hub one. The Warlord has a new attribute, bTeleportWhenHurt, which causes him to teleport away rather than dying.

    BiterFishSchool

  • The bNonAggressive attribute when true will make the fish ignore the player. BiterFishSchools have a fishcolor attribute. 0 to 6 makes all the fish in the school the same color, while a value larger than 6 gives them a random mix of colors.

    Carcasses

  • You can add permanent creature and player carcasses (they are a subclass of decoration). If a creature has multiple deathanimations animations, you can select the death pose by changing AnimSequence in the Display properties.
  • Carcass management note: Carcasses are destroyed more quickly in zones that already have reached their limit of carcasses. In less cluttered zones, carcasses will never disappear or change forms before your eyes.
  • The MaxCarcasses attribute of zones sets the limit for "uncluttered" carcasses in a zone. The default is now 3, which should be optimal for most situations.