

Potato Boy for reporting it on Discord!Global Settings under Health Bar (more info can be found in the ReadMe)SpinoRavenger for reporting it on Discord!Global Settings, the UI can now also be closed by pressing ESCSearch enemies search bar in the configuration ui, to also find enemies based on their in-game scan name. This works dynamically with all vanilla and modded enemies.
The scan-name will also be displayed in the config ui. This should make finding enemies easier.Mute dead enemies default set to Yes Samantha for reporting it on Discord!Set ALL Enemies corpses to: with the options Despawn Keep for bulk configuration if neededSet ALL Enemies to: with the options Affected Unaffected Killable Unkillable for bulk configuration if neededProtect Old Birds (alias Rad Mech) from their own rockets default set to 'Yes' - If set to 'Yes', Old Birds will be protected from damage caused by their rocket explosions. They won't damage themselves or other Old Birds.
- This will have the side effect that Old Birds cannot be damaged by running into real landmines.
- Before this update Old Birds would constantly die to their own rockets, for this old behaviour set the setting to 'No'.
- This works with FairAi, meaning FairAI will not deal damage to Old Birds if set to 'Yes'
Megoman for reporting it on Discord!Nancy will now spawn an item when killed.Unimmortal = false effects gameplay - it will now set the games internal candie variable for the enemy to false, this will prevent them from getting killed by insta-kill causesShould immortal enemies be protected from insta-kill effects If set to NO, an immortal enemy will be able to die to insta-kill effects, if you want to preserve how the mod worked before 1.1.61 you will need to set it to NO
Thanks to Tomatobird8 for reporting it on Discord!
Allow spike traps to kill enemiesEnableInfoLogs is deactivatednwnt.EverythingCanDieAlternative.cfg > EnableConfigMenu or inside LethalConfig or inside the menu itself.EnableInfoLogs to nwnt.EverythingCanDieAlternative.cfg Light Eater or SCP682 will not die after their configured HP reach 0 - This approach should be robust for any future enemies as well
.Unimmortal = false effects gameplay - it will now give enemies 999 vanilla HP, this won't save them from instakills Before this patch, enemies would revert to vanilla HP values, you can make enemies use vanilla values by setting .Enable = false
Light Eater and SCP682 will now spawn an itemnwnt.EverythingCanDieAlternative_Enemy_Control.cfg you can set Enemy.Enable = false and my mod will let the vanilla game handle health, hits etc.This can be useful if specific enemies have built-in hit/health/death mechanisms that you want to preserve.
SCP3166 (Gorefield) and Rabbit? will now spawn an item Baldi and The Fiend will now spawn an item Thanks to SpinoRavenger for reporting it on Discord!
ToastIsToasty for reporting it on Discord! Thanks to pxntxrez for reporting it on Discord!
This fix only takes effect when you delete your existing nwnt.EverythingCanDieAlternative.cfg file or during a fresh installation in a new modpack.
Before this fix, enemies like Forest Giant would default to 3 hp, now they default to 38 hp like in the vanilla game. You can of course still configure them back to 3 hp or whatever you like to.
The default configuration caps enemy hp at 38. You can still manually configure hp to be higher. Why is it limited? The enemy "The Fiend" is configured with 1000 hp, I don't think having a hittable enemy with 1000 hp is what someone expects when installing my mod. 38 is already way too much for the shovel or shotgun but eh, might change the hp cap later.
You can disable this feature in the new nwnt.EverythingCanDieAlternative_Despawn_Rules.cfg by setting EnableDespawnFeature to false.
Why should you despawn an enemy? A Coilhead will just be frozen if dead if you don't despawn it, looks awful and is bad player feedback.
Why should you NOT despawn an enemy? Enemies like Baboon Hawks have proper death animation and proper corpses that are fine to leave as is.
You can configure for every mob if it should be despawned or not. For a couple of vanilla enemies with death animations it is defaulted to false.
This feature is compatible with SellBodiesFixed and EnhancedMonsters.
The mod now uses the LethalNetworkAPI to bypass the vanilla games hit and health system. May this lead to unforeseen problems? Perhaps, I keep an eye on it.
Vanilla Enemy health gets set to 999 for every enemy to not to worry about.
This mod now uses its own health tracking system based on the network id of the enemy. When a client hits an enemy the hit gets networked to the host. The host is the only source of truth and keeps track of enemy health. This means clients will no longer see how much health an enemy has inside the log as this information gets not transmitted back. When an enemy reaches 0 hp of the own health tracking the host simply calls the base games methods for killing it. Some modded enemies don't seem to despawn properly, SellBodiesFixed fixes this.
With the 1.0.1 approach I also ran into issues with killing some vanilla enemies at 1 hp instead of zero. This is now fixed too.
Makes any mob using Lethal Company's enemyAI system killable (this includes most modded enemies)
Configurable health values for each enemy
Robust fallback system for multiplayer edge cases
Despawn Issues: