Changelog
1.0.6
- ALL raid/event creatures are forced to fight: block flee, block hunt-clear, re-assert hunt+alert every AI tick. Applies to every raid (Greyling, Boar, Neck, Greydwarf, etc.), not only on spawn.
1.0.5
- Raid timers:
ContinueSpawningWithoutPlayers now defaults off, so each Custom Raids Duration and PauseIfNoPlayerInArea apply as written. PersistentRaids no longer forces the event clock by default.
- New optional
OverrideRaidDurations + OverrideDurationSeconds (both unused unless you turn the override on). Leave off to keep per-raid durations.
- Raid creature AI: event mobs force hunt + alerted, and clear shy flee flags (
fleeIfNotAlerted, unreachable flee, low-health flee). Fixes Greylings milling around instead of fighting.
1.0.4
- Persistence is now raid-only. Never-despawn and
ZDO.Persistent apply only to raid/event creatures (and bosses via NeverDespawnBosses).
- Open-world wildlife (boars, necks, greylings, etc.) culls like vanilla again, so it no longer accumulates around bases. Fixes base-area FPS drops caused by permanent wildlife.
- Raid mobs get persistence when the event flag is set (
SetEventCreature), not blindly on Awake.
1.0.3
- Fix: 1.0.1 treated every event-area check as “a player is here” and could expose a stashed raid as the current event. Custom Raids refuses to start a new raid while
GetCurrentRandomEvent() is set, so raids stopped appearing.
AllowMultipleRaids defaults to false. Custom Raids owns raid start; this mod persists raid creatures.
persistraid stop clears a stuck current/stashed random event.
1.0.2
- Long-range sight, forced hunt, and never-lose-aggro apply only to RandomEvent / raid creatures (
SetEventCreature).
- Open-world mobs (boars, greydwarves, and other non-raid spawns) keep vanilla view range and aggro.
- Night despawn skip is raid-only.
- World bosses no longer inherit raid hunt from
NeverDespawnBosses (far-despawn persist is unchanged).
1.0.1
- Initial release: raid chase, far-despawn block, extra events, spawn-without-players, monster cap 220.