
Mods / Zippy's Bashful Bowtorns
Author: ZippyWonderdust
Side: Both
Created: Mar 3rd at 3:37 AM
Last modified: Jun 9th at 6:18 PM
Downloads: 1080
Follow Unfollow 38
Recommended download (for Vintage Story 1.20.4, 1.20.5 - 1.20.7, 1.20.8 - 1.20.10 and 1.20.11 - 1.20.12):
ZippysBashfulBowtorns-1.1.2.zip
1-click install
This mod changes the behaviour of bowtorns that spawn during temporal storms so that they retreat at the end of the storm the same way that drifters and shivers do.
NOTE: Any corrupt or nightmare variants that spawn during a storm will not retreat (changed in v1.1.0, see below). This also mirrors the behaviour of drifters and shivers.
ALSO NOTE: Bowtorns that spawn via any mechanism other than temporal storms (rifts, ruins, story locations) will not exhibit this retreating behaviour.
Why make this mod?
The primary intention of this mod is to eliminate the scenarios where a temporal storm spawns as many as a few dozen bowtorns that linger indefinitely after the storm has finished.
I didn't make this mod because I find the vanilla gameplay too hard; there are numerous effective strategies for dealing with groups of lingering bowtorns. I made this mod because I find the current bowtorn "lingering" behaviour offends my aesthetic sensibilities. One of the unspoken rules of the eldritch horror genre is that the horrors are creatures of the dark while the heroes are emissaries of the light. Daylight is our greatest defence, and the rising of the sun is always our greatest source of hope. I feel that allowing bowtorns to linger on after a storm has passed and ignore the presence of full daylight cheapens the experience. It quite literally shines too much light on them. I'm a fan of the scene in James Cameron's Aliens where the little girl, Newt, tells Ellen Ripley "They mostly come at night... mostly."
I have play tested this mod, but not extensively. If you encounter any unexpected behaviour please let me know!
Update: version 1.1.0
-Fixed an issue where two conflicting ai tasks would make a bowtorn continuously "ping pong" between retreating and approaching.
-Changed the ai task priorities to ensure that retreating bowtorns will still melee attack any player that comes into range.
-Gave all bowtorn variants a very small chance to retreat in full sun, to fix a situation where you have a pack of corrupt and stronger bowtorns waiting indefinitely outside your door. All bowtorns should now wander off and despawn in approximately 2 game hours (so if the sun rises at 6:00am then they should be mostly gone by 8:00am or so).
Update: version 1.1.1
-Fix error where bowtorns give no item drops
Update: version 1.1.2
-Change modinfo.json to show compatibility with game versions 1.20.4+
Mod Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
1.1.2 | 379 | May 30th at 2:14 PM | ZippysBashfulBowtorns-1.1.2.zip | 1-click install | ||
Change modinfo.json to show compatibility with game versions 1.20.4+ | ||||||
1.1.1 | 48 | May 29th at 4:47 PM | ZippysBashfulBowtorns-1.1.1.zip | 1-click install | ||
Fix error where bowtorns give no item drops | ||||||
1.1.0 | 562 | Mar 6th at 7:18 PM | ZippysBashfulBowtorns-VS1.20.4-1.1.0.zip | 1-click install | ||
-Fixed an issue where two conflicting ai tasks would make a bowtorn continuously "ping pong" between retreating and approaching. | ||||||
1.0.0 | 91 | Mar 3rd at 3:44 AM | ZippysBashfulBowtorns-VS1.20.4-1.0.0.zip | 1-click install | ||
First release |
LivCi
There are story locations -- cough devastation cough -- in the game that require bowtorns that do not flee in daylight, so I cannot wholesale replace all the bowtorns in the game with my variant without negatively affecting later stage gameplay.
If, despite the above, you still think this mod isn't working, please contact me so I can look into it in more depth.
For me, even the bowtorns that this mod adds don't retreat
Streetwind
Yes, this mod is still relevant (as of 1.20.10), as the vanilla bowtorns still lack an AI task that would cause them to retreat in daylight.
RowanSkie
Yes, the mod duplicates most of the bowtorns. The duplicates are the "bashful" ones. The last "n" in bowtorn in the entity description is actually a "fancy" font so you can tell the difference if you look very closely.
This duplication is because the bashful ones only spawn during temporal storms; the regular vanilla bowtorns (which do not retreat in daylight) still spawn from rifts and at any story locations, so the game needs to have two different types.
Is this mod still relevant as of 1.20.8? There seems to have been work done on Bowtorn spawning in particular, according to the changelog, and the "Fearless Foes" patch was already incorporated back in 1.20.5.
This mod duplicates every bowtorn save for gearfoot bowtorn in the creative menu?
crumps Let me know how it works. I don't use that mod myself but I'm happy to try adding compatibility for it if required.
Much appreciated on this. Going to test it out as well with Wilderlands Rustbound to see if it will despawn their spawns after the storm. Its a small thing, but they're def supposed to despawn/run away after the storm break and its daylight.