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Enemies level up somewhat does this with artillery bots and upgraded laser and MG bots.
Something I can look into. :)
All fixed!
I’ll double check the mod to make sure the latter didn’t become the default.
This mod is functionally complete, sans any bugs or issues should they crop up.
At least with a Guardians playthrough using the Insects Level Up mod by Ark, they're quite balanced in that they'll get wrecked by enemy mortar crawlers and snipers if you're not paying attention, or just from overwhelming numbers of enemy drones if they're away from plenty of supporting fire.
I want to make sure they're deadly, but not game breaking.
Should work a treat in PX, though higher tier mobs that are fast with high resistances will likely tear them to shreds in melee.
The big "boom" sound now applies to the Sniper cannon.
I was toying with the idea of making it similar to the original with just more damage per shot and making a separate minigun version that does very low damage but sprays an obscene amount of bullets, but opted to compromised between the two.
Is it showing any "missed/deflected" pop-ups over the enemy? Or any damage numbers? Are the sound and visual effects working when it's firing?
One of the more annoying parts of the game is it often retains the settings and functions of whatever version of the mod(s) it had attached to it when it was it was first used with, so either a new save or a new mod that was used for the first time with an existing save.
So a new save is recommended.
That does beg another question though, these would be gated behind scenarios where they do spawn to research them (i.e. Guardians and eventually PX). I may change that...
"Integrity" damage is set correctly, which is what determines the damage against bots. I'll test it further to see if I can replicate it, currently on my first playthrough with it with the Guardians scenario.