RimWorld

RimWorld

BevvRatBites Apr 18, 2024 @ 3:40pm
Why does the revenant have so much health?
7 gunmen with assault weapons and one guy stunning it continually with the new crossbow thing will take like 30-40 volleys to kill it as it runs faster than humans and takes one of the gunmen every time it visits, stunning it and setting it on fire isn't interrupting it either.

its health menu lists a comically large amount of gunshots and its "sentience" is only at 96% when its death happens around 80.

I captured it once, then it escaped and now in all likelyhood will be ending my colony. What the hell, why invisible man raid boss?
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Showing 1-15 of 23 comments
MadArtillery Apr 18, 2024 @ 3:41pm 
They seem pretty much immune to pain and don't bleed. Makes them a ♥♥♥♥♥ to kill.
dande48 Apr 19, 2024 @ 5:56am 
I think it's so you won't kill it the moment you see it, but I agree. F- that guy.
luke85 Apr 19, 2024 @ 6:10am 
My uranium turrets made short work of a revenant, killed it before it could even run away. Problem was luring it there while its visible (turrets can't shoot anything invisible) I had to have my fastest guy (2 archotech legs) and being high on go juice to be faster than revenant so he could lure him without being hypnotized.
Sticks Apr 19, 2024 @ 6:28am 
Setting it on fire definitely interrupts it. I was able to handle one with only 4 colonists without it being able to hypnotize anyone by having one of them with an incinerator on standby to catch it on fire every time it put itself out, It did take almost an entire day of shooting at it while it ran around in circles on fire though. Even if it starts to hypnotize someone hitting it with the incinerator cancels it and it goes back to running around to put the fire out again.

I do think it should have a serious vulnerability to fire to cut down on the time it takes to kill it with the right tools though. The fact that I had a hard counter to it but still had to fight it for a ridiculous amount of time just didn't feel right and after it escaped containment once and I had to go through it all over again I decided to use 2 shards to make it into a revenant spine implant just so I didn't have to deal with it anymore.
Last edited by Sticks; Apr 19, 2024 @ 6:29am
earthling96 Apr 19, 2024 @ 6:43am 
and they got even buffed :)
- Reduce revenant flammability to prevent it being trivialized by fire.
The first i encountert got three pawns before i hunt him down to his lair and finished him off. Luckily i had a hellcat
Last edited by earthling96; Apr 19, 2024 @ 6:45am
stun Apr 19, 2024 @ 7:39am 
Originally posted by Sticks:
Setting it on fire definitely interrupts it.
Revs have 0% flammability now. They can't be set on fire anymore.
They do still have 200% psy sensitivity but I dunno which conditions actually apply to it.
BevvRatBites Apr 19, 2024 @ 12:44pm 
Originally posted by アゼム:
because you're intended to hunt it multiple nights

Playing with tribals/without a good researcher to rush turrets or assault weapons makes it literally impossible to kill, I like the idea but it's supposed to be a stealthy thing that creeps in in the middle of the night to take away your colonists, why is it seemingly the most durable enemy in the entire game? One to three volleys from aforementioned gun line should do it.
PewSquare Apr 19, 2024 @ 1:01pm 
I have no idea what you are on OP, my experience is the opposite. Every time I get to an OK sized colony (10 pawns at least 8 combat oriented), the poor thing dies before getting a second hypnosis off. Nothing but ARs and Shotguns. I still have no idea what his quest line looks like past the first research.
Now as a tribals? Oooh man I would be terrified.
BevvRatBites Apr 19, 2024 @ 1:19pm 
Originally posted by PewSquare:
I have no idea what you are on OP, my experience is the opposite. Every time I get to an OK sized colony (10 pawns at least 8 combat oriented), the poor thing dies before getting a second hypnosis off. Nothing but ARs and Shotguns. I still have no idea what his quest line looks like past the first research.
Now as a tribals? Oooh man I would be terrified.

Nearly all colonists had 10+ shooting, hellcats, assault rifle, one nerve spiker, and one heavy smg.
I had to chase him down for a comically long time spraying him down across an entire tile before he ran off again, I CANNOT IMAGINE this with a melee colony or God forbid a ranged colony in a swamp where hit chances go down to like 10% because of brush and trees.

Then I played again and he escaped, fire no longer worked because of patch ig? So the colonists I felt comfortable letting go alone (the hellcat users) were immediately taken with no defense.

Recently I played again in the swamp with the anomaly start, I had a shotgun and a ghoul, he didn't lose even one of his 20%, so I'd have to have 20-40 encounters with him to do anything to him.
Last edited by BevvRatBites; Apr 19, 2024 @ 1:21pm
BevvRatBites Apr 19, 2024 @ 1:22pm 
Originally posted by アゼム:
Originally posted by BevvRatBites:

Playing with tribals/without a good researcher to rush turrets or assault weapons makes it literally impossible to kill, I like the idea but it's supposed to be a stealthy thing that creeps in in the middle of the night to take away your colonists, why is it seemingly the most durable enemy in the entire game? One to three volleys from aforementioned gun line should do it.
It was completely possible because you could interrupt the mind control
But apparently the latest patch removed that so who knows anymore
Hopefully they reverse the patch

That's how I got it the first time, using hellcats to stop the murders.
VoiD Apr 19, 2024 @ 1:31pm 
I had one in a troubled colony, couldn't get many pawns, had 5 and a slave, 4 of them using melee weapons, one heavy SMG, still managed to kill it spamming stun, he didn't even move
BevvRatBites Apr 19, 2024 @ 2:51pm 
Originally posted by VoiD:
I had one in a troubled colony, couldn't get many pawns, had 5 and a slave, 4 of them using melee weapons, one heavy SMG, still managed to kill it spamming stun, he didn't even move

There's some shenanigans going on, maybe scaling? Maybe some sort of resistance/vulnerability? The trouble is you need to lose a colony every time you test this out.
Lasagna Apr 19, 2024 @ 3:53pm 
Originally posted by Sticks:
Setting it on fire definitely interrupts it. I was able to handle one with only 4 colonists without it being able to hypnotize anyone by having one of them with an incinerator on standby to catch it on fire every time it put itself out, It did take almost an entire day of shooting at it while it ran around in circles on fire though. Even if it starts to hypnotize someone hitting it with the incinerator cancels it and it goes back to running around to put the fire out again.

I do think it should have a serious vulnerability to fire to cut down on the time it takes to kill it with the right tools though. The fact that I had a hard counter to it but still had to fight it for a ridiculous amount of time just didn't feel right and after it escaped containment once and I had to go through it all over again I decided to use 2 shards to make it into a revenant spine implant just so I didn't have to deal with it anymore.

jokes on you they gave it total flame immunity in a patch.

steel walls burn but this one spooky invisible boy is built different.
😒 Apr 19, 2024 @ 5:59pm 
Revenant is a one man raid all right.
ACS36 Apr 19, 2024 @ 6:33pm 
Anomaly is just designed to kill pawns and enforce strict meta strategies to deal with problems that have little room for error. Sadly, it has no middle ground. The recent update was a good improvement, but it doesn't really solve the underlying problem with anomaly.
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Date Posted: Apr 18, 2024 @ 3:40pm
Posts: 23