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

Content
4 months ago
1.1
31.2K
Enemies

a Release dates

2 years ago
(updated 2 years ago)

Version: 1.1.3
Expected date: 2022.01.28 (upd: 2022.01.26)
Misc:
- Settlements probability now in mod settings. Default value 40% (60% atack)
- Vengence settings now can be configured. This affects the duration of the response to the aggressive actions of the player and the siege of his base by nearby nests.

Bugfixes:
- Fixed 0% settlements probability in siege/migration mode after 1.1.0 .
- Fixed crush when deleting SE surface (if there is theoretically possible the presence of biters)
- Map suspending: checking surfaces with nests for "cleanness from biters" now checks all surfaces, not just the first one in the array. This does not affect the performance of the mod as a whole. However, because of this bug, there is no expected performance gain in games with many defeated worlds

2 years ago
(updated 2 years ago)

Version: 1.1.6
Expected date: 2022.02.07
New:
- New setting: AI Difficulty. "Hard" (as default, AI work same as before 1.1.6), "Lite" - for a more comfortable game (mid-game and later). The response to the player's actions is weaker, attacks are less frequent
Balancing:
- 6, 7, 8, 9 enemy levels appear later (6th level - much later, at 65%). The maximum probability of spawning remained at the same levels of evolution
- The cost of the squads increases with the increase in the number of units in it (affects the late game)
- Significantly increased fire worm damage
- AI: Nocturnal Mode: if the AI finds that there are not enough nests, then the night is guaranteed to start with a siege mode. Also, 2 or more sieges in a row allowed in Nocturnal Mode
- Siege can't occure 1st hour of game
- Setting "Safety; Increase wall resistance to spitters" now also set wall resistance to poison to 75%
Compatibility:
- Added Shall Alien Loot artifacts drop

2 years ago
(updated 2 years ago)

Version: 1.2.0. Significant performance improvement in late game
Expected date:: 2022.07.07
New:
- New setting "Attack Wave: The maximum wave size starts with the % of evolution". Default value is 100%.
- New feature: large attacking squads far away from the player, are compressed to one unit of each type

Performance:
- Disabled friendly fire. Setting "Safety: Disallow Friendly Fire Splash Damage" removed due to caused lags
- Any fire from the biters now affects "not-same" forces
- Maximum Fire spitters fire lifetime reduced from 30 sec to 4 sec. Doubled initial damage
- Maximum Inferno fire lifetime reduced from 30 sec to 10 sec
- Reduced the number of blood particles when taking damage. Due to the fall of UPS during mass attacks (~2000 biters), blood particles are left only at worms and nests
- The interval between processing the AI state has been increased from 7 to 60 ticks
- When the nests mutate, associated idle biters die

Balancing:
- Due to the cancellation of friendly fire, the changes of versions 1.1.14, 1.1.15 (fire, inderno and poison faction) has been canceled: Fire spiters - acid resistance returned, Inferno fire now have "acid" damage, Poison faction: removed major acid resistance
- The number of divergent rays in cluster attacks has been reduced by 25%
- Major resistance now 80 - 92% (65 - 90% before)
- "Range-immunity efficiency" default value lowered from 98 to 95%
- Nuclear faction: Removed "range-immunity" from biters. Increased "oneshot protection" by 1 hit. Added major resistance to acid. Buildings now have explosion weakness (same resistances as biters)
- Self damage of nuclear biters and suiciders now hit them twice to kill guaranteed.
- Fixed mistakes in the calculation of AI action points. Added dependence of the points received on the number of far nests. The influence of nearby nests has been weakened
- The spawn level decreases by 2 at each death, not by 1
- The increase in the wave size in the late game is now limited and cannot exceed 75 of the specified maximum size

Bugfixes:
- Fixed small amounts of death generator not being rounded to nil
- Fixed a bug where the player's pheromones were not taken into account
- Fixed excessive queuing of active nests for processing

Misc:
- Setting "World: Enemy Variations" now is obsolete. In the future, it is worth removing it. The existing objects will remain, but all new ones will be variant = 1
- Setting "AI: Temperament Rate Modifier" removed due to a different algorithm for determining the state of the AI
- The description of the settings "AI: Enable Migration" and "AI: Enable Peaceful" has been clarified, for a better understanding of their effect
- Some En, Ru locale changes

2 years ago

Version: 1.2.3
Expected date: 2022.08.01
Balancing:
- 10% of settlers in migrate mode now is "siege" squads
- Add discount on the cost of long-distance settlement squads in migration mode. The discount can reach 30% for very long distances
- The conditions for selecting the migrate mode have been changed. Now it will be selected less often
- Fast faction: "Quick cooldown" attribute no longer reduce direct dmg by 1/3. Fast spitters range reduced by 2. Fast spitter "long-range immunity" now has range 25 (up from 20)
- Oneshot protection now disabled at negative resistance (if there is no protection against long-range damage)
- Nuclear biters: the explosion now appears at the location of the biter, not its target. The radius of the nuclear explosion now takes into account the "enemy level" setting (significant nerf)
- "AI: Action points scaling" setting is now taken into account when calculating the dependence of temperament on the number of killed biters
Compatibility:
- Space exploration: biters reaction for rocket launch weakened (5 times)
Bugfixes:
- Now, migration mode spawn attack squads only from raid nests (any nests before)
- Death by mutation no longer triggers revenge on the player
- Now, groups that have not received new orders within 5 minutes (if building base then 10 minutes) are disbanded unconditionally
- Suicide biters now never survive after their attack
Misc:
- Juggernaut attack cloud now rendering at floor layer(does not hide units)

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