Difference between revisions of "Downed"

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{{Move|reason=Move to [[ailments]]? Discuss}}
 
 
[[File:downed_preview.png|right]]'''Downed''' is a condition in which a creature (human, animal, etc) is alive but incapable of [[Moving|movement]]. This is caused by one of the following states, listed in order of severity:
 
[[File:downed_preview.png|right]]'''Downed''' is a condition in which a creature (human, animal, etc) is alive but incapable of [[Moving|movement]]. This is caused by one of the following states, listed in order of severity:
 
# Unconscious. [[Consciousness]] is below 30% but above 0%.
 
# Unconscious. [[Consciousness]] is below 30% but above 0%.
 
# Pain shock. [[Pain]] reaches [[Pain Shock Threshold]].
 
# Pain shock. [[Pain]] reaches [[Pain Shock Threshold]].
# Incapacitated. [[Moving]] capacity is 15% or less.
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# Incapacitated. [[Moving]] capacity is 15% or less.  
  
"'''Incapacitated'''" and "'''incapable of movement'''" are often used as synonyms for downing. Creatures properly inside a bed are usually called "incapcitated" or "resting" rather than "downed", but they are functionally the same state.
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"'''Incapacitated'''" and "'''incapable of movement'''" are often used as synonyms for downing. Creatures properly inside a bed are usually called "incapacitated" or "resting" rather than "downed", but they are functionally similar. A pawn that is only incapacitated, but still conscious, can have [[mood]] changes; [[need]]s like [[Recreation]] and [[Beauty]] will only decay when a pawn is conscious.
  
The moment a creature is downed, humans will drop their [[weapon]]s. The vast majority of enemies will stop attacking once their target is downed. Pawns under [[Mental_break#Murderous_rage|murderous rage]] and predator [[animal]]s looking for food can continue to target downed creatures. Being downed also doesn't make someone immune to explosions.
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Downed pawns will drop their [[weapon]]s and other carried items but will not drop equipped apparel and utility items. The vast majority of enemies will stop attacking a downed target. Pawns under [[Mental break#Murderous rage|murderous rage]] and predator [[animal]]s looking for food can continue to target them, however. Also, downed pawns are still vulnerable to explosions.
  
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=== Death on down ===
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{{Stub|section=1|reason=1) Full list of triggers for DoD are not known - needs someone to either go through the C# or extensive testing, 2) Some sort of display of chance by population intent similar to [https://rimworldwiki.com/index.php?title=Downed&curid=20920&diff=139742&oldid=134660 what was on the page before] but actually correct. 3) Further explanation of population intent. 4) DoD is avoided by bleeding }}
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Enemy pawns have a chance to instantly [[death|die]] when downed from certain causes, even when the condition would otherwise not kill them:
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*[[Pain Shock Threshold|Pain Shock]]
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*When [[Moving]] drops below 15% directly by damage
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*[[Heatstroke]] & [[hypothermia]]
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*[[Toxic buildup]]
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*[[Lung rot]]
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This chance is dependent on current population intent and the [[AI Storytellers#Enemy death on downed|storyteller settings]], the latter of which can be adjusted at any time. Other causes of downing, such as [[consciousness]] reductions from [[ailments]], do not trigger this death chance, so are preferred if you want to capture somebody.
 +
 +
Certain enemies will always die when downed these include:
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*Enemy [[mechanoid]]s. However a known bug does exist that rarely prevents this death, and [[friendly mechanoids]] {{BiotechIcon}} are an exception to this rule.
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*[[Revenant]]s {{AnomalyIcon}}, which will play their death animation.
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*[[Dreadmeld]]s {{AnomalyIcon}}, which will spawn [[Fleshbeasts]] {{AnomalyIcon}} regardless if they were knocked out through various means.
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==== Bypasses ====
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Notably, death on down doesn't occur when [[blood loss]] or the expiration of a hediff is the cause for incapacitation. This can be used to guarantee the capture of valuable enemy pawn by applying the hediff, then damage them to a certain level and wait for the hediff to expire.
 +
* [[Painblock]] and [[Go juice]] multiplies pain by 10%. The pain shock threshold of most pawns are below 90%, meaning if their pain level is 9% and pain block expires, they will be downed without dying. However beware that apparels such as the [[war mask]] increases the pain shock threshold of their wearer
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* Psychic [[Focus]] improves movement by {{Good|x130%}}, the pawn will be downed if the movement of the pawn drop below 20% and the hediff expire
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[[Tox gas]] exposure applies {{++|25%}} pain and can be used to immediately bring pain level over the threshold. But it also cause {{--|60%}} [[breathing]], which will kill the pawn if their breathing is already below 60%.
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== Actions ==
 
An incapacitated creature is a valid target for a variety of actions:
 
An incapacitated creature is a valid target for a variety of actions:
 
* [[Rescue]].
 
* [[Rescue]].
* Ranged or Melee attack to [[Death|death]] by a drafted pawn, which does not give XP.
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* Ranged or Melee attack to [[death]] by a drafted pawn, which does not give XP.
* Being carried by any drafted pawn, even by the one incapable of hauler work. They can be dropped at a place of choice.
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* Being carried by any drafted pawn, even if incapable of hauler work. They can be dropped in place at will or carried to a bed.{{Check Tag|Other targets|Once manually carried, what else can they be manually carried to directly? Biosculpter pod, cryptocasket, etc}}
 
* Being [[Doctoring|tended]] by a drafted pawn on the spot.
 
* Being [[Doctoring|tended]] by a drafted pawn on the spot.
 
* Involuntary loading into a [[cryptosleep casket]].
 
* Involuntary loading into a [[cryptosleep casket]].
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Actions specific to downed animals:
 
Actions specific to downed animals:
* Neck cut. A colonist set to [[Hunt|Hunting]] will finish off any animal that are set to hunt. Tame animals cannot be hunted, but [[slaughter]]ing does not require downing and is functionally similar.
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* Neck cut. A colonist set to [[Hunt]]ing will finish off any animal that are set to hunt.  
 
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** Tame animals cannot be hunted, but [[slaughter]]ing is functionally similar and does not require downing.
Enemy pawns also have a chance to die when downed from pain shock, even if their condition otherwise would not kill them. This chance is dependent on [[AI Storytellers#Enemy death on downed|storyteller settings]] and can be adjusted at any time. Other causes of downing, such as from [[blood loss]] or [[heatstroke]], do not trigger this death chance, so are prefered if you want to capturing somebody.
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== Crawling ==
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{{stub| reason = details on downed raiders, how long until a pawn starts crawling after being downed.}}
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When downed, a human pawn with manipulation will begin crawling after some time to the nearest bed or away from hostile threats, if bleeding, a trail of blood will follow them where they crawl. Downed enemy pawns will attempt to crawl to the map's borders and escape.<br>
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If the pawn is being rescued by another pawn, then they will stop crawling.
  
==Version history==
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[[Shambler|Shamblers]] {{AnomalyIcon}} can also crawl but unlike raiders and colonists they will still continue trying to attack their target in melee range.
* [[Version/1.3.3066|1.3.3066]] - [[Drafting|Drafted]] pawns can tend to others in the field, and are able to use medicine. They can also be ordered to carry another downed pawn.
 
  
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== Version history ==
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* [[Version/1.3.3066|1.3.3066]] - [[Draft]]ed pawns can tend to others in the field, and will use medicine if they are carrying any. They can also be ordered to carry another downed pawn and drop them on command.
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* [[Version/1.5.4062|1.5]] - Downed pawns will now crawl away from danger and towards beds
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* [[Version/1.5.4062|1.5]] - Death on down chance now applies to heatstroke, hypothermia, tox gas, and lung rot.
 
[[Category: Game mechanics]]
 
[[Category: Game mechanics]]

Latest revision as of 19:59, 11 November 2024

Downed preview.png

Downed is a condition in which a creature (human, animal, etc) is alive but incapable of movement. This is caused by one of the following states, listed in order of severity:

  1. Unconscious. Consciousness is below 30% but above 0%.
  2. Pain shock. Pain reaches Pain Shock Threshold.
  3. Incapacitated. Moving capacity is 15% or less.

"Incapacitated" and "incapable of movement" are often used as synonyms for downing. Creatures properly inside a bed are usually called "incapacitated" or "resting" rather than "downed", but they are functionally similar. A pawn that is only incapacitated, but still conscious, can have mood changes; needs like Recreation and Beauty will only decay when a pawn is conscious.

Downed pawns will drop their weapons and other carried items but will not drop equipped apparel and utility items. The vast majority of enemies will stop attacking a downed target. Pawns under murderous rage and predator animals looking for food can continue to target them, however. Also, downed pawns are still vulnerable to explosions.

Death on down[edit]

Enemy pawns have a chance to instantly die when downed from certain causes, even when the condition would otherwise not kill them:

This chance is dependent on current population intent and the storyteller settings, the latter of which can be adjusted at any time. Other causes of downing, such as consciousness reductions from ailments, do not trigger this death chance, so are preferred if you want to capture somebody.

Certain enemies will always die when downed these include:

Bypasses[edit]

Notably, death on down doesn't occur when blood loss or the expiration of a hediff is the cause for incapacitation. This can be used to guarantee the capture of valuable enemy pawn by applying the hediff, then damage them to a certain level and wait for the hediff to expire.

  • Painblock and Go juice multiplies pain by 10%. The pain shock threshold of most pawns are below 90%, meaning if their pain level is 9% and pain block expires, they will be downed without dying. However beware that apparels such as the war mask increases the pain shock threshold of their wearer
  • Psychic Focus improves movement by ×130%, the pawn will be downed if the movement of the pawn drop below 20% and the hediff expire

Tox gas exposure applies +25% pain and can be used to immediately bring pain level over the threshold. But it also cause −60% breathing, which will kill the pawn if their breathing is already below 60%.

Actions[edit]

An incapacitated creature is a valid target for a variety of actions:

  • Rescue.
  • Ranged or Melee attack to death by a drafted pawn, which does not give XP.
  • Being carried by any drafted pawn, even if incapable of hauler work. They can be dropped in place at will or carried to a bed.[Other targets]
  • Being tended by a drafted pawn on the spot.
  • Involuntary loading into a cryptosleep casket.

Actions specific to incapacitated humans:

Actions specific to downed animals:

  • Neck cut. A colonist set to Hunting will finish off any animal that are set to hunt.
    • Tame animals cannot be hunted, but slaughtering is functionally similar and does not require downing.

Crawling[edit]

When downed, a human pawn with manipulation will begin crawling after some time to the nearest bed or away from hostile threats, if bleeding, a trail of blood will follow them where they crawl. Downed enemy pawns will attempt to crawl to the map's borders and escape.
If the pawn is being rescued by another pawn, then they will stop crawling.

Shamblers Content added by the Anomaly DLC can also crawl but unlike raiders and colonists they will still continue trying to attack their target in melee range.

Version history[edit]

  • 1.3.3066 - Drafted pawns can tend to others in the field, and will use medicine if they are carrying any. They can also be ordered to carry another downed pawn and drop them on command.
  • 1.5 - Downed pawns will now crawl away from danger and towards beds
  • 1.5 - Death on down chance now applies to heatstroke, hypothermia, tox gas, and lung rot.