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
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Enemies

b [Bug?] Armored-Bitter conversion (Juggernaut type)

1 year, 10 months ago

Playing the game with armored biters, I saw interesting new type of biters: Juggernaut (lvl5)
If they moving, they look as armored biters. If they attacks — they look as medium biters. Tooltip show them as the Juggernaut lvl5 for both forms.
Question #1: Is it a bug?

Next issue: If I have damaged them (for example half hp), when they attack (biter form) — then, if they converted to the armored bitter form (start moving), they restores full hp.
Question #2: Is it a bug?

1 year, 10 months ago

Attack animation is a bug. Will be fixed.
Healing is not a bug. The source of healing is a green cloud. The clouds gradually heals all biters in its radius. Clouds spawn when a juggernaut attacks and stacks 2 clouds from each attacking juggernaut.

1 year, 10 months ago

Juggernaut Lvl 5-10:
— 2 cloud * 3 hits/sec * (20-67 dmg healed for lvl5-10) = 120-402 dmg/sec

Basic laser turret: 30dmg/s => 4-14 turrets required to just stop its resurrection.

OMG!

1 year, 10 months ago
(updated 1 year, 10 months ago)

Yes. Lasers without research are weak. Weak enough that many factions had to be given 100% vulnerability to it.
But by the time juggernauts appear (82%+), the player should research damage and shooting speed.

However, everything is not so sad. Juggernauts are relatively slow and don't heal while moving. If a lot has come close to the defense, then they will break through it in this place almost guaranteed. And it will be possible to stop them only when they go to eat the next piece of defense
Tier 9 - dangerous "animals"

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