PredatorStealth-2.0.1.zip
What's new
# Changelog, Predators & Stealth
## 2.0.1
**Fixed**
- **Hide-to-escape never fired.** The runtime tick called an undefined `classNameOf`
helper (added for verbose logging) the moment a Pal was actively hunting, so every
tick errored out *before* the de-aggro check ran. Pursuers never cleared their hate,
which read in-game as Pals fighting to the death or searching around forever after
losing sight. Defined the helper; de-aggro runs again.
**Changed**
- **Faster give-up after breaking line of sight.** Was 7s far / 14s close, the close
timer felt endless. Now **4s far / 6s close**, with the close multiplier (`hide_close_mult`)
a real config knob instead of a hardcoded `×2`.
- **86 Pals that refused to attack now do.** Every species whose *vanilla* `AIResponse`
is `Escape_to_Battle` (Foxparks, Celaray, Deer, and 83 more) ignores a flip to plain
`Warlike` — it stays stuck in a flee/investigate loop and never commits to an attack.
Switched those 86 to **`Warlike_Anyway`**, which overrides the escape state; they now
aggro and attack (and de-aggro via hide-to-escape) correctly. `NotInterested`/`Escape`
baselines still use plain `Warlike`. Removed a stray duplicate patch file from the
install that risked a double-load.
## 2.0.0
Rearchitected from a runtime Lua scanner to a **PalSchema data patch** + a tiny
companion script. Same fantasy, hostile world, working stealth, but it now runs
on Palworld's own AI instead of a background scan, which **eliminates the traversal
stutter entirely** and leans on the game's real senses.
**Changed, how it works**
- **Aggression + detection are now data, not a scan.** Every non-prey Pal is set to
`AIResponse: Warlike` with per-Pal `ViewingDistance` (sight/aggro range) and
`HearingRate` (hearing range) via PalSchema. The game's native AI does the
detecting, so there's **no per-tick world scan**, the repeated freezing some
players hit while moving is gone by construction.
- **Real two-sense stealth, from the engine.** Sight is a vision cone + true line of
sight (aggro); hearing is omnidirectional and passes through walls (makes a Pal
turn to look, which can then lead to sight → aggro). **Crouching silences your
footsteps**, so a crouched player is heard by nothing, only *seen*. Walk upright
and Pals hear you coming.
**Added**
- **Per-Pal senses you can tune** in `aggressive.jsonc`: `AIResponse`,
`ViewingDistance`, `HearingRate`, sharp-eared species hear far, deaf/heavy ones
only close. Category comments on every line.
- **PalSchema is now a required dependency.** See the mod page for install order.
**Removed**
- The runtime detection scanner (the stutter source).
- **Level-scaled awareness** (a 1.0.0 feature). Widening a Pal's detection by how far
it out-levels you needs a per-frame proximity scan comparing levels, exactly the
stutter this release removes, and a Pal's sight range is per-*species* data, not a
per-Pal value we can adjust live. So it can't be done cheaply and is dropped for now;
detection range is a flat 25 m. May return later as an optional add-on.
- `PreyList.txt`. Prey are now simply the species **absent** from the data patch;
edit `aggressive.jsonc` to make any Pal passive (delete its line / set `Friendly`)
or hostile (add it).
**Kept**
- **Hide-to-escape**, rebuilt event-driven: it hooks the moment a Pal targets you,
watches only your active pursuers (no scan), and clears their hate + target once
you break line of sight and distance long enough (crouching cuts both).
## 1.0.0
Initial release.
- Aggressive-by-default: every wild Pal hunts the player on sight except a curated
passive **PreyList** (player-editable `PreyList.txt`).
- Line-of-sight-gated detection; range scales with level gap (capped).
- Crouch shrinks detection range and opens a rear stealth blind spot.
- Hide-to-escape: a pursuer that loses line of sight and gains distance for a few
seconds gives up (clears its hate map + target list).
This mod has no additional files