
When in combat, the movement speed of all colonists is slightly increased.

The intent with the aggression system is for small fights to provide a warning to the player before they escalate into murder, and to prevent needless suicidal rages. Health Check - If health is too low, stop fighting, and flee. Instigate Fight - When a colonist sees another colonist, and starts fighting.įight Back - After being attacked, should the colonist fight or flee?Īttack Unconscious Colonist - Should the colonist continue to fight, even when the other colonist is incapacitated? More specifically, there’s several stages of combat, each controlled by aggression (in no particular order): They’ll stop fighting if they become too injured (unless they’re really angry). So a colonist will fight their best friend if they’re really really angry. A colonist with high aggression will fight, and a colonist with low aggression will flee.Īggression is calculated based on: Health + Anger + Morale + Relationship. Using weapons will decrease anger.Īggression is the “thing” that controls a colonist’s actions during combat.

Getting punched or seeing an enemy will increase anger.

+100 is when a colonist is as angry as possible. Internally, anger is a need, like hunger or sleep, but it’s not shown to the player.Īnger has a value between -100 and +100. While others could have an increased chance of crippling, like a baseball bat. Some weapons could have a higher bleed chance, like a knife.
