RimWorld

RimWorld

Sometimes Raids Go Wrong
 This topic has been pinned, so it's probably important
RemingtonRyder  [developer] Mar 26, 2024 @ 8:08am
Suggestions
Post your suggestions here, including new ways for raids to go wrong.

New ways for raids to go wrong

Raids arrive either by walking in from the map edge or in drop pods. Some ways for raids to go wrong might not work so well for one mode of arrival, but work great for the other.

For example, it's unlikely that a pack of manhunters could get to raiders quickly if they're arriving by drop pods, but if they're walking in then it makes complete sense.

As for how a raid should go wrong, I tend to use something which already exists within the game but doesn't usually accompany a raid. For example, meteorites can impact as an event chosen by the storyteller but not at the same time as a raid. Or as another example, diseases can be caught by colonists as an event but don't affect raiders.

Things which go wrong don't need to be especially balanced in favour of the raiders. But I try to allow a possibility that some of the raiders avoid negative effects. For example, raiders who have the teetotaler trait won't be affected by Drunk Drop.
Showing 1-12 of 12 comments
Starei Mar 26, 2024 @ 9:00pm 
I like the idea of raiders having heart attacks soon after they arrive, like a hidden hediff that lasts a short but random amount of time that leads to a heart attack after it ends
Starei Mar 26, 2024 @ 9:02pm 
This could also be the same for the run wild event, instead of them all becoming wild at the start they quickly become wild within the first minute of them arriving

Also maybe more accuracy on the meteorite ones because they never land on my raiders haha
ItsKairoKay Apr 15, 2024 @ 4:15am 
I suppose with anomaly's release there is probably more events that could be done, such as metalhorrors suddenly decide to reveal themselves from the raiders or being chased by flesh monsters, whatever
RemingtonRyder  [developer] Apr 15, 2024 @ 5:16am 
I don't have Anomaly yet, so I can't say for sure, but that sounds like it could be fun.
Snues Apr 28, 2024 @ 9:34am 
Reset to default value on the config page.
RemingtonRyder  [developer] Apr 28, 2024 @ 8:05pm 
Originally posted by Snues:
Reset to default value on the config page.

Added it tonight.
Cruel Moose Apr 28, 2024 @ 10:33pm 
Raiders enter with shamblers or sightstealers chasing them (anomaly).
Snues May 4, 2024 @ 11:42am 
Bad Cook - Raiders arrive with food poisoning.
Bounty Drop - Raiders have a Fallen Empire bounty and they dropped on top of them!
Mechanoid Revenge - Mechanoids have been watching the raiders movement and ambushed from the shore.
CollectorOfMyst Oct 31, 2024 @ 4:22am 
Not sure if you're still taking suggestions but what about a 'Drop Pod Miscalculation' where you essentially get a Drop Pod event with items/food/etcetera and a raid at the same time? The implication being that they were trying to deliver those items to somewhere in particular but accidentally dropped near your base instead. It might be a case of them grabbing the loot immediately and leaving, but, well. It's an idea.
Mental Breaks. They plague us, so having them plague raiders would be hilarious. Having someone go berserk, catatonic, or decide to start destroying their own mortar shells during a siege would be funny as hell.
Could even have raiders that decide to "prepare beforehand" have one guy on an insulting spree, causing more raiders to enter certain mental breaks.
Anomaly has a mutation pulser that can turn raiders into fleshbeasts. It could be fun to have a random number of them suddenly mutate.

Is there one that radomnly affects them with berserk, like the Royalty psycast?
Showing 1-12 of 12 comments
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