Editing Raider
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 5: | Line 5: | ||
---- | ---- | ||
<!-- End of Nav --> | <!-- End of Nav --> | ||
+ | {{TOCright}} | ||
<onlyinclude> | <onlyinclude> | ||
− | + | '''Raiders''' are enemies who attack in groups when the storyteller's threat cycle is active (or any time, for Randy Random). The group size and strength of a raiding party is determined by 'points', which will be explained in-depth further down this article.</onlyinclude> | |
− | + | ||
− | + | Raiders have several [[#Raiders' strategies|strategies]] when a raid event is spawned. | |
− | Raiders have several [[#Raiders' strategies|strategies]] when a raid event is spawned. | + | |
+ | Raiders will attack, destroy, or burn random targets without any visible strategy or tactic. They will not attack natural rock walls (except sappers), wild [[animals]], or unpowered turrets. They will, however, engage prisoners from enemy factions. | ||
+ | |||
+ | If the raiders cannot find any structures to destroy, or undowned colonists to attack, the behavior will change into other goals: stealing valuables that are not properly stored in closed locations, kidnapping downed colonists to demand a ransom of silver or to recruit them into their ranks, leaving after being satisfied with the damage done, or giving up and retreating due to exhaustion and starvation. | ||
+ | |||
<gallery widths="250px" heights="250px" class="center" mode="nolines"> | <gallery widths="250px" heights="250px" class="center" mode="nolines"> | ||
Line 17: | Line 22: | ||
Prisoner return as raider.png|'''Abandoned prisoner returns to ambush a caravan.''' | Prisoner return as raider.png|'''Abandoned prisoner returns to ambush a caravan.''' | ||
</gallery> | </gallery> | ||
+ | |||
+ | Once you have downed or killed half of their crew, the remaining will flee in panic, running as fast as they can towards the map edges. | ||
+ | |||
+ | Raiders who survive may return to attack again in future raids or ambushes. This includes prisoners abandoned from caravans who are in restraint, making them unable to attack properly. | ||
== Equipment == | == Equipment == | ||
− | |||
[https://docs.google.com/spreadsheets/d/1pEhmCnRiBKAh5C7X6kHPSE7QKTeTRjspB-sHR2-B_os/edit?usp=sharing This Google Sheets spreadsheet] shows the spawn rates of weapons and apparel across all raider kinds. Valid as of 1.0.2057. Figures are taken from a modified version of the 'Pawn Kind Gear Sampled' dev tool with a sample size of 10,000 rather than 400. | [https://docs.google.com/spreadsheets/d/1pEhmCnRiBKAh5C7X6kHPSE7QKTeTRjspB-sHR2-B_os/edit?usp=sharing This Google Sheets spreadsheet] shows the spawn rates of weapons and apparel across all raider kinds. Valid as of 1.0.2057. Figures are taken from a modified version of the 'Pawn Kind Gear Sampled' dev tool with a sample size of 10,000 rather than 400. | ||
Line 33: | Line 41: | ||
=== Armor === | === Armor === | ||
They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing [[parka]]s and [[tuque]]s, but they don't usually wear [[duster]]s and [[cowboy hat]]s in the heat. | They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing [[parka]]s and [[tuque]]s, but they don't usually wear [[duster]]s and [[cowboy hat]]s in the heat. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Humanlike == | == Humanlike == | ||
Line 123: | Line 72: | ||
=== Empire === | === Empire === | ||
− | {{Royalty | + | {{Royalty|No Category}} |
{{Main|Empire}} | {{Main|Empire}} | ||
+ | |||
{{:Empire/Pawns}} | {{:Empire/Pawns}} | ||
Line 136: | Line 86: | ||
|- | |- | ||
! [[Scyther]] | ! [[Scyther]] | ||
− | |[[ | + | |[[File:MechanoidScyther.png|50px]] || | 150 || | 100 || | - || | - || | - || | '''Melee (Blades)''' || | Any || | - |
|- | |- | ||
! [[Lancer]] | ! [[Lancer]] | ||
− | |[[ | + | |[[File:MechanoidLancer.png|50px]] || | 150 || | 100 || | Normal || | - || | 9999 || | '''[[Charge lance]]''' || | Any || | - |
|- | |- | ||
! [[Centipede]] | ! [[Centipede]] | ||
− | |[[ | + | |[[File:MechanoidCentipede.png|50px]] || | 400 || | 100 || | Normal || | - || | 9999 || | '''[[Heavy charge blaster]]''', [[Inferno cannon]] || | Any || | - |
|- | |- | ||
! [[Pikeman]] | ! [[Pikeman]] | ||
− | |[[ | + | |[[File:MechanoidPikeman.png|50px]] || | 110 || | 100 || | Normal || | - || | 9999 || | '''[[Needle gun]]''' || | Any || | - |
|- | |- | ||
! [[Termite]] | ! [[Termite]] | ||
− | |[[ | + | |[[File:Termite.png|50px]] || | 110 || | 100 || | Normal || | - || | 9999 || | '''[[Thump cannon]]''' || | Any || | - |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
Line 189: | Line 109: | ||
== 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. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{| {{STDT| c_50}} | {| {{STDT| c_50}} | ||
Line 283: | Line 179: | ||
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. |
− | + | They have a 10% chance to choose to do so. Tribes do not have the technology to start a drop pod attack. | |
− | |||
− | |||
− | |||
− | |||
=== Immediate attack smart === | === Immediate attack smart === | ||
− | Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid | + | Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid (some) traps and turrets, as well as simply steal some of your items and run. This can be devastating in early game, because a raider may steal your stockpile of components, leaving you without any means of using electricity. |
− | Despite their description, they | + | Despite their description, they can still be funneled into a [[killbox]] with relative ease. |
=== Preparation === | === Preparation === | ||
Line 302: | Line 194: | ||
=== 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. | ||
− | They can be fairly dangerous to those who tunnel into mountains as their defenses are usually concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much. The other members will then carry on the normal assault. They seem to avoid digging through high-health ore veins or into the areas within the range of improvised turrets and don't mind much about other security traps ( | + | They can be fairly dangerous to those who tunnel into mountains as their defenses are usually concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much. The other members will then carry on the normal assault. They seem to avoid digging through high-health ore veins or into the areas within the range of improvised turrets and don't mind much about other security traps (deadfall trap and all kind of IEDs). It's possible to create such an trap area to kill them before hand. |
However, in open bases they are even worse than regular raiders as they come in smaller numbers. | However, in open bases they are even worse than regular raiders as they come in smaller numbers. | ||
Line 323: | Line 215: | ||
{{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 the nearest walls rather than anything blocking the way, mostly belonging to the colony if there is a pawn nearby. 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.]] | ||
=== Siege === | === Siege === | ||
− | |||
{{Quote|It looks like they want to besiege the colony and pound you with mortars from a distance. You can try to wait it out - or go get them.|Description}} | {{Quote|It looks like they want to besiege the colony and pound you with mortars from a distance. You can try to wait it out - or go get them.|Description}} | ||
Line 339: | Line 230: | ||
You can engage them before they finish building up if timing is favorable to you. They will always attempt to construct only two mortars regardless of the number of raiders. The layout of the mortar base is somewhat random - they might decide to place a mortar where some trees need cutting first, slowing the process considerably, and the sandbags are rarely well placed. The siegers rarely use their best constructors when building (it's random), so sometimes fail the [[construction]] process and waste that mortar's resources. As they will not get additional components, this will make any bombardment half as damaging. | You can engage them before they finish building up if timing is favorable to you. They will always attempt to construct only two mortars regardless of the number of raiders. The layout of the mortar base is somewhat random - they might decide to place a mortar where some trees need cutting first, slowing the process considerably, and the sandbags are rarely well placed. The siegers rarely use their best constructors when building (it's random), so sometimes fail the [[construction]] process and waste that mortar's resources. As they will not get additional components, this will make any bombardment half as damaging. | ||
[[File:Passive siegers.png|200px|thumb|left|Siegers not engaging friendlies while traveling to set up base.]] | [[File:Passive siegers.png|200px|thumb|left|Siegers not engaging friendlies while traveling to set up base.]] | ||
− | Once a mortar is ready, they will start to bombard you, guarded by those not busy manning the mortars or still building the second one. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells, as needed. They can receive [[Mortar shell|different types of shells]] during the siege, which can be [[Firefoam shell|less]] or [[Antigrain warhead|more dangerous]] to your colony, depending. After causing enough destruction, they will proceed as a normal raid to converge on your colony | + | Once a mortar is ready, they will start to bombard you, guarded by those not busy manning the mortars or still building the second one. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells, as needed. They can receive [[Mortar shell|different types of shells]] during the siege, which can be [[Firefoam shell|less]] or [[Antigrain warhead|more dangerous]] to your colony, depending. After causing enough destruction, they will proceed as a normal raid to converge on your colony. |
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. | ||
− | |||
− | |||
=== Ambush === | === Ambush === | ||
Line 352: | Line 241: | ||
=== Drop pod scatter === | === Drop pod scatter === | ||
− | Enemies capable of drop pods have a chance of | + | Enemies capable of drop pods have a chance of landing scattered across the map. |
=== Weapon-specific raids === | === Weapon-specific raids === | ||
Line 369: | Line 258: | ||
== Raid strength == | == Raid strength == | ||
+ | {{Rewrite| reason = Integration with [[Raid points]] needed once that page is complete.}} | ||
{{Main|Raid points}} | {{Main|Raid points}} | ||
A raid's size and strength is determined by the amount of colonists you have, your wealth, how many big threats you've had (for the early-game), how long your faction's been around for, how long it's been since one of your colonists were downed or killed, and your difficulty. | A raid's size and strength is determined by the amount of colonists you have, your wealth, how many big threats you've had (for the early-game), how long your faction's been around for, how long it's been since one of your colonists were downed or killed, and your difficulty. | ||
Line 375: | Line 265: | ||
For a full technical breakdown; see [[Raid points]] | For a full technical breakdown; see [[Raid points]] | ||
+ | |||
<!-- Formatting and style could likely benefit from this old version, so it is not being deleted as of yet | <!-- Formatting and style could likely benefit from this old version, so it is not being deleted as of yet | ||
The below is technical information on the strength of raids, through the determination of points a raid has. All of the following information is from Alpha 17b, or 0.17.1557. | The below is technical information on the strength of raids, through the determination of points a raid has. All of the following information is from Alpha 17b, or 0.17.1557. | ||
Line 527: | Line 418: | ||
=== Raider preparation === | === Raider preparation === | ||
− | Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|solar generators]], you should not wait for them and should instead set them off early while you still have some power left. | + | Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|solar generators]], you should not wait for them and should instead set them off early while you still have some power left. Also it's good to note that raiders will remember where your [[deadfall trap|traps]] are. This doesn't apply to other factions, though—if, say, the Vipers of Power come in and sets off your traps, then they would remember that. But, if the Rippers of Fire later attack, they won't have that knowledge and will still set off the same traps. |
=== Siege defense === | === Siege defense === | ||
Line 537: | Line 428: | ||
=== 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. | ||
Line 559: | Line 450: | ||
Centipedes, on the other hand, specialize in crowd control and area denial; the [[minigun]] and [[heavy charge blaster]] can annihilate groups of colonists, while the [[inferno cannon]] sets your colonists ablaze and burns down your base if not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before they can be downed. | Centipedes, on the other hand, specialize in crowd control and area denial; the [[minigun]] and [[heavy charge blaster]] can annihilate groups of colonists, while the [[inferno cannon]] sets your colonists ablaze and burns down your base if not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before they can be downed. | ||
− | The | + | Centipedes wielding the Minigun and Heavy Charge Blaster can be cheesed simply by making a lone colonist, preferably with a personal shield, stand in front of your other colonists. The centipede will target that colonist, but be unable to hit it due to the forced miss radii. Watch out for friendly fire. <br> |
+ | The Inferno cannon is not as destructive towards your colonists, but is annoying to deal with. Keep watch on your colonists at all times, and remember to send them back into cover when needed. As a precaution, build your base out of non-flammable materials to prevent large-scale fires erupting all over your colony. | ||
Engaging it in melee is not recommended due to its armor, high health and heavy damage. | Engaging it in melee is not recommended due to its armor, high health and heavy damage. | ||
Line 590: | Line 482: | ||
* [[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. | ||
− | |||
− | |||
{{nav|factions|wide}} | {{nav|factions|wide}} | ||
[[Category:Characters]] | [[Category:Characters]] |