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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.
This third run my main combat pawn was the first target and he slipped away before anyone else could get there, 2nd time we got a bunch of hits in but only to take it down to 82% (3 melee pawns and 2 shooters), then we hunted it with the 9 flare used we had (6 creation and partial refill), but it escapes so fast everytime we only got it to 52% before we were out of flares.
I got 2 sight stealers creating bioferrite but they only make 3.2 per day so I'd need 2 days to get 1 refill and down 1 pawn every night, it's basically GG already unless I install this mod.
In it's current condition the revenant is guaranteed early-game wiper, first you'd need the research, then the bioferrite to craft the flare item and then the bioferrite to keep refilling it, while it keeps taking down your pawns 1 by 1 and you probably won't have enough well equipped combat pawns early on, nor bioferrite to keep unstealthing it.
Many of the game's events can be prepared for, however this one is usually early game while the research and bioferrite generation are both time-gated.
Hunting them for 1-2 whole days because they're so tanky is just annoying when they run up on a struggling colony with 4 pawns and basic guns, god forbid you don't have or run out of ferrite for flares having to reveal them 5-10 times...
Added ModIcon.
Added option settings.
Some tweakings here and there.
i was hoping that this mod would stop them from opening doorsm since it mentioned " some other minor changes "
im getting tired of these things being able to open secure doors, doors that are locked, so on and so forth
i would imagine that secure doors would be... you know, "secure"
Revenant now takes more time to hypnotize.
Revenant becomes invisible slower.
Range to detect it increased.
Their chunk of flesh now cannot burn (just like them).
You can study their flesh without destroying it.
Increased the time it takes to study the chunk of flesh.
Revenants are now not immuned to traps and other game effects.
Hypnosis 20% Max Consciousness and 80% Max Sight.
Other minor changes on details.
@OttersHoldHands
And you wouldn't say such thing if Revenants were attacking your otter families.
>They get buffed and are no longer flammable
Maybe i judged you too early