RimWorld

RimWorld

[ARCM] Nerf That Revenant
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
Xeonzs 4 May, 2024 @ 8:58am 
And there we have it, the devs nerfed the revenant and it's mechanics :P
Xeonzs 2 May, 2024 @ 2:40pm 
Continue last comment:
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.
Xeonzs 2 May, 2024 @ 2:38pm 
@_baseplate then they didn't balance them properly, just like the admitted the frequency of anomaly events was too high after initial release and made balancing changes, they also make mistakes and wrong choices.

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.
_baseplate 30 Apr, 2024 @ 10:27pm 
@Fenguard but that that literally gets rid of the whole thing the devs were going for.
Fenguard 29 Apr, 2024 @ 10:31pm 
I see in one of the updates that they used to have stat nerfs. Would love an option to just halve their HP if that's possible with the option settings. :)
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...
Arylice  [author] 25 Apr, 2024 @ 6:23am 
UPDATE (again) :
Added ModIcon.
Added option settings.
Some tweakings here and there.
Arylice  [author] 24 Apr, 2024 @ 8:02am 
No, by "Some other minor changes on details", I mean like stuff you wouldn't really care... Like for example, the Flesh Chunk now has 30 HP instead of 50 HP, but no one really cares about that, right? Also, its Deterioration Rate is lower.
Potato.tech 24 Apr, 2024 @ 3:41am 
if that isnt possible to do though, thats fine
Potato.tech 24 Apr, 2024 @ 3:40am 
i am very much aware of that
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
Arylice  [author] 23 Apr, 2024 @ 9:45am 
Revenants can open doors in vanilla with no mod.
Potato.tech 23 Apr, 2024 @ 1:53am 
is one of the "minor" changes that they cant open secure doors?
i would imagine that secure doors would be... you know, "secure"
Arylice  [author] 22 Apr, 2024 @ 2:08pm 
UPDATE AGAIN:
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. :cleandino:
OttersHoldHands 22 Apr, 2024 @ 12:48pm 
#RevenantLivesMatter
OttersHoldHands 22 Apr, 2024 @ 12:48pm 
Revenant have families too!
Arylice  [author] 22 Apr, 2024 @ 9:15am 
UPDATE: Revenants' stats are back to normal BUT they will take more time hypnotizing pawns, which gives you more time to reach and hurt them! Get'em chunks of flesh!
I'm blind as ♥♥♥♥ 21 Apr, 2024 @ 7:34pm 
The revenants aren't that bad

>They get buffed and are no longer flammable

Maybe i judged you too early
Nimn 21 Apr, 2024 @ 9:17am 
them opening doors is the killer, though an emp mine behind it may work. haven't been able to try yet on my current playthrough. take away the door opener and they remain a threat and and a colony without hydroponics or walls still suffers from them. traders will always suffer from them. only garage doors may make you immune to their tactics because of how you open them
TurtleShroom 20 Apr, 2024 @ 6:21pm 
Honestly, there's a Mod that just makes the Revenant extremely flammable and calls it a day. That's better than taking away its stealth ability and making them just give up after a few days.
Darkyosh 20 Apr, 2024 @ 3:23pm 
Good mod. I've a situation with a super soldier, archo tech legs, jogger, so on with a legendary monosword and despite getting 7-8 hits off on the damn thing it out runs him and is barely damaged. Particularly badly balanced as a pawn with enough dps to destroy one torso on average cannot kill the thing before it runs. Let alone it being near twice the speed of the physically fastest pawn the player can have.
The Dutchman 20 Apr, 2024 @ 1:56pm 
Its still on your map. The point is to find the marks it makes, flare it, then kill it
Arylice  [author] 20 Apr, 2024 @ 1:01pm 
Maybe I don't, but I got 3 pawns becoming incapacitated by them, which is worst than death, and only 1 piece of flesh 'cause it vanished too quickly
Thörne 20 Apr, 2024 @ 12:51pm 
I respect your work but just to remind you, you arent supposed to win a fight against the revanant when it attacks and runs away, you know that right?