Rampant, fixed


Based on Rampant 1.1.1 (new AI and enemies). - New types of enemies - Works on SA planets, can control biters, demolishers, Gleba units - Can mutate existing nests - Can attack from afar - Improved search for a passage in the defense - Some new mechanics

Content
2 days ago
1.1 - 2.0
44.5K
Enemies

g Midgame installs

1 year, 1 month ago

If I switch from regular Rampant to Rampant Fixed after playing a scenario for a few hours, will that mess anything up? Will I still get the full experience of Fixed?

1 year, 1 month ago
(updated 1 year, 1 month ago)

In terms of functionality - no problems
but if the evolution is 50%+ - the defense may not be ready for the mix of biter factions. In about 10 - 20 minutes, the existing nests will mutate into new ones

1 year, 1 month ago

I've only played my present scenario a few hours and already my defenses are being overwhelmed. The original Rampant wasn't making bugs that have 100% resistance to lasers, but your Rampant is. Since my defenses are entirely laser-based...sigh.

1 year, 1 month ago

Yes. Had to do it. Unfortunately, some weapons from mods can have laser damage in the tens of thousands. But laser biters are very vulnerable to physical damage, and they can also be killed with flamethrowers.

Specifically, these biters are dealt with by the standard flamethrower+laser combination. Or just regular ammo-turrets

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