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Morale Soak and Psychic Leash have been removed from the Neurotyrant, he now deals damage.
Psychic Infestation has been improved, but doesn't work properly yet.
Check
Neurotyrant:
The Psychic Drain ability doesn't work.
The Psychic Infestation ability doesn't work either.
Hey, how's everything going? Here's my feedback after playing with your faction "Hive Fleet Cerberus" — Excellent mod if you ask me! I just found a couple of issues.
If yes, then go to Extra, Mods and check if the mod is enabled.
In the very beginning stages of the mod I intended to make moral a bigger factor and add multiple ways to reduce enemy moral. But that ended up to strong and cerberus already has enough mechanics. The Neurotyrant is a partial relic of that though process.
while the description says 13.8 on lance it still hits single model enemy with no forms of extra DR for less than 2 hp
Still, when released these factions are feature complete.
I think I'll be running out of ideas before I run out of Hive Fleet names. But given that there are more than 70 named major and minor hive fleets as well as splinter fleets that shouldn't be much of a surprise.
I don't think behemoth specifically will be on the menu. I'd prefer to name my mods after some of the minor less known fleets, it gives me more creative freedom without running into any lore I don't know of.
I'm not much of a fan of adding named characters into the game. it feels weird to be able to re-recruit a named character again and again. But this doesn't mean there can't be a carnifex hero that is focused on durability.
Fixed.
Tyrannocyte and Sporocyst. I think everyone can imagine how often I misspelled Sporocyst.
The first being the endless swarm aspect of the Tyranids, for this I added the Ripper and Sky Slasher Swarm, And may introduce more ways of spawning them in the future.
The second being the hunger aspect of the Tyranids, this is why cities are meant to grow so fast and gain biomass through acquiring new tiles.
The third being a heavier emphasis on the synapse mechanic, for this I created this "network" mechanic.
The sad part is just that this is how auras work in Gladius. All aura effects work not on the units but the tiles the units stand on. And more importantly passive effects of any kind, such as auras, need a trigger to be recalculated/applied, this trigger is usually the movement of a unit.
So the way the chain works is that if it has any of the buffs after moving its own aura activates.
So you have to be careful of the sequence in which you move your units, those are just the limitations of Gladius. The increased range upgrades make this a lot easier.
This also leads to a case in which you could have two units leapfrog within each others aura range and keep even buffs of units that are no longer in range active.
So if you have a long line of units you have to reshuffle all of them to maintain synapse if the line is broken so the game will recognize the link is complete.
I do not know if this is intentional or not so I thought I would bring it up. Enjoying the mod so far!