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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3051820897
I use "Time-Based Dangers" if it helps. Was on default settings at the time. It could be that mod acting quirky though and may not have been your mod's fault at all, not sure honestly.
It's neat to see you're still actually working on these guys here and there. Thanks for being cool mod devs :D
As for the Lemolim raiders, it's intentional that they have hard endgame units. As for them not respecting time scaling, I might look further into that, thanks for bringing that up.
...and one other strange oddity is that I think that Lemolim Raiders don't respect time-dependent difficulty scaling the same as other factions...? Could have just been coincidence, but in a wealthy earlygame colony where most raiders were still getting a feel for my strength, the cats came at me without holding anything back. Seriously messed up that colony. On one hand that's lowkey fitting that they'd pull no punches against aliens but on the other I don't think that's intended lol.
That said, soulfire is such a unique mechanic that it kinda compensates for them having no unique technology of their own. Having colonists you know will come back from their worst in decent condition is awesome. And I love how you acknowledge that, yeah, it really can be used for awful purposes, in their backstory. Cause I mean, these little guys can even heal off brain scars. Though it won't do anything for Trauma Savant... Is that intentional? How's that work in their lore?