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Animals of various types appear in Deus Ex. Animals include transgenic creatures, such as Greasels, as well as ordinary animals such as cats and dogs. Animals are one of five general types of game entities with scripted AI, the others being robots and the three base classes of non-player characters.

Overview[]

Animals are divided into hostile and non-hostile types. Hostile animals pose a threat to the player. All but one type of hostile animals are transgenic. Non-hostile animals are either neutral by default or do not possess any attacks at all.

Animals have immunities to certain specific damage types:[1]

Similar to robots, animals have a single health counter, and do not have health counters for individual body parts as do human NPCs. Damage multipliers that apply to human NPCs, such as the headshot and stealth multipliers, do not apply to animals.

Unlike human NPCs, animals cannot be rendered unconscious by non-lethal weapons. Non-lethal damage from the baton or the mini-crossbow's tranquilizer dart will cause the animal to die, instead of rendering it unconscious.

List of animals[]

Animal Class HP Flee
Thld.
Speed Attack Collision Size Eats Flees
Player
Radius Height
Hostile - Transgenic
Greasel Greasel 100 20 350 (Ground),
50 (Water)
Spit 22 17.88 ✔ (2)
Gray Gray 50 10 350 (Ground) Swipe, Blast, Area-Effect* 28.54 36.00
Karkian Karkian 400 50 400 (Ground),
110 (Water)
Bite, Bump 54 37.1 ✔ (3)
Baby Karkian KarkianBaby 75 15 500 (Ground),
150 (Water)
Bite 30 18.55 ✔ (3)
Hostile - Non-Transgenic
Doberman Doberman 20 2 250 (Ground) Bite 30 28
Neutral/Passive
Mutt Mutt 10 2 250 (Ground) Bite 38 26
Cat Cat 30 0 180 (Ground) Scratch** 17 11.3
Rat Rat 5 0 250 (Ground) *** 16 3.5
Pigeon Pigeon 20 5 150 (Air) 16 6.5
Seagull Seagull 20 5 150 (Air) 16 6.5
Fly Fly 1 100 (Air) 2 1
Fish Fish 10 5 50 (Water) 7.76 3.89
Fish (2) Fish2 10 5 30 (Water) 5.27 4.54
*The Gray inflicts radiation damage over a predefined radius. This damage mechanism is hard-coded and is not implemented as a weapon.
**The Cat is equipped with the weapon WeaponCatScratch, but the game script does not provide for the use of this weapon.
***A corresponding attack (WeaponRatBite) exists in the game files but is unused.

Legend

  • Class – The internal class name of the animal. The internal class name is also the identifier used to summon the animal via console commands.
  • HP – The health of the animal, which is the amount of damage that the animal can sustain before being dying.
  • Flee Thld. – The flee threshold. The animal will flee when its health is reduced to the flee threshold.
  • Speed – The speed at which the animal moves. Values listed include GroundSpeed, AirSpeed, and WaterSpeed.
  • Attack – The animal-type weapon that the animal possesses. Attack abilities of animals are implemented in the form of weapons.
  • Collision Size – The collision radius and collision height of the robot. All values are given in Unreal engine units. 16 units is equivalent to 1 feet depicted in-game. Collision height is measured from the vertical center; thus, the total height is double the collision height.
  • Eats – A checkmark (✔) indicates that the animal can eat nearby carcasses. The value in parentheses indicates that amount of health that is regenerated per second when the animal is eating.
  • Flees Player – A checkmark (✔) indicates that the animal will flee from the player, regardless of whether the animal has dropped below the flee threshold. Internally, this parameter is bFleeBigPawns.

Hostile animals[]

For more information, please see the following main articles:

Neutral/passive animals[]

Terrestrial[]

Mutt[]

Mutts are civilian dogs, sometimes kept as pets. Mutts do not attack unless attacked first. Dogs make a barking sound randomly.

Cat[]

Cats are neutral animals. They try to avoid being near the player to avoid being stepped on. Cats have a claw weapon, but the game script does not provide for its use. Cats make a purr sound randomly.

Rat[]

Rats are found in almost all locations. Like cats, they try to avoid the player to avoid being stepped on. Trashcans and bags have a 50% chance of spawning a rat when destroyed.

  • A Red Arrow member fills the Wan Chai Tea House with rats in order to make them fail their health inspection for paying protection money to the Luminous Path instead.
  • They have an unused weapon that would let them bite enemies.
  • Rats have an unused, unfinished swimming animation.

Aerial[]

Pigeon[]

Pigeons can be found in the cities of New York City, Hong Kong and Paris. When startled by something bigger than them they fly away and after time dive down and land on the ground. Due to poor collision design, their feet appear below the ground while idle. Pigeons coo while idle.

Seagull[]

Seagulls can only be found in the coastal levels of Liberty Island at the MJ12 Sub Base. Like pigeons, they fly away when startled and their feet appear below the ground when idle. Seagulls cry while idle.

Fly[]

Flies spawn around trash and dead bodies. Flies have a 10% chance of spawning around trashcans and bags upon level load and have a 20% chance to spawn around dead animals and a 10% chance of spawning around dead humans after 30 seconds.

  • Flies can be killed and spawn more blood than their body size.
  • Flies can enter water without issue.

Fish[]

Fish can be found in aquatic levels, such as Liberty Island (docks), LaGuardia Airport (dock), the Hong Kong Canals, the Knights Templar Cathedral (in the water under the bridge), Morgan Everett's Home (aquarium), and the Pasadena Ocean Lab.

  • The beige fish has an unused puffed version, possibly intended for when the player got near.
  • The turrets in the Pasadena Ocean Lab may try to shoot fish through the windows, leading to the area seeming more haywire.
  • Fish have no death animation and will disappear when killed.

Trivia[]

  • According to developer commentary, the development team once planned to implement a smell system in which the player would leave smell nodes for a certain amount of time after they pass through areas and dogs would be able to track the player even if the player is not visible. However, this feature was not implemented because the concept would have been difficult to convey to the player.[2]

See also[]

References[]

  1. Animal.ModifyDamage and Animal.GotoDisabledState in Deus Ex.u. Immunities for transgenics are defined in their respective classes. Generic damage-immunity for all animals apply to transgenics.
  2. "Classic Tools Retrospective: The tools that built Deus Ex, with Chris Norden." Gamedeveloper.com, October 23, 2018.
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