My first encounter with kidnapper fox was buying a cruiser with homies. Trying to drive to the entrance and accidentally running it over 10/10 experience.
"without further ago lets get into the forgotten lore of version 55....but before we get into that!" my guy. you are literally furthering the ado.
One of the problems with the Kidnapper Fox was Zeekers never actually nerfed it. He heard the complaints from players, but like... He made it so the fox cannot enter the ship, but increased its move speed. He made it so the kidnapper fox stopped being a touch of death [except in its kill zone], but he made the search range expand over time. He "fixed" it so the Vain Shrouds stopped spawning under the ship, but they kept spawning there anyway. The fox was much too tanky, and was an unfun minigame to play around. The shrouds should have despawned after they hit a critical mass [or after the fox spawns], they should never have been allowed to be near the ship, players shouldn't have had to unload two shotgun shots into the fox to kill it. I do hope Zeekers brings it back though, preferably with some serious changes to how it works. It was an interesting enemy, but dear gods was it obnoxious to deal with. Damage sponges aren't fun to deal wit.
I started playing after the kidnapping fox was added and removed and I was so confused why it was on thumbnails and I’m not seeing it in the game
You could say that since there was a kos order on them eventually crewmates were so successful in terms of following that order that they just became extinct, that kinda thing has happened in real life
It would be cool if the fox was kept in the lore of the game, say there was an log where its mentioned and also we´re told that the fox was most likely hunted to extinction. Mostly by the company, perhaps an massive amount of set weed killer was poured on the planets disturbing the ecosystem.
One of the biggest issues with the Kidnapper Fox was that it was inevitable. If you don't like thumpers, you can prioritize going to moons that don't have high spawn rates of them, but you can't avoid the Kidnapper Fox with how common they spawn and how ineffective weed killer is. I don't think this is necessarily terrible in of itself; I view the game as a roguelike, so it should have continuous difficulty increase, and the Vain Shrouds are a more creative form of this than just increasing quota. The big issue is that there is no choice in what happens AFTER the Vain Shrouds have inevitably spawned. The only way to truly fix this is, in my opinion, to add multiple enemies that the Vain Shrouds can spawn, so they are essentially a fourth category of enemies. Don't like the Kidnapper Fox? Avoid Rend and Offense, where it is the most common Vain Shroud spawn. There are many, MANY other issues that need to be solved, but this is the most basal thing for a Vain Shroud rework.
I think if he had a planet where those two existed by themselves, added the lore, and had that planet as the nature reserve with good rewards, it’d be pretty cool
I play this game on and off, for about 9 months now and I swear I remember the foxes when I played but I then took a break and I never saw it again but I knew it existed, like the Mandela effect
I figured the reason Sigurd’s Danger Levels and notes continued after his death due to other crews continuing the tradition of the danger levels, and writing their own notes under a pseudonym.
I suppose that efforts by governing bodies combined with the kill-on-sight orders, until specifically told otherwise, could be a viable in-universe explanation as to why we don’t see either of them anymore. Due to the mention of nature preserves, they’d still exist in some capacity, but since they would be confined to those areas we wouldn’t encounter them, as we aren’t sent to any locations that are/were nature preserves (yet).
Kidnapper Fox could work with different AI. Vain shrouds spawn only near the facility. Enemy can only attack you if you're threatening it (sprinting near its nest, looking directly at it, picking up items, or attacking creatures including itself around it) then it attacks as normal. If you look away from it, don't drop items or engage in combat, or sprint near it, it won't attack. It also won't pursue more than 10m from its nest, so it does drop chase because it's purely territorial. And it has 3 health. Shotgun or a few lucky shovel hits kill it. And it only deals 35 damage every time it bites you when you're in its nest (so it's more of a support enemy than a main threat) and after it attacks, it won't attack again for 6 seconds.
The funny thing is that the v56 (The version only the fox appears in) is still the most played version among high quota players to this day not because of the fox but because they all collectively hate the mineshaft map and maneater whilst being able to use the company cruiser.
forgot the bog crawler and goopy goblin
Personally, if Zeekers wanted to keep Kidnapper Foxes in, he should have them be present as an 'Extinct' species. Like, this species was so invasive it HAD to be eradicated type deal
How to make it fun: 1. Don't make it drop your items when you're grabbed 2. Make the Vain Shrouds spawn farther from the ship 3. Set the fox's health to 2-3 4. Make the range expand slower and decrease faster 5. Set a max range
may haps… the “sigurd danger level” is just an eponym that is just used for employees of the company who log creature info?
I feel for seekers, the fox looks to be quite complex in its ai and interaction with other entities, and it was genuinely a shock to find it for the first time. And at the same time I also feel for the players, the fox was a game ender, you could have the best game of your life cut short because a fox decided to enter the ship out of nowhere, and I dont know if it was bad luck, but they did camp A LOT, so the novelty of the new enemy was quickly replaced by annoyance. I hope one day we'll see them reworked and improved.
How I would balance the Weed and Fox: -Cannot appear until after quota 3, no matter what. -planets infected with it have an "infection" status akin to Eclipsed, Stormy, etc -when landing, the fox won't have an "instant" spawn or a "set for the day" number. It will spawn according to the ratio of weeds at 12 noon and every check after that. -The Fox CAN enter the ship. If the Ghost Girl and Eyeless Dogs can do it, having ONE more creature is not really anything to begrudge since Eyeless Dogs can easily squad wipe. That's how I'd alter it. Don't want to deal with it? Don't go to an infected planet. Gonna risk it? You got gardening duties to make sure you don't get overgrown. Remember, part of Lethal Company is an inevitable death. This can be because of Quota, but many other things can end a run. the user Bread lost a World Record run due to a squad wipe... From a RANDOM lightning bolt AS THE SHIP WAS LANDING and everyone was standing on the balcony.
@everberon