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
7 days ago
1.1 - 2.1
62.3K
Enemies

g Boss events

a month 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.

a month 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

a month ago

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

a month ago
(updated a month 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.

a month ago
(updated a month ago)

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