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This could also be due to an unsafe temperature behavior; I'm on an ice cap so its not unreasonable that they'd automatically try to leave the map due to temperature issues. I'll keep testing it out as I play.
- Raids should no longer flee early
- Invisible raiders should no longer have visible squadmates
- Raider behavior should once again follow the incident's strategy
- Added a message that mentions just how many raiders were compressed
Some ideas I had to help combat this while preserving performance:
1) Possibly transfering the job from the deceased squadlead to the new one, negating the need to entirely recalculate the job’s requirements? Otherwise dying enemes would trigger new job requests which could get messy.
2) Raider fleeing potentially based on overall unit size? Previously defeating enough entire squads would cause them to break but maybe possible to base it on the total number of attacking enemies including fakes.
3) Haven’t tried it yet, but if an enemy gets downed by a hediff or pain thats not lethal, you think it could be a possible config option to drop that pawn from the group as an injured pawn instead of a dead one?
If there's a stack of 10 pawns, you kill 1, the remaining stack of 9 pawns often stop attacking. The stack may wander aimlessly or slowly walk away off the map. This is even true for factions that do not retreat normally, such as horax cultists. It also seems to trigger the raid retreat threshold quickly, counting only the initial pawns in the stack as downed so it thinks the raid has failed and the survivors should retreat even though most pawns are still alive in stacks.
Is there a way to tell stacked pawns to be more aggressive even after they lose the first pawn in the stack? Maybe no retreat until they're down to the last pawn?