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LethalEscapeThrottle
A performance fix for LethalEscapeUpdated. Enemies that cannot reach an exit stop re-pathing and spamming the log every frame. On tricky navmesh moons this cuts the lag and thousands of log lines.
By pierre67
CHANGELOG
Changelog
1.1.0
- The throttle is now adaptive. An enemy that keeps failing to find a reachable exit waits longer and longer between searches (the wait doubles each failure), instead of retrying on a fixed timer. This cuts far more lag on moons where an enemy is permanently boxed out, while an enemy that can escape still succeeds on its first try and is never throttled. New
MaxBackoffSecondsconfig (default 15) caps how long the back-off can grow. - New
DiagnosticLoggingconfig (default on). Logs a short summary every 30 seconds (only when there was activity) of how many exit searches were skipped versus actually run, so you can confirm the throttle is working. Turn it off once you're satisfied for a quiet log.
1.0.3
- Added this changelog.
1.0.2
- New blue speedometer store icon, matching the rest of the pierre67 mods.
- Cleaned up the description.
Earlier releases
- Adds a short per-enemy cooldown so an enemy that cannot reach an exit stops re-running its escape check (and spamming the log) every frame.
- Enemies that can escape still succeed on the first try and are not throttled.
Config
Enabled- toggle the throttle.CooldownSeconds- how long to wait (default 2.0) before an enemy retries a failed escape attempt.