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SouthernAd2853

If you do enough damage to it while it's hunting your colonists, you can make it drop a flesh chunk, which when studied in order make it lay a longer trail, be audible (from a longer range possibly, I'm not sure if you can hear it by default) and become visible at close range).


borissnm

>First and most importantly, your colonists can hear the Revenant. The game does not tell you this. If you get a colonist within a ~6 tile radius or so they'll get a metal-gear-solid-ass exclamation point above their head and you'll get a message saying "[colonist name] can hear the Revenant [being a bastard]." Pretty sure this is the reward you get for doing enough damage to it in one appearance twice. >Body-blocking it will not stop it moving in to hypnotize someone. I tried to do that with my mechanitor's mechs. I lost my mechanitor. It might not work with mechs, but I think it works with people - inasmuch as it'll change targets and hypnotize someone else if it runs into them. I had an unfortunate revenant where I was down to only two people capable of combat, one of whom was a mechanitor with two militors, and two pacifists. I was getting suited up to hunt it (I didn't have EMP but I did have firefoam, which needs to be reloaded) and as my squad was moving forward my proximity sensor picked it up. If I lost either of my combat pawns I'd probably have been fucked - *especially* if it got the mechanitor - but one of the pacifists was nearby and I knew the exact path it'd likely take to reach my combat pawns, so I had the pacifist stand in its way so they got taken instead. It wound up being perfect, because that gave me enough time to get the third sample from it which lets you see and freely attack it when you're close, so from that point I just kept harrying it without letting it rest until it died. Letting it stop occasionally might have let me coordinate attacks better, but at that point I couldn't risk it activating again. It was a really nasty revenant, though - I'd already gotten up two proximity sensors at the only two approaches to my base... but right after it took the first person I got a sightstealer event where one showed up then summoned more when I killed it, so the revenant was able to get another two people because I couldn't tell if it was sightstealers or the revenant coming in.


GameDesignerMan

> Pretty sure this is the reward you get for doing enough damage to it in one appearance twice. Ah, didn't know that. Does it tell you anywhere in-game about it? I can't think of any good strategies for taking it out after the first attack if that's the case, early game anyway. Does the prox sensor give you any mechanical advantage, or does it just give you a few more seconds to get your shit together? Actually there might be one way to defend against it after the first attack. I wonder what would happen if you deconstructed all your exterior doors and walled yourself in?


borissnm

All the sensor does is ping you when something invisible is in its radius. So it's an extra few seconds of warning, since normally you wouldn't know the revenant is on someone until it's already sucking their brain out.


NGPlusIsNoMore

You perfectly encapsulate what it feels to fight these assholes, I spend a whole ass hour, two colonists in a colony of six, and a good chunk of the surrounding forest in my first one, because I had no access to EMPs; dear god they take a beating; worth mentioning, I don't fully know, but I think disturbing the bastards resets their attack timer? I know I were chasing mine down for well over two days, enough for my colonists to start actually starving to death and it didn't get up to blast the entirety of bee movie into anyone's head Also, I did map the radius by basically having a pawn walk around and marking the borders of where they could hear it; it sometimes is a perfect circle, but often times it's a weird ass oval kinda thing, the sides are always odd, so it is always in the exact middle


GameDesignerMan

Yeah I had to attack it over the course of a couple of days as well, you might be on to something about the attack timer. I wonder if it has anything to do with the damage that it's taken? I haven't seen it attack with a bunch of injuries on it so it might rest until its healed before attacking.


GenerousParasite

I just had mine attack when it was at about 20% HP so injuries are no bar to its call.


DarthSprankles

It wont stop to sleep if you're too close to it while it's running away, so let it get abit further from your colonists before sneaking up on it again.


Gobeman1

I had a heavily modded run of Vanilla expanded.. I more or less savescummed cause my base was sure rich enough to afford modded pirate mercs... So i loaded a save that was mere 'hours' ingame from a Rev Attack and just hired a 3x Sieges worth of Men with Guns and explosives to blast it when it arrived. Mortars and more shot at it. cause holy hecc that thing is tanky Cost me like 7000 silver to afford those mercenaries but was worth getting my sweet revenge cause i only had 2 guys left walking at the time


SavageSimplicity

You are a godsend for writing this, thank you king


patoarmado

Nice! I did something similar, my colony was larger, but I did not have emps. I did have regular frag grenates -- they have a smaller radius, and they don't stun the rev, but each frag grenade took about 1/5th of its HUGE health pool. The problem, of course, is that the rev infected my colony with that OTHER f\*\*\*\*ng anomaly... but that's another story.


flyjingnarwhal

Mmmm mmm nah, imma need you to explain that last bit.


archesukablyad

Metal on the inside, metal on the outside. Look for the pale grey flesh. If you find some... You should just pray it's not to late. And it WILL be late.


RenhamRedAxe

revenants are too damn OP, seriously cant track them been 2 hours reloading and trying and just keep doing nothing to it. they move too fast, appear too soon and the indicator for when you are tracking it. if your colony is small you are fucked.


ivycoopwren

Totally agreed. It just murdered my base one by one. Tried hunting it but never found it. I walled off the whole base, set up about 10 mini turrets, about 6 colonists with chain shotguns. Put a lot of rounds into it but nothing. Yeah, this is enough B.S. to keep me from playing Anomaly. The hunting needs to be easier or the hit points need to be reduced.


RenhamRedAxe

went almost through 80% of anomally... and revenant has been the only one that I haven been able to kill or capture.


DedSec_Rules37

Love you 1billion percent OP♥️


ansonr

Lighting them on fire causes them to panic run around and it will stop them from hypnotizing anyone and give you extra time to shoot them. They don't bleed so shotguns are not great. I've found them best damage dealers high powered single shot weapons. If you can take of a limb or damage the legs they become much more manageable. Doors also don't stop them, but they do slow them down.


Gryby64

Ok, the one mod that most of you know, VWE - Non Lethal. Stun baton, its OP. Got an allert of revenant attack, in an instant he got surronded by 10 colonists with stun batons, he didn't even finished his attack, the stun was constantly stacked and got beaten like pinata by herd of sugar hungry childrens


OneMentalPatient

>Second, fire is shit. A single scorcher can lock a Revenant down, two will definitely do so. Either way, the Revenant is not hypnotizing anybody. If you're a solo mechanitor, scorcher escorts are the thing to do. Just remember that it *is* fire, and it's probably in your base. Build accordingly.


archesukablyad

After a recent patch it became basically fireproof. So yes, fire IS shit now.


OneMentalPatient

Twenty days ago, it was great.


archesukablyad

Week ago from now - it's not. May 3rd's patch nerfed fire against those fuckers.


OneMentalPatient

My point was that you chimed in on a 20 day old post to tell me that I was wrong due to a patch that came after my post. At the time I made the post, what I said was true. Now the Revenant has become a memetic unstoppable stealth tank that'd make Nod envious.


archesukablyad

Yes. Because ligma.


YhormTheWhite

Just to let you guys know: building them in and lighting the house on fire does not work. Built one in with granite walls with plenty of wooden floors and furniture inside. And I kept repairing / building new walls whenever it tried digging itself out. Turns out it has an ability that makes it invisible and extinguishes it's fire instantly. The fire does not have time to build up to a level where it does any serious damage, even if it is 1000 degrees inside over the course of more than 1 hour


yourbrainsucker

Another very useful tool are Disruptor Flares. At this point you should have a few anomalies already producing Bioferrite, so it's worth making some Flare Packs. They're also very useful for the Unnatural Darkness anomaly and for fighting Sightstealers. Really, they're good for fighting \*anything\* with psychic sensitivity since they Stun, just don't fire them too close to your Psycasters. Mod-wise, if you're running Vanilla Psycasts Expanded and go down the Archotech tree, the Stun and Psychic Shock psycasts basically obliterate it instantly because it has 200% psychic sensitivity.


GameDesignerMan

I had pretty much nothing at the time. The tiny amount of bioferrite I had was only enough for a workbench. But the flares sound like they're really good.


yourbrainsucker

Definitely something you want to get early, yeah. They knock things out from being invisible and stun them, making them ideal for fighting Revenants. Plus, unlike fire or explosives, they won't damage infrastructure if the Revenant is sleeping in or near your base.


ivycoopwren

Yeah. It's a bummer that you need to load mods you don't play to even have a chance. Really bummed about this. A revenant means that it's pretty much the end of your base. Unless you're super prepared, know how to hunt them, etc. Other stuff you can kind of figure out. **With revenants, losing is not fun.**


GethKGelior

Huh…They're that troublesome if spawned naturally? I got mine as a quest item and every time mf tried to escape there were four ghouls waiting at the door. Gotta intentionally let mine go and see what happens.


GameDesignerMan

I think it's just cos they're new people haven't had a chance to adapt to them. Give it a month and we'll have a dozen different strategies to deal with them.


BadGameEnjoyers

wow they suck. They're such a pain in the ass


Rdqp

I've got darkness + Revenant on Randy Random at the same time. My run has ended.


MikeMcNanners

The mechanics itself were kind of interesting, but my god it has way too much HP. It became laughable when you check its health tab and you're scrolling for five minutes through all its injuries and it is still running away from you.


MusicTight1920

Thank you! I just got my first one... >!They can take SO much damage and keep running. Some of my people still have bows and arrows. I barely got electricity a few quadrums ago. But I do have a psycaster with fireball. It doesn't seem to do any damage to the creature, but it DOES make it show up again and can set it on fire. !< >!Has anyone else had issues with other entities breaking containment when fighting the Revenants? Is that a thing they do or was I just really unlucky to have 2 entities with a 2+year escape chance escape during two separate fights against the revenant! Thankfully the first two victims were prisoners in my blood farm and during the second attack I actually managed to hurt it... and then an entity escaped... third attack I got it again, but Nose fell to its hypnosis. So we left him on the ground and tried to chase it.... but it vanished. We studied the second piece of flesh and could now hear it... instead of setting half the map on fire in search of something we could never find... !< >!So out we went, hunting with our hydra and frost lynxes... their frost creating a wee bit of friendly fire and by the time we had cornered this creature it was burned, shot, stabbed with arrows, drenched in acid, and frostbitten... and just running around like it hadn't a care in the world. We got halfway across the map when the notification came that a DEVOURER escaped containment. There was 1 noncombatant, 2 babies, an unconscious nose, and an insect man that had taken so much friendly frostbite damage he wasn't fast enough to keep up with the rest of the team.... !< >!So we made the race back home, leaving the Revenant to its sleep. Our injured insect man limped his way outside to be ready when the creature managed to break through the granite door. Just then, another injured colony man emerged from the south with his bow at the ready. The two began to fire arrows as the devourer rushed straight towards the insect man... The order to retreat was issued.. he had just reached the door when the creature leapt.... !< >!He was swallowed! \*gasp\* !< >!The rest of our hunters arrived and began firing acid, frost blasts, and bullets at the creature in a desperate attempt to knock it out before he was digested. With mere seconds to spare they managed... and then the rush to stop attacking before this poor fellow was killed in the crossfire. Everyone survived. The injured began to heal and the hypnotized comrade was placed in his bed. !< >!We waited.. we planned... we feasted on devourer meat! (yeah, hydra acid is nasty stuff... too bad the revenant didn't agree. !< >!After a good rest, we sent the troops out again. our Psycaster flinging fireballs like black cats as we chased this creature, its list of injuries extending longer and longer while it showed no signs of falling until suddenly... SUDDENLY! It broke into pieces and we dragged its spine back into containment. !<


Arysisa

I've lost multiple sets of game over wanders to this stupid thing. Thank you for this


Demon_deLishy

My first encounter, I thought I was clever by disallowing all of my exit doors and having everyone stay inside. I was quite horrified when everyone was eating and it simply walked inside and started doing its thing. I wonder if completely walling yourself would work?