TLDR of Community Balance Mod vs. Vanilla: (9/11/2025)
- Reworks to marines structures (sentry and sentry battery)
- New marine commander units (SPARC and A-MAC).
- Modular exosuits with new exo arms (plasma launcher and blowtorch) and upgrades.
- Scaling structure damage with weapon upgrades.
- Extension to electrify debuff (works on PvE).
- Reworks and balance of some alien traits (carapace and aura) and trait swapping.
- Rework to stomp and new gorge ability (babblerbomb).
- New khammander units (Fortress crag, shift, shade, and whip) with powerful abilites.
- Major rebalance of alien PvE.
- Massive improvements to MACs and drifters.
- New map icons for alien and marine structures and units.
- Various QoL, game improvements, and bugfixes.
- Custom skins and cinematics for new content.
Version 2.7.3 vs. Vanilla: (9/X/2025)
MARINE
Modular Exosuits
- Exosuits changed to have swappable arms and cores (pres refunds disabled when swapping arms/cores).
- Base kit thruster replaced with jump (exos can no longer sprint by default).
- Base Armor is 200 (+40 per armor level) and base speed is 6 m/s.
- Additional armor/weight(inverse of speed)/pres cost is dependent on selected arms:
- Railgun: 25/0.1/20
- Minigun: 100/0.2/25
- Plasma Launcher: 50/0.125/15
- Blowtorch: 0/0.05/15
- Claw: 0/0.0/5
- Cores - Optional Upgrade:
- Ejection Seat: Auto-ejects marine on exosuit reaching 0 armor (+0.025 Weight / Costs 5 pres).
- Requires valid ejection spot.
- Empty exosuit will spawn with 50 armor upon automatic ejection (minus overflow damage).
- Empty exosuit must have >50 armor to enter exosuit after automatic ejection.
- Thruster: Increases movement speed and allows for flight at the cost of energy (+0.05 Weight).
- Min 25% activation energy required.
- Ejection Seat: Auto-ejects marine on exosuit reaching 0 armor (+0.025 Weight / Costs 5 pres).
- Setting to make duals fire both arms upon primary attack (options -> mods -> CBM: Accessibility Options)
Railgun
- Railgun reworked to be more forgiving and less “bursty”.
- Firing cooldown set to 1s from 1.4s.
- Charge time to 1s from 2s.
- Shots can be stored for 2s.
- Base damage range is now 35 (0% charge) to 70 (100% charge) from 10/150.
- Maximum burst is 140 (280 for structures) at W0. Down from ~170 (340) in vanilla.
- Maximum DPS is 70 (140 for structures) at W0. Down from ~88 (176) in vanilla.
- Maximum range set to 30 m and falloff removed.
- Dual railgun now allows simultaneous firing of both arms.
- Target highlighting now works on all lifeforms and alien structures (red).
- Target highlighting now matches maximum range of railgun.
Claw
- Reintroduced into the game.
- Deals 50 structural damage.
- Range is equal to 2.6.
- Pierces through multiple targets in range.
Plasma Launcher
- Energy based weapon. Energy regens over time (20%/s).
- Plasma bomb projectile:
- Costs 80% energy per bomb.
- Direct (35) and DoT Damage (25) in size 4 AoE.
- Fires one plasma ball in an arc.
- Pulse debuff for 5 seconds.
- Hitbox size of 0.495.
- Shot speed of 15 m/s.
- Has custom cinematics and materials.
- Applies the pulse effect to aliens (reduces animation speed).
- Pulse effect does not apply to structures.
- Projectiles spawn on each weapon and are fired towards the crosshair target.
- Projectiles have dual projectile controller (one for geometry and one for entities) to reduce geo clipping.
Blowtorch
- Heat based weapon.
- Heat buffer is 10s.
- Cooldown is 5s.
- Blowtorch welds marines and burns aliens within cone.
- Damage and welding is SPLIT between all targets.
- Welds at 1.0x weld rate.
- 90 eHP/s for structures.
- 20 eHP/s for marines.
- Base damage is 8 eHP/s.
- Flame damage type (bonus damage to structures and flammables)
- Has custom cinematics and materials.
- DOES NOT IGNITE ALIEN PLAYERS, STRUCTURES, OR ABILITIES (NO BURNT MARINES ALLOWED)!
- Target highlighting on all aliens (red) and weldable marines (blue) including structures.
Prototype Lab
- Advanced prototype lab upgrade required to unlock modular exosuits and cores.
- Protolabs while researching exotech will show a rotating exo hologram.
- Protolabs with exotech available will show a static exo inside an orb.
- Exotech is tied to the specific protolab it was researched on.
- Exotech will be lost when the protolab gets destroyed or recycled.
Arc (Robotics) Factory
- New skin
- Has two new units to construct:
- SPARC
- A-MAC
- Research time decreased to 15s from 20s.
ARC
- Build time is now 12.5s from 10s.
SPARC (ARC Variant)
- Commander unit built from the ARC Factory.
- Has purple map icon, custom cinematics, and custom skin.
- Has 2600 health and 400 armor (same as ARC).
- Moves at 2.5 m/s speed unless in combat (2.25 m/s in combat).
- Does NOT deal damage (deals 5 damage for map indicators).
- Has higher range (30 vs. 26).
- Can see through fog of war and ink to target alien structures.
- Applies electrify to alien structures in small AoE.
- Build time is 10s.
- Cost 10 tres.
MACS
- Macs move 20% faster and have half the line of sight as a drifter.
- Allow MACs to be welded while taking damage.
- MACs are 25% smaller (model size).
- Rollout speed multiplier increased from 2 to 5.
- MACs can be recycled.
- MAC repair rate reduced from 50/s to 30/s (matches MAC build efficacy).
- MAC combat repair rate reduction (90%) removed.
- AI Changes: (Applies to AMAC as well!)
- Taking damage no longer prevents MAC from welding.
- Marine and Exo can request busy MACs for weld with “use” key.
- MAC won’t try to circle behind a Marine who has a welder, or if MAC is far from its leash anchor.
- MAC stops following marines who phased.
- Auto search new target to follow if the original died or isn’t available.
- Added Hold position order.
- Reduced default order search radius to 10m. Hold position order reduces it to 3m.
- MAC now prioritizes its closest target first.
- Reduced follow order secondary job search radius to 6m.
- Changed several local functions into class functions.
- Enabled battle MAC basic order commands such as Move, Stop and added Hold position.
A-MAC (MAC Variant)
- Commander unit built from the ARC factory.
- Has purple map icon and custom skin.
- 400 Health.
- 200 Armor.
- Cost 15 tres.
- 20 Supply.
- Has 100 energy cap (starts at 50).
- Repair is 60/s and construction efficiency is 60%.
- Regerates 3 energy / sec.
- Has Four Commander Abilities:
- Healing Field: Heals players in AoE over duration (~50 HP total).
- Catalyst Field: Catpacks players in AoE.
- Shield Field: Nanoshields players in AoE.
- Speed Boost: Speed boosts the AMAC by 50%.
- Healing Field: (Green Cinematic)
- Cost 20 energy.
- 10 sec cooldown.
- Lasts 5s.
- Catalyst Field: (Red Cinematic)
- Cost 30 energy.
- 10 sec cooldown.
- Lasts 5s.
- Requires Advanced Assistance.
- Shield Field: (Blue Cinematic)
- Cost 70 energy.
- 10 sec cooldown
- Lasts 3s
- Requires Advanced Assistance.
- Speed Boost:
- Cost 20 energy.
- 10 sec cooldown
- Lasts 5s
Sentry
- Attack cone increased to 360 degrees from 135 degrees.
- Requires room power instead of sentry battery.
- Outer build range cannot overlap with another sentry.
- Two sentries can not be placed in the same room.
- Sentry supply cost reduced from 15 to 10.
- Cost 6 tres.
- 8s Buildtime.
- Limited to 2.
- Removed weld override (welds at same rate as other structures).
Power (formerly Sentry) Battery
- Provides power to nearby marine structures.
- Provided power does not require room power.
- Power battery supply cost changed from 25 to 10.
- Power lines drawn to all potentially powered structures before placement.
- Health/Armor increased to 1000/250.
Structure Damage Rework
- Buffed clogs, hydras, harvester, tunnels, and upgrade chambers eHP by ~15%
- Balanced hive and support structure eHP (see alien section for details).
- Buffed Arc Damage by 15%
- Buffed Gorge Structure Healing by 15%
- Every weapon upgrade does +20% structure damage (instead of + 10%)
- W1 → +10% to lifeforms / +20% to structures
- W2 → +20% to lifeforms / +40% to structures
- W3 → +30% to lifeforms / +60% to structures
- FT and GL scale at 10% (20% structure) instead of 7%
- W0 GL → 65 Player / 260 Structure from 74.4 Player Damage
- W0 FT → 9 Player / 18 Structure from 9.9 Player Damage
- Cluster damage type modifier increased from 2.5 to 2.875.
Electrify Debuff (pulse/plasma/SPARC)
- TLDR: Disables passives, reduces movement speed, and slows alien attacks and abilities.
- Electrify slow on players increased to 30% from 20% (vanilla).
- Electrify now works on structures (including fortress variants):
- Whips: Prevents slapping / bombarding, reduces movement speed.
- Hydra: Prevents spiking.
- Crag: Prevents healing and douse, reduces movement speed.
- Shift: Prevents energize and stormcloud, reduces movement speed.
- Shade: Prevents cloaking and sonar, reduces movement speed.
- Hive: Reduces healing by 33%.
- Shell: Prevents healing.
- Spur: Prevents movement.
- Veils: Prevents cloaking.
- NOTE: Active abilities still can be used if electrified!
Advanced Support
- Advanced support to 15 tres, nano shield cost reduction to 2
- Catpacked marines now build and weld faster 12.5% as well
- Nanoshield cost reduced to 2 (from 5)
Misc Changes
- Pulse grenade debuff range increased by 50%, based damage set to 40, and given a 10 damage DoT.
- Cluster grenade range and fragment range reduced by 20%.
- ARCs dont deal damage to other ARCS anymore.
- ARCs can manually target hydras and cysts.
- Don’t exploit to get more than 5 arcs. You have been warned…
- Selfdamage reduced by 66% (grenades/mines).
- Dropping mines cost 5 tres (from 7 tres).
- Dropping welders cost 2 tres (from 3 tres).
- Autopickup for welders reduced from 5 to 1 second.
Status Icons
- New status icon for webbed status (web, stomp, whip webbing).
- New status icons for fortress structure passives.
- Display status icons even with minimal hud elements.
ALIEN
Hives
- Based eHP decreased to be +7.5% of vanilla.
- Gains +2.5% eHP per hive biomass returned to current value after final biomass upgrade.
Veil/Spur/Shell
- Veils: Cloaked
- Spurs: Moveable (50% movement speed)
- Shells: Selfheal (1% each healingcycle)
Rage
- Replaces Heat Plating
- Increases energy regeneration rate for 3s after taking damage (+16.67% per shell).
Aura
- No longer reveals health information (moved to Fortress Shade)
- Icon is always yellow.
Camouflage
- Shaders completely reworked to ensure camo is competitive with other upgrades.
- Cloaking reveal range, and rate depend more heavily on veil amount.
- Onos are silent when crouching with cloak.
- UI icon only appears when fully cloaked.
Support Structures
- Reduced cost to 8 tres from 13 tres.
- Base speed increased by 25%.
- eHP changed to better unify TTK
- eHP for Shift/Crag/Shade/Whip is now 600/600/600/750 at 0% maturity.
- eHP for Shift/Crag/Shade/Whip is now 1100/1100/1100/1100 at 100% maturity.
- GUIs updated to accommodate new passives.
- Crag
- Healwave replaced with Shieldwave.
- Shieldwave applies full overshield to aliens over duration.
- Whip
- Fully matured whips attack without infestation.
- Increased turning speed before moving.
- Shift
- Reduced energy regenerate rate by 50%
Fortress Structures
- Starting eHP reduced to 1400/1400/1400/2800 at 0% maturity and 1 biomass.
- Starting eHP reduced to 2000/2000/2000/3400 at 100% maturity and 1 biomass.
- Fotress whip gains 50 HP per biomass and has a max of 200 armor.
- Fortress structures move 25% slower than regular PvE on infestation (2.9 m/s).
- Fortress structures gradually slow to 1.45/1.45/1.45/2.175 m/s off infestation.
- Fortress abilities do not work while moving.
- New passives when specific hive tech is researched.
- Fortress structure passives are only active when structure is stationary.
- New UI element for passives and updated tooltips.
- Fortress upgrade costs 20 tres
- Fortress Shift:
- Stormcloud now auto-casts every 5s.
- Stormcloud’s buff now lasts 5s outside of Fortress Shift range.
- Stormcloud gives a flat speed buff (+1.5/1.5/1.25/0.75 m/s) depending on spur level (0/1/2/3).
- The max possible net speed depending on spur level (0/1/2/3) with stormcloud is 1.5/2.0/2.25/2.25 m/s.
- Fade, skulks, and lerks capped at +1.5 m/s.
- Spawns eggs around Fortress Shift when Shift Hive is researched.
- Will only spawn eggs if less than 3 FShift eggs exist.
- Fortress Crag:
- Applies douse every 2s which grants immunity to fire debuffs on alien players and structures.
- Douse applies a 5% structure damage reduction and lasts 3s.
- Douse is applied in inner fortress crag radius.
- Douse has custom magenta shader and stacks with umbra.
- Fortress Shade:
- Hallucinations ability is now free (does not auto-cast) and has a 60s cooldown.
- Hallucinations no longer provide vision and move slowly.
- Blights (reveals eHP and location) marines in range for 6s every 5s when Shade Hive is researched.
- Highlight is colored blue, magenta, or red depending on number of PRIMARY attacks (accounts for focus and crush) or eHP.
- For players: >2 blue, 2 to 1 magenta, <=1 red
- For structures: >66% blue, 66% to 33% magenta, <33% red
- Fortress Whip:
- Bile frenzy spawns three bile bombs and temporarily increases whip movement speed.
- Crag Hive: Siphoning Slaps (75 eHP gained on player slap hit)
- Shift Hive: Whip Webbing (bile splash, slaps, and bombard slows targets for 3.0s duration - works on exos too!)
- Shade Hive: Ocular Parasite (all attacks parasite targets and whippy will self-camo)
- Bile splash made free and only avaliable on fortress whip.
Gorges
- Babblers
- Babblers will now detach around the gorge instead of everyone at same location above the gorge.
- Babblers will stay out for at least the duration of the babbler ball.
- Babblers are now affected by crush upgrade.
- Babblerbomb
- Bio 7 gorge ability researchable on hive (15 tres).
- Gorge spews out babbler filled egg that explodes on impact.
- Egg filled with 6 independent babblers that die after 5s.
- Limited to 3 charges that fill over 10s each.
- Hydras and Bilemine cost 30% less energy
- Bile damage accelerates weapon expiration
- 1 Bile ~ 5 seconds
Stomp
- No longer knocks marines.
- Applies web debuff.
- Damage increased from 40 to 50 heavy damage.
- Improved terrain pathing.
- Added proper check for marine jumping.
Focus
- Properly affects Stab ability now.
- Fixed bug which slowed Gore by 57% instead of 33%.
- Gorges now get a 1.5x damage buff instead of a 1.33x buff.
Stab
- Stab research cost reduced from 25 to 20 tres.
- Stab energy cost reduced by 16%.
Swapping Trait Cost
- Swapping to another trait from the same chamber costs less:
- Skulk: 0 (Same as vanilla)
- Gorge: 1 (Same as vanilla)
- Lerk: 2 (Changed)
- Fade: 3 (Changed)
- Onos: 4 (Changed)
Bonewall
- Buffed eHP per biomass from 115 to 140 (~25% increase).
Drifter
- Increased mucous area of effect to the same size as enzymes.
- Doesn’t follow echoed unfinished structures over the entire map anymore.
- Doesn’t autobuild hydras or bilemines anymore (khammander QoL).
- Cloaking Haze (Replaced Hallucination Cloud)
- Cloaks players, eggs and drifters (including those in combat) for up to 5 seconds.
QoL / General Improvements
- Player and structure highlight shader made more pronounced to improve visual acuity.
- Changed point rewards for building structures from 4 points to be tied to the buildtime.
- Removed point reward for building hydras.
- Rerouted techs to illustrate proper tech and structure requirements.
- Replaced babblertech and webs with nutrientmist at bio 1.
- Improved nanoshield surface shader so that it more clearly appears on all entities.
Minimap
- Players are able to see if a hive is at <34%, <67% or <=100% maturity
- Added Icon for occupied Hive/Chair
- Added Icon for Jetpackers
- Added Icon for matured Whips
- Added Icon for Drifter Eggs
- Added Icon for deployed ARCS
- Added Icon for Advanced Armory
- Added Icons for Fortress PvE
- Alien Commander is able to see parasited mines
Vanilla Bugfixes
- Web variant nil value console spam should no longer occur.
- Electrify no longer applies energy regeneration debuff.
- ARC trigger effect triggering on EVERY live entity in the game instead of just applicable damage targets.
- Fixed ARC error / crash when manually targeting clogs.
- Armslabs while researching will show a rotating hologram.
- Fixed various visual bugs with updating tech.
- Jetpackers will no longer be affected by stomp when slightly above the ground.
- Alien PvE bounces/glitches less during and after moving.
- Flying flamethrowers in rare cases should not crash the server anymore (vanilla bug).
- Rollout crash fixed.
- Fix to cinematics of projectiles desyncing.
- Fix to pistol shot queuing not registering inputs.
Revision 2.0.3 (2023/12/23)
ALIEN
Hives
- Reduced the additional 10% HP buff for maturity hives to 5%
Stab
- Stab research cost reduced from 25 to 20 tres
- Stab energy cost reduced by 16%
Fortress Shade
- Hallucinations time duration removed
- Able to transform into a random different structure
- Added HP bars on hallucinations
Whips
- Increased turning speed before moving
- Decreased rooting, unrooting time under frenzy
- Reduced the cost of bile splash from 3 to 2 tres
Fortress Structures
- Converted 50% of their armor into HP (nerf to healing)
- Increased cooldown for all fortress abilities from 10 to 15 seconds
- Reduced the cost of all fortress abilities from 3 to 2 tres
- Fixed a bug which allowed abilities to being cast while under fire
- No longer take 3x the damage off infestation in comparison to normal structures
Drifter
- Increased mucous area of effect to the same size as enzymes
- Doesnt follow echoed unfinished structures over the entire map anymore
MARINE
Bugfixes
- Flying flamethrowers in rare cases should not crash the server anymore (vanilla bug)
- Bot Commanders will research Exos, Weapon 3, Armor 3 again (balance mod bug)
Revision 2.0.2 (2023/11/28)
ALIEN
Crag/Shift/Shade/Whip
- Changed fortress PvE upgrade time to 25 seconds, up from 10
- Shift energy regen nerf is now 50% the vanilla value (from 66% nerf)
Onos
- Onos with camoflague will be silent while crouch walking
- Stomp particles reduced (this should improve performance)
Heatplating
- Changed heatplating description in evolve menu to “Reduced damage from mines, grenades, flames and railguns”
- Gas grenades now deal reduced damage with heatplating to match other hand grenades
Hallucinations
- Increased lifetime from 120 seconds to 600 seconds
- Added ability to change hallucination into a copy of a valid target
MARINE
Advanced Support
- Advanced support to 15 tres
- Catpacked marines now build and weld 12.5% faster as well
- Nanoshield cost reduced to 2 (from 3)
MACs
- Increased the MAC Playchatsound cooldown - MACs will talk less when selected (from 2 to 10 seconds)
- Allow MACs to be welded while taking damage
Hand Grenades
- Cluster grenade range and fragment range reduced by 20%
Revision 2.0.1 (2023/10/21)
ALIEN
Crag/Shift/Shade/Whip
- Reduced cost to 8 tres from 13 tres
- Reduced modelsize by 20%
- Reduced HP by 20%
- Changed Whip/Shade movement speed to be in line with Crag/Shift
- Increased Speed by 25%
Fortress Crag/Shift/Shade/Whip
- Upgradeable version for 24 tres research cost
- Normal modelsize
- Increased HP to 300%
- Reduced Speed by 25%
- Cannot be echo’d
- Restricted to max 1 of each kind
- Are able to use ink, echo and healwave without a hivetype
- Access to a new ability with the corresponding hive type (3 tres, 10 sec cooldown)
- Umbra(Crag): Cast Umbra for 5 seconds on all Structures in healrange
- Hallucinations(Shade): Create 6 moveable hallucination Structures (whip or shade likelier) for 120 seconds
- Stormcloud(Shift): Increase alien movement speed by 20% for 9.5 seconds
- Frenzy(Whip): 2x attack speed and 2.5x movement speed for 7.5 seconds (no hivetype needed)
Whips
- Fully matured whips attack without infestation
- Added Bile Splash Ability
- Available without any hivetype or upgrade
- Splash nearby enemies with bile (3 tres, 10 sec cooldown)
- Deals between 1.25-2 full bilebomb damage based on distance
Shift
- Reduced energy regenerate rate by 66%
Structure Damage Rework
- Buffed all Alien Structures HP by 15%
- Hives receive an additional HP buff of 10% at full maturity for a total of +25%
- Buffed Arc Damage by 15%
- Buffed Gorge Structure Healing by 15%
- Every weapon upgrade does +20% structure damage (instead of + 10%) W1 → +10% to lifeforms / +20% to structures W2 → +20% to lifeforms / +40% to structures W3 → +30% to lifeforms / +60% to structures
- FT and GL scale at 10% (20% structure) instead of 7%
- W0 GL → 65 Player / 260 Structure from 74.4 Player Damage
- W0 FT → 9 Player / 18 Structure from 9.9 Player Damage
Veil/Spur/Shell
- Veils: Cloaked
- Spurs: Moveable (50% movement speed)
- Shells: Selfheal (1% each healing cycle)
Focus
- affects Stab ability now
- fixed bug which slowed Gore by 57% instead of 33%
Gorge
- Hydras and Bilemine cost 30% less energy
Marine
Structure Damage Rework
- Buffed all Alien Structures HP by 15% - Hives receive an additional HP buff of 10% at full maturity for a total of +25%
- Buffed Arc Damage by 15%
- Buffed Gorge Structure Healing by 15%
- Every weapon upgrade does +20% structure damage (instead of + 10%) W1 → +10% to lifeforms / +20% to structures W2 → +20% to lifeforms / +40% to structures W3 → +30% to lifeforms / +60% to structures
- FT and GL scale at 10% (20% structure) instead of 7%
- W0 GL → 65 Player / 260 Structure from 74.4 Player Damage
- W0 FT → 9 Player / 18 Structure from 9.9 Player Damage
Equipment Balance Changes
- Dropping mines cost 5 tres (from 7 tres)
- Dropping welders cost 2 tres (from 3 tres)
- Autopickup for welders reduced from 5 to 1 second
- ARCs dont deal damage to other ARCS anymore
- Selfdamage reduced by 66% (grenades/mines)
- Bile damage accelerates weapon expiration
- 1 Bile ~ 5 seconds
- Macs move 20% faster and have half the line of sight as a drifter
- Pulse gernade debuff range increased by 50%
QoL
- Marines start with 2 IPs at 7+ players instead of 9+ players
- Alien PvE bounces/glitches less during and after moving
- Jetpackers will no longer be affected by stomp when slightly above the ground
HUD
- New Advanced Option (HUD) “STATUS ICONS”
- Display status icons even with minimal hud elements
Minimap rework
- Players are able to see if a hive is at <34%, <67% or <=100% maturity
- Added Icon for occupied Hive/Chair
- Added Icon for Jetpackers
- Added Icon for matured Whips
- Added Icon for Drifter Eggs
- Added Icon for deployed ARCS
- Added Icon for Advanced Armory
- Added Icons for Fortress PvE
- Alien Commander is able to see parasited mines
Revision 1.5.2 - (2023/08/05)
ALIEN
Cloak
- Cloaked units’ minimap and model visibility based upon proximity corresponding to amount of veils (8m/6m/4m)
- Player and drifter eggs are now invisible while under the effect of cloak
- Cloaking-in rate is now fixed at 3 (over 0.33s)
- Cloaking at 40.1% effectiveness is considered Fully Cloaked, no longer show on enemy minimap and evade AI targetting
- Combat-passive alien units partially decloak, and have shorter cloaking delay (1.5s instead of 2.5) after taking damage, scanned or touched
- Cloaking effect is applied normally again
- Cyst uncloak proximity radius change reverted
- Whips and Harvester no longer turn fully invisible
Onos
- Stomp
- Marines that are hit by Stomp are able to jump again
Gorge
- Web
- Marines that are hit by Web are able to jump again
Revision 1.5 - (2023/07/19)
Alien
Onos
- Boneshield
- Changed so if boneshield is broken it will display even if other weapon is active
- Stomp
- Increased damage from 40 to 50 heavy damage
- This will increase damage against exos from 80 to 100
- Marines that are hit by Stomp will not be able to jump for the duration of the debuff
- Increased damage from 40 to 50 heavy damage
Gorge
- Babblers
- Babblers will now detach around the gorge instead of everyone at same location above the gorge
- Babblers will stay out for at least the duration of the babbler ball
- Web
- Marines that are hit by Web will not be able to jump for the duration of the debuff
Upgrades
- Resilience
- Replaced with Heat Plating
- Heat Plating
- Reduce damage from flamethrower, grenadelauncher, mines, hand grenades and railguns (10% per shell)
- Decreases duration of fire tick damage from flamethrowers by 33% per shell
- Cloaking
- Cloaking at 40.6% effectiveness is considered Fully Cloaked, and sneaking aliens longer show blips on enemy minimap, and evade AI targetting
- Moving Alien players drop below Fully Cloaked threshold when their default max speed is reached
- (UI) Changed alien cloak status icon to show only when Fully cloaked
- Combat-passive alien units partially decloak, and have shorter cloaking delay (1.5s instead of 2.5) after taking damage, scanned or touched
- Cloaking effect is applied faster, and fades slower
- Camouflage upgrade slows decloaking rate per level
- Cloaking shader tweaked to be more consistent across different backgrounds. It now darkens as it decloaks and includes high frequency distortions to visually camouflage better over distance.
- Cyst uncloak proximity radius reduced from 8 to 6
- Lerk speed scalar (used to scale cloaking and sound) tweaked
- Swapping Trait Cost
- Swapping to another trait from the same chamber costs less:
- Skulk: 0 (Same as vanilla)
- Gorge: 1 (Same as vanilla)
- Lerk: 2 (Changed)
- Fade: 3 (Changed)
- Onos: 4 (Changed)
- Swapping to another trait from the same chamber costs less:
Shade Hive
- Hallucination Cloud
- Replaced Hallucination Cloud with Cloaking Haze, cloaks players, eggs and drifters (including those in combat) for up to 5 seconds
- Hallucinated Hive and Harvester will still spawn in their allocated positions
- Ink Cloud (& Lesser Ink Cloud) provides enhanced cloaking for 1 second, removes sighted status, and gives improved visual camouflage (minimum 20%) even when in combat
- Cloaked Whips are more visible (same as players)
Marines
Grenades
- Pulse Grenade
- Increased damage from 50 to 60
Protolab
- Exotech
- Exotech is tied to the specific protolab it was researched on
- Exotech will be lost when the protolab gets destroyed or recycled
Fixes & Improvements
Armslab
- Hologram
- Armslabs while researching will show a rotating hologram
Protolab
- Hologram
- Protolabs while researching exotech will show a rotating exo hologram
- Protolabs with exotech available will show a static exo inside an orb
Scoreboard Points
- Changed point rewards for building structures from 4 points to be tied to the buildtime
- Removed point reward for building hydras
Techtree Map
- Fixed various visual bugs with updating tech
- Rerouted techs to illustrate proper tech and structure requirements
- Replaced babblertech and webs with nutrientmist at bio 1
Revision 1 - (2023/03/24)
Alien
Onos
- Stomp
- Stomp will no longer knock Marines over, instead Marines that are hit by a Stomp shockwave will have the full web debuff applied
Upgrades
- Carapace
- Replaced with Resilience
- Resilience
- Increases duration of positive status effects and decreases duration of negative status effects
- Positive status effects duration will increase by 33% per shell
- Negative status effects duration will decrease by 33% per shell
- Positive status effects include umbra, enzyme (drifter ability), and mucous membrane (drifter ability)
- Positive status effects like umbra will not be removed when players are set on fire with resilience
- Negative status effects include nerve gas dot, flamer dot, and pulse slow
- You must have resilience to receive the increased duration of buffs
Marine
Weapons
- Railgun
- Added falloff to the Railgun
- Railguns will deal full damage to targets 15 meters or closer
- Damage will drop off linearly until a max distance of 30 meters
- The maximum damage reduction is 50%
- Added falloff to the Railgun
Fixes & Improvements
Onos
- Stomp
- Implemented Stomp fixes for edge case issues (Link to original mod)