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
3 months ago
1.1
31.2K
Enemies

i Add resistance to damage types to entities

2 years ago

Hello, as with many other enemy mods that add damage types to enemies, this mod doesn't adjust player entities and items to cope with them. For example, walls have an innate resistance to some of the default damage types but 0 against those introduced by mods. Same goes for power armors and such.

You introduce explosive biters that we have innate protection against (at least, power armor has), so an enemy dealing 1000 damage suddenly "only" does 200 damage against the player. But along comes a nuclear biter and you take the full hit no matter what. Having an enemy of the same "rank" deal 5 times the damage as the other is out of balance. Or even 3 "ranks" lower and still deal 2x more damage than the one 3 "ranks" higher.

Then there are conflicts; mods such as Krastorio 2 have a damage type and damage type reduction called Radioactive, while Rampant has a damage type called Nuclear.

These issues are tricky to deal with as a modder, but basic support for the more popular overhauls should be doable (K2, SE, B&A). The very glaring issue comes with Poison, as Poison is used in vanilla to heal, so introducing resistance to it also reduces the amount healed by it (Including mods that introduce poison capsules or auto-repairing walls and such...) I would suggest removing poison as a damage type for the enemy faction but keeping the damage type resistance for enemy faction.

Walls are pretty much obsolete come the higher tiers of enemies because they don't scale, unlike damage types (infinite damage research for turrets) so I can understand the disinterest of balancing those though.

Anyway, my 2c

2 years ago
(updated 2 years ago)

Disagree with some of the points made:
1. "...But along comes a nuclear biter and you take the full hit no matter what..."
This is not true. Nuclear Biters have an explosive damage type. Exactly like a regular nuclear explosion from the non-modded factorio.
The amount of this damage is 100. Reduced by resistances. Can be applied to the target up to 100 times. The closer to the epicenter, the more applications (simplified)
The rank of the nuclear biter increases the radius of the explosion, but not the damage.

One important difference from the standard Rampant: in the fixed version, the explosion occurs at the place of the biter. This is usually 6 tiles away from the player. In a standard rampant, the player is always in the center of the explosion. It's a guaranteed death
2. "...while Rampant has a damage type called Nuclear..."
Rampant deals no radiation damage. "Vanilla" damage types only
3. "Walls are pretty much obsolete come the higher tiers... "
For this, added setting "Safety; Increase acid, poison and explosion wall resistance". Unlike the original Rampant, here this setting additionally increases resistance to poison and explosion. However, for "max enemy levels" 7+, it is desirable to have stronger walls, on which this setting will also be applied.

Regarding poison damage - it is only found in the form of a cloud and is much less than the physical damage of biters. For example, a level 10 Juggernaut cannot kill an unarmored player if he run away (and eat fish).

2 years ago

Thank you for taking the time to respond. It appears I made a mistake checking enemy mods and comparing damage types etc.

Your elaboration on the extra damage types is appreciated, especially regarding poison.

You have enemies with the electric damage type, but for example the armors introduced in Krastorio 2 do not have electric resistance while the vanilla armors do. And I suppose walls do too (Even with the mod options that increase the other resistances.)

Other than that, I'm sorry for the mistake I made, as it seems like aside from electric, it all seems accounted for.

2 years ago

By the way, vanilla armor also had no resistance to laser and electricity )
I added it

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