Enemies
Updated 2 days agoEnemies
Alpha Construct
- Now has the ability to teleport near a target on a 30s cooldown.
* The target must be farther than 75m.
Tired of them AFKing on the other side of the map? Groan no longer! They will eventually take the fight directly to you.
Beetle
- Spawn duration decreased. (5s -> 3.5s)
- Headbutt damage coefficient increased. (200% -> 250%)
One of a myriad other ways to make them slightly more threatening. They're still pushovers with just these changes alone, so I would recommend pairing with other mods that buff Beetles.
Bighorn Bison
- Charge speed coefficient is configurable.
No change, but the option's here if you so desire.
Clay Apothecary
- Director credit cost decreased. (150 -> 125)
- Tar ball attack range increased. (65m -> 75m)
- Will now use the slam/mortar attack at range regardless of health percentage.
- Slam/mortar attack no longer incurs self-damage.
- Mortar sorting algorithm changed from "distance and angle" to angle only.
Credit cost & attack range now match the Clay Templar's. Since its skinner cousin remains the more threatening of the two, the Clay Apothecary can now launch its mortar from long range even when not injured, which ups their threat level a little bit.
False Son
- Enemy count during Phase 2 is directly proportional to stage count.
* Effectively amounts to 4 (+5 per loop).
- Halcyonites may spawn during Phase 2 when looping.
Adds a little bit of spice to looped runs, since looping tends to make this fight a little easy anyways.
Geep
- Director credit cost increased. (35 -> 50)
The health-to-cost ratio (including descendants) is obscene on Geep, the highest in the entire game in fact. 50 brings it more in line with Gip & Gup.
Grandparent
- Director credit cost decreased. (1150 -> 1000)
- Rock throw range increased (300m -> 1500m) and has improved targeting.
- Gravity orb pull force increased. (-1000 -> -4000)
- Rock & gravity orb speed dynamically scales with target distance.
- Reduced the duration of the "rotate to target" behaviors (4s -> 2s), reducing overall downtime.
These changes will hopefully give them more of a presence, allowing them to be the stage hazards they were meant to be. That rock & gravity orb can go real fast now, you have been warned.
Gup
- Added a small delay between spawning and throwing out its first attack.
Normally, you have about 1.5s between Gup spawning and filling the entire general vicinity with Big Hitboxes. This is a very cruel fate if you lack mobility or were just surprised by a Horde of Many event, so this change will give you a chance to maneuver out of reach.
Halcyonite
- Now spawns on Prime Meridian pre-loop.
- Is now properly categorized as a Miniboss on every vanilla stage where it's categorized as Champion.
* This is every stage except Gilded Coast & Prime Meridian.
Weird inconsistencies make this enemy a little less common than it should be.
Imp
- Now spawns on Helminth Hatchery.
I don't know, they feel right at home here. A Steam screenshot of SotS suggests that they were at one point considered to be part of this map's spawnpool.
Lemurian
- Fireball range increased. (30m -> 45m)
* Strafing range is still capped at 30m.
They deserve to be a little more threatening. Attack range now matches that of the Stone Golem.
Mini Mushrum
- Now sprints when chasing targets farther than 60m.
- Sprint multiplier increased (2.5 -> 3), increasing sprint speed from 5 m/s to 6 m/s.
- Now spawns on Golden Dieback.
Mini Mushrums have a habit of sluggishly trailing behind the rest of the enemies, so I am leveraging their cute sprinting animation to let them catch up to you more easily. Also, Golden Dieback is sorely lacking in Mini Mushrums for being such a fungal map.
Solus Control Unit (& Alloy Worship Unit)
- Now follows the nodegraph when chasing targets.
- Primary attack range increased. (50m -> 100m)
- Will now summon Solus Probes regardless of health percentage.
Weirdly enough, they ignore the nodegraph and just beeline for the target, which often gets them stuck. The other changes improve their presence as a boss; SCUs have a comically low attacking range for a boss.
Solus Distributor
- Director credit cost increased. (20 -> 40)
Possibly the most aggravating of the new Alloyed Collective enemies, and this primarily has to do with their strangely low cost. I am content with simply lowering the health & armor of other troublesome AC enemies like Solus Prospectors & Solus Scorchers, but that won't do the trick this time. There has to be less of them around.
Solus Probe
- Director credit cost decreased. (60 -> 40)
- Now spawns on Siren's Call & Repurposed Crater.
- Now part of the Solus Family Event.
- Added a small delay between spawning and throwing out its first attack.
Besides now naturally occurring outside of Void Fields, the other changes help make them fit as a normal enemy. They were pushovers for their cost, yet could be annoying by immediately lasering you on spawn.
Solus Transporter
- Director credit cost decreased. (200 -> 125)
They suffer from Greater Wisp Syndrome, where they are far too expensive for their threat level. This'll hopefully give them a little more presence in your runs.
Solus Wing
- Solus Control Units may now spawn during the fight when looping.
Mirror change to the Halcyonites on False Son, to make the looped fight just a little more interesting.
Void Reaver
- Director credit cost decreased. (300 -> 250)
Also a little credit-inefficient, but since I want to keep the health-to-cost ratio palpable, I won't go any lower than that. You may pair that with other mods that buff Void Reavers.