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
5 hours ago
1.1 - 2.1
61.4K
Enemies

g Boss events

13 days ago

Any plans to add some kind of boss tier hives / boss evolution category in Rampant Fixed?
Like rare nests that randomly spawn or enemies that only appear once pollution gets ridiculously high.
Kinda similar to Schall Endgame Evolution where you get higher enemy tiers, but more focused on creating sudden “oh shit” defense moments late game.
Would make endgame way more interesting when normal defenses stop being a challenge.

13 days ago

There are plans for this, but they're just ideas, with no specific timeframe.
To add bosses, need to figure out what they should do, how to counter them, and somehow make sure they're not too strong against vanilla weapons and too weak against modded weapons.
Don't expect this anytime soon

11 days ago

Fair enough I wouldn't like if bosses were just a dps check, or accumulator count check, or oil storage check

11 days ago
(updated 11 days ago)

One idea I had: what if a boss-type hive or enemy only had a chance to spawn when the player’s defenses have gone untouched for a long period of time basically if walls/turrets stop taking meaningful damage because defenses have become too efficient.

That way bosses wouldn’t feel intrusive during normal progression, but instead act as a dynamic response when the game detects you’ve reached a point where biters are no longer a real threat. It could create those late-game panic moments without needing to constantly scale enemy stats into absurd territory.

11 days ago
(updated 11 days ago)

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