Rampant, fixed


Based on Rampant 1.1.1 (new AI and enemies). 1. Perceptibly more dangerous. AI significantly rewritten, gameplay different. Can attack from afar. Improved search for a passage in the defense. By default, it does not populate the entire map. 2. +2 Factions. Can mutate existing nests. Mixed attacks from different factions. Can be combined with nests of other enemies

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3 months ago
1.1
31.2K
Enemies

g Polution

2 years ago

"The strength of the attacks is not affected by pollution, but by the number of nests and the distance to them (note: no one canceled the standard attacks. Those who smoke a lot will be killed by the deathworld)"

Does this mean that the bitters will still respond to pollution with vanilla attacks? (I really disliked that in this version pollution did nothing so this is great if I understand it correctly.)

Also, if it is true will the pollution triggered attacks work even in day when I enable nocturnal mode?

2 years ago

Yes, pollution still generates standard attacks, but weaker ones. Unlike the standard Rampant, pollution does not enhance scripting attacks
"New enemies" have double the cost of pollution, relative to standard biters. By about 50-60%, the health/consumed pollution ratio becomes the same. So, by this time it is highly desirable to take appropriate measures.

You can disable (or control) pollution. If there are a lot of nests, then the "fixed" version will find something to surprise.

I'm not sure what was intended that way, but the nocturnal mode also turns off standard attacks during the day. I didn't change that

2 years ago

I personally would prefer if the pollution attacks worked even in daylight (so it is like the bitters actively hunt/attack during the night, but when you provoke them with pollution they will respond even in the day) but I can see why someone wouldn't want it that way.

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