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For demons, you can use those Big and Small xenotype + faction mods.
Or there are a few mods that can force spawn a custom faction populated by custom made xenotypes on your map.
@Waladil
As always, you can use RimmsQoL to edit any values you please.
For additional challenge, impose house rules and make custom factions of custom xenotypes and use Smarter Raider AI.
Oh sweet Dean, Deany, Dean, Dino.
Call me the Hank-inator, cause I'll do whatever the H E C K I want.
(Hehe, Venture Bros reference).
I have a bug where if i use the start of now they fear you my colonist wont be able to give birth to any bebes(i have a colony of 8 copies of the starting chara i have also tested in the dev mode trying to force birth a new colonist from the start). sooooo i hope the dev of this mod can fix it unless its intentional.
I dropped the damage values on the UAC HAR/Cannon/Chaingun. They're still high compared to most other weapons in that category (25 damage for HAR & cannon, 28 for chaingun). I upped the cannon's range and distant accuracy, while dropping its cooldown. On the Crucible, I took it from 777 damage to 77. The Crucible is supposed to be OP, but lets be reasonable here. I reduced the cooldowns a bit too, from 1.0 to 0.8.
Also, all of these got big increases to their market value, and some increases to difficulty to craft and/or resource costs. The Praetor suits got a similar kick up in crafting difficulty, and the Mk2 Praetor suit lost some of its work speed (+200% to +125%) in exchange for a bigger health pool, now 800 hp. The core idea is that these are still going to be go-to endgame gear, and so they should take pretty extreme investments.