RimWorld

RimWorld

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[ARCM] Nerf That Revenant
   
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Mod, 1.5
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20 Apr, 2024 @ 8:36am
25 Apr, 2024 @ 6:21am
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[ARCM] Nerf That Revenant

Description
Araylie's Rimworld Custom Mod - Nerf That Revenant
#arcm#arcmntr#NTR#balance#skillissue#oval#anomaly#TeamFleshAnomaly[poll-maker.com]

Tired of those Revenants "killing" all your colonists one by one
just because they vanish way too quickly before you can hit them
which make the study of their flesh a lot harder
and believe it is absolute bllsht and refuse to accept losing
your entire precious adventure because of that one entity
you just met for the first time?

This mod patches and nerfs the Revenant entity, including:
  • Revenants now take more time to hypnotize.
  • Revenants now take longer to fade into invisibility.
  • The range to detect them got increased.
  • Their chunks of flesh now cannot burn (just like them).
  • You can study their chunks of flesh without destroying them.
  • Increased the time it takes to study their chunks of flesh.
  • Decreased the Revenants' escape move speed.
  • Revenants are no longer immune to traps and other in-game effects.
  • Their hypnosis 20% Max Consciousness and 80% Max Sight.
  • Some other minor changes on details.

Big thanks to FoxyTeacup, Erdelf and Espio!

Questions? Suggestions? Invitation expiring on April 26th to my Discord server!
Click here to visit "New World"![discord.gg]

What I used for the thumbnail:
Anomaly preview #2: Containment facilities, creatures, and release date /
[1.3 - 1.5] PublisherPlus FORK / 3227757056
32 Comments
Farbott 28 Jul @ 11:04am 
this and flammable revenents is absolutely needed holy shit, they vanish so fast
Arylice  [author] 22 Jul @ 8:43am 
Soon™
Chaoticrow 22 Jul @ 4:16am 
Are you considering udating this to 1.6?
(TRFJ) Shoegobby bop 20 Jul @ 5:05pm 
The most ratshit anomaly enemy
TheTrueJohnMadden 13 Jul @ 10:21am 
@Xeonzs I still wish the revenant was flammable again, then you'd at least have the last resort of setting the entire map on fire, it wouldn't be great but you'd at least have ONE option.
Tenty 8 Apr @ 1:15am 
Super late to the party, but is there any chance you could add a config option to have the revenant cap the victim's consciousness at 31/32%? According to my testing a displayed 31% is the point at which they become unconscious (depending on how the display rounds this could mean they go down as early as 31.9% or as late as 30.1%). This means that 31% allows them to technically function while still being almost useless making it so that a revenant won't single-handedly end your colony while keeping it a high priority to return your pawns to actual functionality.
This "anti-kill feature" is especially important when a colony has few colonists as otherwise this situation is just colony death since even with sufficient non-pawn supports to keep an entirely unconscious population alive you no longer have the ability to research the revenant to make catching it with said support feasible.
SGDTSTP 30 Jun, 2024 @ 5:45pm 
It was pretty easy compared to the others
SGDTSTP 30 Jun, 2024 @ 5:44pm 
I just kept it stunned with a psychic while my diabolus kept firing the vaporize thing at it and i got it first time it appeared
ParasiticSquid 4 Jun, 2024 @ 3:02pm 
@King Gavan They knew exactly what they were doing there. Ain't no way that wasn't on purpose lol
Magician 1 Jun, 2024 @ 10:14am 
NTR is a wild abbreviation