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Raider types are exclusive to their faction - mercenaries being exempt. | Raider types are exclusive to their faction - mercenaries being exempt. | ||
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=== Tribals === | === Tribals === | ||
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! [[Lancer]] | ! [[Lancer]] | ||
− | |[[{{Q|Lancer|Image}}|50px]] || | + | |[[{{Q|Lancer|Image}}|50px]] || 150 || 100 || Normal || - || 9999 || '''[[Charge lance]]''' || Any || - |
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! [[Centipede]] | ! [[Centipede]] | ||
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! [[Termite]] | ! [[Termite]] | ||
|[[{{Q|Termite|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Thump cannon]]''' || Any || - | |[[{{Q|Termite|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Thump cannon]]''' || Any || - | ||
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== Raiders' strategies == | == Raiders' strategies == | ||
The message from the event will detail how the raiders from the hostile faction will raid. | The message from the event will detail how the raiders from the hostile faction will raid. | ||
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{| {{STDT| c_50}} | {| {{STDT| c_50}} | ||
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Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to instantaneously converge on your colony and attack. The best thing to do is to defend. | Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to instantaneously converge on your colony and attack. The best thing to do is to defend. | ||
− | === | + | === Mid-base drop pods === |
− | Raiders will drop pod right | + | Raiders will drop pod right into the middle of the base, circumventing all exterior defenses. They may drop into roofed rooms, punching a hole in the roof. They do not care if the room is occupied, and in such cases colonists may only have a few seconds to stop what they were doing and get into fighting positions. If the raiders drop into an enclosed room without colonists they will start randomly attacking the contents of the room and most likely begin lighting fires. Extreme caution is advised if this type of raid occurs, as it can quickly cause large amounts of damage to your base or any colonists unable to leave the room in time, and can be difficult to defend against. |
− | + | Drop pods will not land on tiles with a overhead mountain roof. | |
− | + | They have a 10% chance to choose to do so. Tribes do not have the technology to start a drop pod attack. | |
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=== Immediate attack smart === | === Immediate attack smart === | ||
Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid turret line of sight if possible. If there is no path to the raider's target around turret line of sight, or if their target is a turret, they will walk through turret line of sight. | Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid turret line of sight if possible. If there is no path to the raider's target around turret line of sight, or if their target is a turret, they will walk through turret line of sight. | ||
− | Despite their description, they do not avoid traps like Spike Traps nor | + | Despite their description, they do not avoid traps like Spike Traps nor IEDS in anyway. |
=== Preparation === | === Preparation === | ||
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=== Sappers === | === Sappers === | ||
{{Quote|It looks like they want to use sappers to tunnel around your defenses.|Description}} | {{Quote|It looks like they want to use sappers to tunnel around your defenses.|Description}} | ||
− | Instead of attempting to kill your colonists by traditional attack, sappers will mine or blast their way inside rather than hitting your walls or doors as usual. Their ultimate goal is | + | Instead of attempting to kill your colonists by traditional attack, sappers will mine or blast their way inside rather than hitting your walls or doors as usual. Their ultimate goal is to reach one of your colonists' assigned beds. They will run around for a short time and continue to dig afterward if they are under attack. |
The attacker with the best mining skill is chosen to dig. If that digger is killed the next best digger continues digging, and so on. | The attacker with the best mining skill is chosen to dig. If that digger is killed the next best digger continues digging, and so on. | ||
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{{Quote|These raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way.|Description}} | {{Quote|These raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way.|Description}} | ||
− | Much like the Sapper strategy, raiders will utilize their tools to easily breach past the walls more | + | Much like the Sapper strategy, raiders will utilize their tools to easily breach past the walls more. Compared to Sappers, Breachers comes equipped with tools designed to destroy walls more easily (Tribals access to [[breach axe]], Royal, Pirates and Colony uses [[frag grenades]], and Mechanoids utilizes their [[Termite]] wielding [[thump cannon]]) regardless of their mining skill. Unlike the Sappers, they mostly target after colony-built walls in their direct path, rather than mining to the shortest route. Any raiding pawns nearby will always follow the breaching pawn in question, only attacking within range. |
They ignore walls that are not owned by the colonist unless there are no other pathway around them and the walls, making it more difficult to trick the breachers into unintentionally opening the ancient shrines. | They ignore walls that are not owned by the colonist unless there are no other pathway around them and the walls, making it more difficult to trick the breachers into unintentionally opening the ancient shrines. | ||
− | Unlike sappers which usually come in small numbers of raiders, breachers are always followed by a ton of raiding pawns, or Centipedes in the case of Termite, which covers the disadvantageous issue that the Sapping raid in the open has with. | + | Unlike sappers which usually come in small numbers of raiders, breachers are always followed by a ton of raiding pawns, or Centipedes in the case of Termite, which covers the disadvantageous issue that the Sapping raid in the open has with. These kind of raids will appear more frequently if the wealth is high enough. |
[[File:Siege base construct.png|350px|thumb|right|Siegers arriving at their chosen minibase location. The faint "blueprint" for the base is not visible until the resources are dropped.]] [[File:Siege_base_finished.png|350px|thumb|right|Siegers done constructing their minibase and questionable defenses, moving toward commencing bombardment.]] | [[File:Siege base construct.png|350px|thumb|right|Siegers arriving at their chosen minibase location. The faint "blueprint" for the base is not visible until the resources are dropped.]] [[File:Siege_base_finished.png|350px|thumb|right|Siegers done constructing their minibase and questionable defenses, moving toward commencing bombardment.]] | ||
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The siege team will not engage friendlies while heading towards their future base until they actually start constructing or you assault them first. | The siege team will not engage friendlies while heading towards their future base until they actually start constructing or you assault them first. | ||
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=== Ambush === | === Ambush === | ||
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=== Drop pod scatter === | === Drop pod scatter === | ||
− | Enemies capable of drop pods have a chance of launching a raiding party onto the map via said pods at random points scattered around the map. Due to the fact they can drop through roofs, this type of attack can be incredibly devastating, as they can bypass all of your external defenses and immediately start setting fires, attacking colonists, and destroying furniture. The layout of your base and the room they choose to drop in can also make it very difficult to set up a sufficient defense, as they may drop into an extremely unfortunate location, such as a cramped storage room with lots of things to burn and destroy, and no good way to attack them beyond filing all of your fighting colonists into the room and hoping for the best or attempting to shoot through the door. While the raiders themselves will most likely be easy enough to kill, it is likely they will have ample opportunity to cause tons of damage before they can be stopped. Setting up ample fire defenses and having a defense plan for all potential drop points can help limit the amount of damage they can cause, although it’s almost guaranteed they will be able to cause at least some damage if they drop directly into a room. | + | Enemies capable of drop pods have a chance of launching a raiding party onto the map via said pods. This can range from them dropping at totally random points scattered around the map to all of them dropping directly into a room inside your base right next to a colonist. Due to the fact they can drop through roofs, this type of attack can be incredibly devastating, as they can bypass all of your external defenses and immediately start setting fires, attacking colonists, and destroying furniture. The layout of your base and the room they choose to drop in can also make it very difficult to set up a sufficient defense, as they may drop into an extremely unfortunate location, such as a cramped storage room with lots of things to burn and destroy, and no good way to attack them beyond filing all of your fighting colonists into the room and hoping for the best or attempting to shoot through the door. While the raiders themselves will most likely be easy enough to kill, it is likely they will have ample opportunity to cause tons of damage before they can be stopped. Setting up ample fire defenses and having a defense plan for all potential drop points can help limit the amount of damage they can cause, although it’s almost guaranteed they will be able to cause at least some damage if they drop directly into a room. |
=== Weapon-specific raids === | === Weapon-specific raids === | ||
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=== Mechanoid assaults === | === Mechanoid assaults === | ||
− | Mechanoids have much differing stats and weapons, meaning different tactics may be used. | + | Mechanoids come in four types, lancers, scythers, pikemen and centipedes. They have much differing stats and weapons, meaning different tactics may be used. |
In most raids where they come/ drop in at the edges, the scythers will outrun the centipedes by a great margin, giving plenty of time to deal with them before the centipedes. | In most raids where they come/ drop in at the edges, the scythers will outrun the centipedes by a great margin, giving plenty of time to deal with them before the centipedes. | ||
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* [[Version/1.3.3066|1.3.3066]] - Added new raid type: Breaching. Breaching raids will attempt to reach your colony by breaking through walls with unique weapons. | * [[Version/1.3.3066|1.3.3066]] - Added new raid type: Breaching. Breaching raids will attempt to reach your colony by breaking through walls with unique weapons. | ||
* [[Version/1.3.3159|1.3.3159]] - Reduce prevalence of breach raids at high points levels. | * [[Version/1.3.3159|1.3.3159]] - Reduce prevalence of breach raids at high points levels. | ||
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* [[Version/1.4.3524|1.4.3524]] - Fix: Breach raids not spawning. | * [[Version/1.4.3524|1.4.3524]] - Fix: Breach raids not spawning. | ||
{{nav|factions|wide}} | {{nav|factions|wide}} | ||
[[Category:Characters]] | [[Category:Characters]] |