Difference between revisions of "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
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| maximum comfortable temperature = 60  
| can become shambler = true
 
| intelligence = ToolUser
 
| needs rest = false
 
| blood def = Filth_DarkBlood
 
| bleed rate factor = 0.5
 
| flesh type = EntityFlesh
 
| is immune to infections = true
 
| has genders = false
 
| disable ignite verb = true
 
| corpse hidden while undescovered = true
 
| hediff giver sets = AnomalyEntity
 
 
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| leatheryield = 20
 
| leatheryield = 20
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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 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.  
 +
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They do not sleep and bleed at 50% the normal rate.
  
 
=== Containment ===
 
=== Containment ===

Revision as of 08:59, 30 December 2024

Sightstealer

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

Type
EntityBasic
Flammability
70%

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 Twisted meat
Leather Yield
20 Dread leather 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)
Bioferrite Generation
Bioferrite 1.6/day
Min Monolith Level For Study
1
Held on Spot or Platform
true
Escape Interval
MTB 60 days
Technical
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

Sightstealers appear in the sightstealer arrival event.

Summary

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

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

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.

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,Content added by the Biotech DLC scythers, scorchers,Content added by the Biotech DLC tesserons,Content added by the Biotech DLC 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.

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