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

b Starting nests have 100% electric resist?

1 year, 4 months ago

It might be a conflict on my end due to a large mod pack. But I'm having issues with starting biter nests (normal and acid) having 100% electric resist right at the start. Is this normal and expected?

1 year, 4 months ago

It's so intended. The reason is the RPG mod "magic" skill, the electric damage of which destroyed not only the biters, but everything in a large area

1 year, 4 months ago

Is there any way for me to tone it back manually? It makes a bunch of weapons completely useless.

1 year, 4 months ago

you can delete lines "immunity = {"electric"}" in libs\constants.lua.
but there are many

In principle, I can make an option in the mod "remove immunity to electricity from biter buildings". But there won't be an update this week.

1 year, 4 months ago

That would be lovely if you could add such an option. There would be no rush. Thank you for even considering doing so.

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