

So the turret maintenance is quite cheap, and takes several battles to even kick in for the first time.Īnother goal was to make it possible for us to put in more powerful turrets (autocannon turret) without totally breaking the game. I want turrets to be useful even when there's just one, but without some other cost there's no way to do that without making turrets OP in large numbers. This is why I didn't just debuff the turret straight up. Which I think is interesting.Īnother goal with this was to minimally affect colonies who use fewer turrets. The idea is that killboxes remain perfectly viable, but they are now an *economic* solution to *military* problems. Turret maintenance is a targeted resource sink for late-game killbox-heavy colonies. (Though I still plan to watch for more play stories about this and see how it really plays when someone tries it, the balance can still shift either way.) A few dedicated beastmasters is still a a small cost for the benefit of a mega attack animal swarm, it's still a bit OP compared to the core strategy of straight-up gunfighting.

It's an insanely OP strategy in B18 to the point of being quasi game-breaking.Īnimal training maintenance is quite mild it should be barely noticeable at "normal" animal herd sizes and even if you have a mega-swarm it just means you need a few dedicated beastmasters to keep them all together. All this can be done for the price of training each (free) boar once. They haul stuff for you, rescue your people, fight your battles with zero risk to colony or colonists, provide meat and leather (even when killed in battle), reproduce themselves for free. They feed themselves automatically by eating grass. In B18 you can have 100 attack boars for almost free. The actual intent with this change is specifically to make it so that super-swarms of attack animals are still viable and still powerful, but require commitment.
