#Caller/Decoy DLC Pack

1 messages · Page 1 of 1 (latest)

steady tusk
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Mostly based on Classic.

Pheasant locator: males; calling back within a few seconds with a high probability

Capercaillie locator: Calling back within a few seconds

Capercaillie box caller

Electronic Caller: E-Caller with digital files for predators; select from Bobcats, Pumas, Lions, Lynx, Wolves, Jackals, Raccoon Dogs, Alligators (see below). Attraction 220m. Must be within 40 meters to (de)activate. Effect does not stack. Max 2 per map

Turkey Box Caller: similar to existing Turkey Mouth Caller but in a box caller format; uses same animation as the Capercaillie box caller (but different sounds)

Alligator Caller (new): similar to duck caller but mimics gator hatchlings. Attraction: 220m; cause submerged alligators to surface and swim slowly towards the call; once on land they may investigate but spook within 15m. See https://www.youtube.com/watch?v=Nh51b871nzc and http://gator-calls.flywheelsites.com/

Capercaillie decoys: male & female, 1/3 decoy max each.

Motion Predator Decoys: attracts coyotes, jackals, foxes, and racoon dogs (occasionally lynx, bobcats) within 50 meters, stay in vicinity for limited time; not spooked as easily when in range; effect may be combined with “Jackrabbit” predator caller. Multiple decoys do not stack. Two styles (identical effect): Double Tail Decoy and Rabbit Decoy

Flapping Wing decoys: decoy for goose species attracted by standard decoys (each species will have a separate Flapping Wing model); attraction effect = 4 standard decoys.

Spinning Wings Decoys: decoy for duck species attracted by standard decoys (each species will have a separate Spinning Wing model); attraction effect = 4 standard decoys.

Pronghorn buck and doe decoys (new): 3D models. Pronghorns within visual range come to investigate. 1/3 decoy max. each. Added with updated pronghorn AI to behave more like IRL pronghorn (stay in open, skittish, easily spooked, run like hell). Helps mitigate this and bring them in for a kill, esp. important for archers

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The pronghorn decoys could alternately be 2D and also function as a blind to hide the hunter.

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I just want to emphasize that the pronghorn decoys/blinds really need to be accompanied by a change in the game’s AI for pronghorns, as well as the location of their need zones (to remove them from forested areas). Currently they (apparently) use “Deer AI,” essentially running off to the trees when spooked, bedding down in forests, etc. In real life, pronghorn do not do this at all. They live in wide open areas where they can see at range and generally keep out of the trees (where they cannot see very well). When they see anything that they don’t like, they just run away, and since only cheetahs are faster, they can outrun any predatory animal. (Their natural predators are wolves.) They would need their AI to be changed so that they can see extremely well, spook easily, and run the opposite direction. They might not outrun a bullet, but most of the time shots will have to be taken at far range unless a decoy helps bring them in (and thus essential for bow hunting). There are plenty of deer species in the game, so hopefully the pronghorn can be made far more challenging to hunt and less of a money bank for players.

tough marsh
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This is a great idea, it would definitely give us more options for ways to hunt these animals 👍

steady tusk
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Well it looks like at least the electronic caller is being added! Fingers crossed for the pheasant, capercaillie, and alligator callers to be added one day

steady tusk
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No, I was suggesting in my original post that there ought to be one. So I hope we get one.

clever glade
clever glade
clever glade
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This one ik they do

tame sonnet
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Well looks like Alligator will be affected by the upcoming electronic caller