Hello Zanven,
First, I want to thank you for creating this mod. It has been a fantastic addition to my game, making enemies genuinely threatening.
Now for my ungrateful complaints ðŸ˜. I’ve installed steeper quality settings, significantly increasing the impact and difficulty of each tier. However, I suspect biters use a different method to determine quality and aren’t affected by the reduced quality chance. I’ve set legendary quality to a 21x bonus but reduced its original chance to 10%.
I recently encountered my first epic worm (or rather, its attacks). While the massive damage was fine, its range was so high that it could shoot from outside the fog of war.
Here are some potential solutions:
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Adjust base range: I could reduce the base range and make tier upgrades more frequent to balance this.
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Tier-specific settings: Introduce individual settings for the chance of each tier.
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Range adjustment: Remove or reduce range scaling from quality for medium or larger spitters and worms. Perhaps leave it as a rare trait for a pseudo-boss worm.
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Agro range reduction (my favorite): Reduce the agro range so worms keep their bio-artillery nature but need to be triggered first.
This isn’t an urgent issue—everything seems to be working as intended—but I thought I’d share this edge case.
Also I thought of an interesting idea for enemy quality that can help make them more distinct. Perhaps attacks or attack properties that unlock with each quality (like fire spit or demolisher laser) perhaps achieved with an enemy equipment grid? Might be crazy but just thought I'd tickle your brain. Using quality in enemy generation was honestly a stroke of genius tho hats off, Zanven!
Thanks again for your great work!