[Bounty] Homunculus tweaks and AI changes #529
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About the PR
Homunculi will now recognise their parent (or more accurately, whoever was close to them when they were created) and will follow them around. They now have footstep sounds, do 6 slash on attack instead of 10, retaliate when hit (unless the attacker is their parent whom they love) and all homunculi in a radius will be provoked when one is attacked.
Homunculi now only have a 1 in 5 chance of being a ghostrole, so the other 4 out of 5 times you can enjoy their new mob AI. Gotta crack a few eggs to make a
omlettesmart homunculus.Why / Balance
Bounty. Gives them some flavour. I love the pitter patter of their feet as they waddle behind you. Damage was nerfed because 10 was honestly pretty high for something that can be easily mass produced. They seem like the kind of mob to have hoarde mentality. 1 in 5 being ghostroles means a mad botanist will only create about 10 ghostroles instead of 50.
Technical details
Yaml. Gave them NPCRetaliaion, GroupRetaliation and FactionException comps. Created a new HomunculusFollowCompound AI task, which is just the same as a rat servant's AI except using simple melee attack AI instead of the rat attack mode AI. Gave them FootstepSound tag. Put them in the passive faction because they were in the hostile mob one before(?).
Media
(slightly outdated, footstep sounds aren't in this clip)
2026-01-17.15-13-46.mp4
Requirements
Breaking changes
Changelog
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