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Start up a test game, setup a basic base, and let a raid win. See what they do.
When knocking on walls, they tend to aim for bedrooms.
If raid has sappers, it does pathfind around your turrets.
But once they're done kicking your potplants and chairs into oblivion, setting your wind gen on fire, they'll feel slightly better about themselves and move on. It'll be interesting if the dev's actually give raiders a mood buff after a successful raid.
Anyways, about sappers. They exclusively go for the most 'wealthy rooms' which are rooms with plenty of expensive furniture/loot. What's important here is that they used to beeline for them. Now they'll pick 2nd or even 3rd most exspensive rooms too if they are safer. In my experience, they usually consider a route safe by the amount of traps and turrets laid down and how fast the previous raid died. I distictly remember sappers kept coming in one direction on the map until I built enough defall traps.
Also I have seen tribals start burning farms that were outside my base walls before, now I always just put a large throaway potato farm outside my base in the off chance that will keep raiders busy.
Animals alao work well. Near the end of the game, i always have an overabundance of puppies, as i keep dogs for hauling and for diatracting mechanoids to stop them from firing their overpowered weapons. And also to force bazookamen to waste their one shot. You can use puppies you have extra as killbox bait (gosh, i sound so evil)
The most important thing is they aren't psychic, they have some general idea of where they want to go, but until they can see it they will usually pick secondary targets, so the priority list isn't always followed.
The actual priorities:
1. Wealth. If they can see a big pile of wealth close to them, this will almost always end the raid. They will pick up what they can carry and try to flee. There's no specific item type they are looking for, just valuable items in general, and they can uninstall furniture to steal if they see it as valueable enough (which I believe depends on overall colony wealth and number of raiders remaining). Sometimes with modded factions with expensive weapons you can kill a couple of the raiders and then they will decide to steal the weapons dropped by their allies and run off them map, which is always amusing.
2. Threats. If they detect one of your colonists as a threat they will shoot at them, but otherwise raiders aren't on the map to actively hunt your pawns down. If they do down a colonist they will see that downed colonist as potential wealth item to steal/kidnap.
3. Soft targets. If they can't actively see any wealth or hostiles, they attempt to destroy things like crops, batteries, wires, and power generation, or set fire to other flammables. If the raiders do enough damage they will be satisfied and leave. This can be exploited by constantly repairing something they are trying to destroy.
4. Doors. If they see none of the above they will go for whatever doors they can pathfind to and destroy them to see what's on the other side.
5. Walls. If they can't find a door to pathfind to, or the door is too strong or heavily defended, they will attack walls to try and get into your base.
Sappers seem to have more awareness of the inside of your base and will try and punch a hole directly to high wealth areas.
Using the above you can fairly reliably control where raiders go and what they attack during a raid, or even avoid any combat or damage by "paying them off" with external valueable piles.