by Veden
Improves the enemies tactics by using potential fields/pheromones allowing probing of defenses, retreats, reinforcements, counterattacking, breaching, raids, rallying death cry, and player hunting. Uses non-homing blockable biter projectiles. Adds new Enemies (disabled by default). Can completely replace the vanilla AI. Difficulty setting in mod options menu.
3 months ago
0.13 - 0.17

b Bug(?) Behemoth spitters lose green shader when shooting and...

- 8 months ago
(updated 8 months ago)

Howdy. I added Rampant 0.17.8 to a game in progress (I have Behemoths). I left Rampant's setting untouched. The game has very little mods, none of which modify enemies (mostly util stuff like Picker and Squeak Through).

Two things are readily apparent--1) when the behemoth spitters stand to attack, the turn from green to grayish and back to green when they stop attacking or die and 2) the spitters use the old style purple ball projectile instead of the new acid glob graphics. (It's a shame not to have the better looking graphics, even if the effect is different.)

- 8 months ago

The shading thing is probably a bug.

If you want the new projectiles, they will not be blockable by walls.

The force old projectiles in Rampant mod settings uses the same style of unblockable projectiles as vanilla without the updated graphics because it proceeds the vanilla change by a chunk of time.

- 8 months ago

The shading should be fixed in 0.17.9.

I also added some of the graphics and effects from vanilla.