I would just like to add that frogs do not seem to flee from you.
So in summary:
' ALL wildlife requiring you to kill it will flee from you
' argopelters have gotten a ~3x buff to their hp
' guns buffed - each shot is valued around 13s
' slingshots = cheap alternative; negligible damage, but "required" to tag mobs forcing them to attack you
It would seem a mighty weak update to me. If you want more challenging wildlife, let the meek creatures flee and the strong attack people. Snakes and bears fleeing is hardly in the interest of making things MORE challenging. It's clever though, I will grant you that. This forces players to use the new ranged combat resulting in more widespread actual testing.
A few workarounds to ranged combat have been found tho:
' building enclosures to trap creatures in (logs, fences, ...)
' stomp has a relatively decent succeschance when used near the fleeing creature
' bullrun has a relatively less decent succeschance when aimed at the mobs
Lots of good suggestions to improve while keeping the slightly more realistic scenario of creatures fleeing have been posted.
Personally I would prefer a relatively cheap method of oneshotting the mobs as opposed to the current situation (inventory or silver heavy).
It would be perfectly realistic if this was implemented, BUT had skill or humour dependency (relative to accuracy and such). This would make the permadeath feature more sad and allow trained hunters to have an easier time hunting (seems fair to me). Humans love striving for lazy.
Overall, I is sad and QQ

As for tweenprinc3ss, how many rabbits and crickets have you ever hit with a slingshot? nevermind subsequently having them survive and THEN charge at you with full fury rather than fleeing further...