Combat Pets

Calling
In order to call or deploy in a Companion you will need to craft either one of these using your Tech Lab:


 * Using the device once will bring up the pet selection menu
 * Using the device twice (quickly double tap your keybind) will automatically summon your last pet again
 * Pets can be dismissed from the menu (but NOT in combat)
 * The pets available on the menu automatically unlock based on your perk ranks
 * There's no cooldown on calling/dismssing pets, but dogs and animals consume Canned Dog Food per summon
 * Turrets will now make a sound with sparks when deployed
 * The caller devices make a different sound now
 * The old devices are no longer functional, but can be converted in the Tech Lab for a full refund

Duration

 * Engineer Devices is 5 minutes, and +5 minutes per rank for Robotics Expert rank 2-4
 * Attack Dogs is 10 minutes, and +5 minutes per rank for Attack Dog rank 2-4
 * Animal Companions is 10 minutes, and +5 minutes per rank for Animal Friend rank 2-4

Sustenance

 * Needed in order to run your Combat Pets, Devices.

Canned Dog Food (Attack Dog/Animal Companion)

 * Every time you call a dog or an animal, it requires and consumes 1 Canned Dog Food
 * can be crafted in the Cooking Station (has a few recipes to use different meat)
 * has 1 recipe under "Utility", which uses "Ground Meat (Animal)"
 * uses a special can icon, and sorts on the top of most food
 * Animal Friend rank 1 can craft Canned Dog Food too

Power Cells (Engineer Device)

 * Engineer pets use a univeral ammo/power source called Engineer Power Cells
 * Power Cells are taken directly from your inventory per shot fired (instead of being transfered to the pet beforehand)
 * Standard projectiles consume 2 Power Cells per shot, and flamethrower type weapons use 1 per tick
 * Mobile robots require 1 power cell per deployment (this value may change in the future, its low for testing purposes)
 * Turrets do not require power cells per deployment (since you are supposed to be able to deploy/redeploy them more often)
 * When you run out of power cells, and a robot/turret tries to fire they will be dismissed

Options

 * You can not trade with pets
 * You can not use the "talk" option with pets (the old menu is removed) instead use your Field Kit
 * All pets are considered real teammates, and will use the default follower UI
 * Mobile pets can be commanded like normal companions
 * Mobile pets should sneak when you sneak
 * All pets should properly gain follower XP
 * All pets should have the proper Player Ally faction set
 * All pets should try to spawn at a reachable location
 * The "double tap" option will now automatically call out all your last pets depending on your max pets allowed!
 * Engineer pets will no longer receive or return ammo

Follower Menu

 * Contains menu commands to tell all of your current followers (and combat pets) to do things
 * Follow and Wait
 * Set follow distance: Near, Medium, Far
 * Issuing a command gives the same command for ALL active followers, so if you press "Wait" everything following you will wait
 * You can also access the Follower Skills menu from this menu

Dismissing

 * You can disassemble Engineer pets in the Tech Lab (if you don't like them or want to exchange/upgrade it for another type)
 * Dismissing pets (of the same category) will dismiss all of them closer to the same time
 * If pets are dismissed while you have the command cursor active, it will no longer crash the game

Companion/Pet Revival
All Companions and pets use a customized version of reviving them when they fall in combat
 * The vanilla "use stimpak" revive option is overridden by the new activator option
 * All humanoid companions and dog/animal pets require an Adrenaline Injector to revive them
 * All robot companions and engineering devices require an Engineer Repair Kit to revive them
 * When a companion/pet needs to be revived the activator text will say "Revive"
 * When a companion/pet was just revived, it will say "Recovering..." and using it will do nothing
 * When a companion/pet is Recovering, it will take roughly 5 seconds for them to recover and get up (in combat)
 * Companions/pets will still automatically get up on their own after combat ends
 * The new system uses animations for both 1st and 3rd person like the vanilla revival does
 * [Automatron]: Robot Repair Kits can be converted to Engineer Repair Kits in the Tech Lab
 * Please report any problems you have with this (and note that Horizon does NOT use the survival mode quest system)

= Pets =

Attack Dog



 * Each dog has different gear, and are slightly different sizes
 * These dogs are located in the Dog Caller men

NOTE: - they may need some testing still. Also note that I may change the requirements in the future. - The low-res textures will look really bad up close, but I'm not sure if this is for LOD or for low quality video settings?

Buster

 * A brown german shepherd with a new custom skin (unlocks with Attack Dog Rank 1)

Thunder

 * A silver german shepherd with a new custom skin (unlocks with Attack Dog Rank 2)
 * Thunder has higher health/resists, but deals -15% less damage (like Tank)

Lightning

 * A black german shepherd with a new custom skin (unlocks with Attack Dog Rank 3)
 * Lightning runs faster, but has slightly lower resists (like Bandit)

Animal Pets
The caller device is crafted in the Tech Lab

Snuffles

 * Molerat that unlocks with Animal Friend rank 1
 * Cannot be used at the same time as guard dogs
 * Requires dog food (I may change this later)
 * has a custom skin color
 * Because Molerats don't have a CC ability like dogs, I'll be tweaking it so the molerat has slightly better defenses/damage than a dog (let me know if it seems too powerful or too weak compared to a guard dog)

Hans

 * A Glowing Mole Rat pet that unlocks with Animal Friend rank 2

Rizzo

 * A Rad-Rat pet that unlocks with Animal Friend rank 1 (Requires Nuka World)

Nicodemus

 * A Glowing Rad-Rat pet that unlocks with Animal Friend rank 2 (Requires Nuka World)

Engineering Devices



 * Double-tapping the device key while the maximum devices are already out, will dismiss turrets (only)
 * Flamethrower type weapons are usually less cost-effective, but can usually deal higher dps

Menu


















MG Turret

 * Fires ballistic ammunition

Laser Mini-Turret

 * Fires standard red lasers

Microtrons

 * deploying requires -1 Power Cell

Dozer (Utility Microtron)

 * Has 1 arm that fires a nailgun and 1 melee arm

Blaze (Medic Microtron)

 * Has 1 arm that fires a flamethrower and 1 melee arm (and no, it does not heal anyone)

Frosty (Firefighter Microtron)

 * Has 1 arm that fires a cryo stream and 1 melee arm

Blitz (Micro-Protectron)

 * the micro-protectron pets no longer use the same body part reduction as stanard ones (this means they don't inherently take -90% damage on their body anymore)

Altered Mirelurk Egg
Performing gene and pheromone alterations on mirelurk eggs? Crazy.
 * A grenade-style egg that will hatch into a mirelurk spawn after being thrown
 * These spawns are friendly to the player and allies, and will follow you when they are not in combat
 * Spawns will fight for you until they die
 * Spawns will slowly die over about 10 minutes of time (not accounting for combat damage they take)
 * Spawns are very hearty and start with very high health, but slowly loses this health over time
 * Spawns are vulnerable to fire damage
 * Is bolstered with adrenaline and does much higher damage than normal mirelurk spawns
 * Each attack also deals 5 radiation damage (these creatures are best used against enemies without rad immunities)
 * Unlike other grenades/mines, the egg projectiles are immune from being damaged, to ensure they aren't wasted
 * They can be very powerful if you spawn a few at once
 * There's no limit to how many you can have out at once, other than they will eventually die
 * Can be crafted 2 ways in the Weapons Lab:
 * 1. Chemist 1 and Animal Friend 1
 * 2. Settler Skills: Survival 2
 * Requires 4 mirelurk eggs per craft, but gives 4 egg grenades
 * (sometimes the corpses of the spawns look like they are still alive, but I think that's a bug with the game itself)