Difference between revisions of "Sightstealer"
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{{Anomaly}} | {{Anomaly}} | ||
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{{Infobox main|entity | {{Infobox main|entity | ||
| name = Sightstealer | | name = Sightstealer | ||
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| toxic resistance = 0.5 | | toxic resistance = 0.5 | ||
| minimum comfortable temperature = -40 | | minimum comfortable temperature = -40 | ||
− | | maximum comfortable temperature = 60 | + | | maximum comfortable temperature = 60 |
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<!-- Production --> | <!-- Production --> | ||
| leatheryield = 20 | | leatheryield = 20 | ||
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== Occurrence == | == Occurrence == | ||
− | Sightstealers appear | + | Sightstealers appear: |
+ | * In the [[sightstealer arrival]] event. | ||
+ | * When a [[creepjoiner]] becomes hostile due to friendly fire and has the [[Creepjoiner#Drawbacks|Sightstealer attack]] drawback. | ||
== Summary == | == Summary == | ||
− | Sightstealers are ambush predators, entering a map [[invisible]]{{Check Tag|Notification details}} and remain so until they get close to a target.{{Check Tag|When is invis broken?|Just proximity to another pawn or do they have to be | + | {{Stub|section=1|reason=Check tags}} |
+ | {{For|further detail about howling and multi-wave sightstealer attacks|Sightstealer arrival}} | ||
+ | Sightstealers are ambush predators, entering a map [[invisible]]{{Check Tag|Notification details}} to both pawns and the player, and remain so until they get close to a target.{{Check Tag|When is invis broken?|Just proximity to another pawn or do they have to be targeting them? How close? Colonists only or NPCs? If NPCs, friendly or raiders too? Mechs, enemy and friendly? Reports of them walking through tamed animals without detection etc.}}{{Check Tag|Targets?|Who do they target?}}{{Check Tag|Doors?|Can they pass through doors? Over fences?}} Sightstealers are also revealed when they take damage, get hit by [[firefoam]] or an [[EMP]] explosion, or they are affected by a [[Disruptor flare pack#Summary|disruptor flash]].{{Check Tag|Re-invisibilize?|Are there any circumstances that sightstealers regain invisibility once visible? Even if not, note explicitly that they don't.}} Invisible sightstealers will trigger [[proximity detector]]s when in range, however they will not be revealed by it. Additionally, they will make a howling sound effect even when invisible, you can listen for this sound to narrow down their location instead of using a proximity detector. | ||
− | Sightstealers | + | Sightstealers do not trigger [[traps]] regardless of their current visibility. |
− | + | They are relatively weak entities in terms of both {{DPS}} and {{HP}}, feel [[pain]] and [[bleeding|bleed]] and have a high [[psychic sensitivity]] of {{%|{{P|Psychic Sensitivity}}}} - instead the primary risk comes from ambush and numbers. | |
− | They | + | They do not sleep and bleed at 50% the normal rate. |
=== Containment === | === Containment === | ||
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== Analysis == | == Analysis == | ||
− | + | Only marginally more dangerous than an unarmed baseliner but with claws that can cause bleeding, a single sightstealer is unlikely to be a threat to most colonists. However, they can be dangerous in large groups especially if a pawn is caught by surprise. Their speed means that they can quickly surround pawns and, unlike manhunter packs, sightstealers give no warning for pawns to run inside. As such, if the initial sightstealer is spotted, a howl occurs, or "Distant shrieks" are heard, it's best to zone your colonists inside, install a [[proximity detector]] or turn up the game volume and listen for their howling sound. | |
+ | |||
+ | '' '''Sightstealer revealed:''' A twisted creature has appeared out of thin air! '' | ||
+ | |||
+ | Once they are detected, combat is largely similar to manhunters despite their anomalous nature. A constriction, strong [[Melee block]]ers and a good backline of gunners can handle even the largest sightstealer waves. Carefully targeted [[frag grenades]] from behind the melee blockers are also particularly devastating. Sightstealers are also vulnerable to fire. A pawn armed with an [[incendiary launcher]], [[molotov cocktails]], or [[incinerator]] can easily cripple even a pack of sightstealers but watch out for burning sightstealers losing collision and moving through your blockers. | ||
+ | |||
+ | If the colony contains a [[mechanitor]],{{BiotechIcon}} [[scyther]]s, [[scorcher]]s,{{BiotechIcon}} [[tesseron]]s,{{BiotechIcon}} and [[centipede burner]]s are effective counters. If a sightstealer howls, drafted mechanoids are valid targets for the sightstealers, and they will reveal themselves to attack. This can be used to force sightstealers to become visible before they draw close to colonists. | ||
− | Sightstealers | + | Sightstealers is one of the easiest anomalies to contain, both in terms of containment requirment and risk posed during escapes. When combined with the ease of defeating them, they are effectively a blessing to most colonies, providing an easy source of beginning research. |
== Version history == | == Version history == |
Latest revision as of 22:06, 9 January 2025
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
Sightstealer
Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.
Base Stats
Pawn Stats
- Combat Power
- 70
- Move Speed
- 4.83 c/s
- Health Scale
- 75% HP
- Body Size
- 0.8
- Mass
- 48 kg
- Filth Rate
- 1
- Diet
- none
- Life Expectancy
- 250 years
- Trainable Intelligence
- None
- Psychic Sensitivity
- 200%
- Toxic Resistance
- 50%
Production
- Meat Yield
- 70 Twisted meat
- Leather Yield
- 20 dread leather
Melee Combat
- Attack 1
- Left claw (Claw)
7.0 dmg (Scratch)
10 % AP
2 second cooldown - Attack 2
- Right claw (Claw)
7.0 dmg (Scratch)
10 % AP
2 second cooldown - Attack 3
- Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.1 chance factor - Average DPS
- 2.17
Containment
- Min Containment Strength
- 30
- Knowledge Gain
- 1.5 Basic
- Study Interval
- 120,000 ticks (2 in-game days)
- Min Monolith Level For Study
- 1
- Held on Spot or Platform
- true
- Escape Interval
- MTB 60 days
- defName
- Sightstealer
The sightstealer is an entity added by the Anomaly DLC. It is likely to be one of the first anomalous entities a colony will encounter.
Occurrence[edit]
Sightstealers appear:
- In the sightstealer arrival event.
- When a creepjoiner becomes hostile due to friendly fire and has the Sightstealer attack drawback.
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Check tags. |
Sightstealers are ambush predators, entering a map invisible[Notification details] to both pawns and the player, and remain so until they get close to a target.[When is invis broken?][Targets?][Doors?] Sightstealers are also revealed when they take damage, get hit by firefoam or an EMP explosion, or they are affected by a disruptor flash.[Re-invisibilize?] Invisible sightstealers will trigger proximity detectors when in range, however they will not be revealed by it. Additionally, they will make a howling sound effect even when invisible, you can listen for this sound to narrow down their location instead of using a proximity detector.
Sightstealers do not trigger traps regardless of their current visibility.
They are relatively weak entities in terms of both DPS and HP, feel pain and bleed and have a high psychic sensitivity of 200% - instead the primary risk comes from ambush and numbers.
They do not sleep and bleed at 50% the normal rate.
Containment[edit]
The Sightstealer is fairly weak, requiring only 30 containment strength. This means you can use wooden walls and a basic holding spot to contain it with minimal risk.
Contained sightstealers yield 1.6 bioferrite per day when attached to a Bioferrite harvester.
Analysis[edit]
Only marginally more dangerous than an unarmed baseliner but with claws that can cause bleeding, a single sightstealer is unlikely to be a threat to most colonists. However, they can be dangerous in large groups especially if a pawn is caught by surprise. Their speed means that they can quickly surround pawns and, unlike manhunter packs, sightstealers give no warning for pawns to run inside. As such, if the initial sightstealer is spotted, a howl occurs, or "Distant shrieks" are heard, it's best to zone your colonists inside, install a proximity detector or turn up the game volume and listen for their howling sound.
Sightstealer revealed: A twisted creature has appeared out of thin air!
Once they are detected, combat is largely similar to manhunters despite their anomalous nature. A constriction, strong Melee blockers and a good backline of gunners can handle even the largest sightstealer waves. Carefully targeted frag grenades from behind the melee blockers are also particularly devastating. Sightstealers are also vulnerable to fire. A pawn armed with an incendiary launcher, molotov cocktails, or incinerator can easily cripple even a pack of sightstealers but watch out for burning sightstealers losing collision and moving through your blockers.
If the colony contains a mechanitor, scythers, scorchers, tesserons, and centipede burners are effective counters. If a sightstealer howls, drafted mechanoids are valid targets for the sightstealers, and they will reveal themselves to attack. This can be used to force sightstealers to become visible before they draw close to colonists.
Sightstealers is one of the easiest anomalies to contain, both in terms of containment requirment and risk posed during escapes. When combined with the ease of defeating them, they are effectively a blessing to most colonies, providing an easy source of beginning research.
Version history[edit]
- Anomaly DLC Release - Added.