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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2035143365
Hopefully this helps someone!
The way it is now it's nearly impossible to hunt any animals, much less tame them
I think rather than one big bullet sponge with fast regen, that either pops as an abom or not, it'd be much more interesting to make them remain hidden until there are corpses nearby to eat like after a big tribal raid, and then they suddenly go into a feeding/splitting frenzy before you know what's going on. In that context and weaker individually, they'd scale to events that already scale to your colony, and would even pop at an opportune moment (After a battle, you're already weak and tired). Or, leave it a single monster but have its stats scale like a raider's gear to the wealth of the colony they're attacking.
And I just realized why I keep seeing notices for pawns I don't recognize: Those three individuals (two cargo rain rescues and the spouse) change names every time the game loads. Everything else about them stays the same (skills, appearance, traits); it's just their name that changes, though it can be either masculine or feminine names. I have no idea why it happens, or how to make it stop.
Exception ticking RTWorker1065345: System.NullReferenceException: Object reference not set to an instance of an object
at MoreIncidents.Ticker_RTWorker.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
You should revert its HP to a sane value such as at most 300% of what a regular humanoid has and seriously relax its regeneration effect to 1 HP healed every 6 seconds. This would mean it could heal itself 5 HP in half a minute.
Regen effects are very powerful in all games where it is present so you should as a rule of thumb be very careful on how you implement it.
Alternatively you could increase the cost of the event so that the director don't spawn it unless it's very late in the game or make different abominations depending on when in the game it spawns. A powerful one for the late game and a weaker one in the early game.
Otherwise a really cool mod! You have my like.