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  1. KuaiBan
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    8.0 update has been released. Introducing R.A.V.E.N., your very own companion, along with a slew of new summons and abilities. You can also create a Swarm army with their own unique characteristics. New items that can be obtained from the new companion. A number of new evolutions were added and old evolutions overhauled. New models and item icons for Lung Impaler, Sunken Maul and Hazard Navigation Suit. New abilities for Lung Impaler and Hazard Navigation Glove. New toolkits with exciting effects. Clairvoyance Brew has been reworked to function like a soda fountain. A huge amount of new custom visual effects, custom icons, flavor texts and lore to enhance your immersion. There is so, so much to share with you, please check out the 8.0 patch notes for details.



    8.0.3 update has been released. Altered R.A.V.E.N.'s model. Added a passive to control Hiveling's behavior in combat. Swarm Strength's athletics bonus now scales with Evolution: The Swarm.
    8.0.2 update has been released. Replaced Swarm Presence with Swarm Strains. Added a warning message to Swarm Network's indoor usage.
    8.0.1 update has been released. Fixed a bug where Swarm Infest had incorrect spawn.
    8.0 update has been released. Check patch notes.
    7.2.3 update has been released. Buffed complex mutagen, Depth Tow and Insectoid Limbs. Details can be found in change logs.
    7.2.2 update has been released. Fixed a bug with Tonic of Perfect Body's damage reduction. Slightly buffed both legendary mutagen.
    7.2.1 update has been released. Fixed a small typo of Deliquescing Armament. It incorrectly stated it added Intelligence modifier to damage. This part has been moved to Siege Engine.
    7.2 update has been released. Fixed a bug with Siege Engine deactivation.
    7.1 update has been released. Added a 'Siege Mode' to Bile Usher. Fixed a bug of Symbiotic Assault Interlace.
    7.0.2 update has been released. Further adjusted Deliquescing Armaments.
    7.0.1 update has been released. Some buff for Bile Usher. Fixes for Uncanny Husk and Tonic of Perfect Mind.
    7.0 update has been released. Introducing the biomechanical war rig 'Bile Usher'. Become its pilot and spread horror across the Sword Coast.
    6.2.4 update has been released. Reworked Field Fortification ability granted by Hazard Navigation Suit.
    6.2.3 update has been released. Fixed an oversight that made Biological Dispersal unimmersive.
    6.2.2 update has been released. Uncanny Husk no longer affects dead creatures. Adrenal Fatigue's movement speed penalty reduced to 50%, down from 75%.
    6.2.1 update has been released. New VFX for Shell of Absolute Zero.
    6.2 update has been released. New ability, new VFX and some balance changes.
    6.1 update has been released. New abilities, new VFX, new icons, new custom model for Malformed Experiment, balance changes and bug fixes.
    6.0.2 update has been released. Fixed some typos
    6.0.1 update has been released. Fixed an UI issue where some new evolutions not showing up on level up screen.
    6.0 update has been released. New evolutions, new abilities, new 3d models and VFXes, tons of reworks and QoL changes.
    5.2.3 update has been released. Fixed a bug where Handheld Supernova's explosion leaves unwanted debris.
    5.2.2 update has been released. Now your cat can help you remove certain negative status effects! (terms and conditions apply because it's a cat.)
    5.2.1 fixed a description error for Lung Impaler and Sunken Maul. It was implied they apply their respective status effect for 1 turn, which wasn't true. It's 2 turns actually
    06/27/24: Originally 5.1 update was to be released today, but due to the amount of content and changes of this update I will need to do some extensive testing before release. So no update today. 
    5.2 update has been released. This is the single biggest content update for this class to date, new items and abilities, reworks of existing stuff and fundamental mechanic changes, etc. 
    5.0.3 update has been released. New passive for Makeshift Harpoon. Reverted a nerf to basic and advanced bombs. And more. Check Logs for briefs.
    5.0.2 update has been released. Eldritch Dynamite now applies disadvantage on wisdom save.
    5.0.1 update has been released. Increased spell save dc for delayed status effects. (This update has been rolled back)
    5.0 update has been released. All mutagens reworked. New abilities. Massive balance tuning.
    4.3.4 update has been released. Partially reworked Improvised Chemstick and Atrophic Canister to increase their synergy with Bolt of Decomposition. Updated Scrounger's Field Manual to reflect this change. And more.
    4.3.3 update has been released. Med Pump now automatically recovers you on next turn when Downed, once per Long Rest. Atrophic Canister movement speed adjustment.
    4.3.2 update has been released. Balance tuning for Shell of Sonic Boom. Adjusted Adrenal Fatigue.
    4.3.1 update has been released. New ability for Malformed Experiment and Oozing Biomass. Mapped a hotkey to Palico Meow's fly action. Balance tuning for some bombs. And more.
    4.3 update has been released. Med Pump now heals you based on your missing health. Minor balance tuning for non-legendary mutagen.
    4.2 update has been released. Item rarity change and balance tuning
    4.1 update has been released. Resource economy changes. Items and abilities tuning. Readability improvement.
    4.0.3 update has been released. Relaxed activation requirement for Mutagen of Unleashed Beast.
    4.0.2 update has been released. Chemical Support Tank's active ability now costs Morph Sludge to use and fully heals on activation.
    4.0.1 update has been released. Buffed Motion-Assist Prosthesis. New ability for Chemical Support Tank that has a special interaction with the prosthesis. And more. Check Logs for briefs.
    4.0 update has been released. Fabricable armors, new items and abilities. Important bug fixes and balance changes.
    3.8.7 update has been released. Bug fixes and balance changes to Optical Melanophores. Minor balance changes to Flash Flare.
    3.8.6 update has been released. Massive changes to Malformed Experiment. Minor changes to Clairvoyance Brew.
    3.8.5 update has been released. Fixed a bug where Megafungi Blister's duration is shorter than intended.
    3.8.4 update has been released. Buffed Tonic of Perfect Body. Reduced the cost of all legendary items. 
    3.8.3 update has been released. Fixed a bug where mutagen and extracts have incorrect icons for their status effects. 
    3.8.2 update has been released. Buffed Extract of Raw Arcane and updated its description. Updated models and icons of various concoctions to make them more visually consistent. 
    3.8.1 update has been released. Slightly adjusted the damage of Advanced Bombs granted in 3.8. 
    3.8 update has been released. Massive buff to Advanced Bombs, minor buff to Superior Bombs. Added custom tags for Scrounger (for extra immersion). 
    3.7.2 update has been released. Reduced the cost of Vivisection Instrument. Check Logs.
    3.7.1 update has been released. Fixed a bug where Rusty Crowbar deals no damage to objects without Sturdy or Toughness keyword. Adjusted Handheld Supernova's damage variation, max damage unchanged. Check Logs.
    3.7 update has been released. Reduced cooldown of Depth Tow and Abductor Parasite. Check Logs for detail.
    Note: if you already fabricated Abductor Parasite prior to 3.7, you need to fabricate it again to update its cooldown. 
    3.6 update has been released. Fixed a bug where Ghastly Reagent incorrectly costs Structural Integrity to use.
    3.5 update has been released. New abilities and some substantial balance changes.
    3.4 update has been released. Fixed a bug where Sunken Maul had incorrect weapon label, causing its proficiency to grant different abilities than intended.
    3.3 update has been released. Balance changes to some items. Check Logs.
    3.2 update has been released. Visual and text update for a melee weapon and a basic tool. Check Logs.
    3.1 update has been released, with some balance changes. Check Logs.
    3.0 update has been released, including new items, ability reworks, balance changes and more. Check out Articles.
    2.0 update has been released, including balance changes, new lore, new abilities and new items. Check out Articles
  2. KuaiBan
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    These tips are now included in a new book introduced in 2.0, offering an immersive way to read them.

    Some tips for this class:

    • Capsule of a Meow: The basic capsule, the cat, is an extremely good scout. It can turn invisible and also see invisible things (on a successful skill check, which happens every turn). It can also fly (great mobility option) and open doors. Use it to explore areas and mark important locations. Its Meow can also attract npcs. You can use it to lure and isolate enemies, taking them out one by one, or draw them to your designated barrelmancy/bombmancy spot.
    • Bolt of Choke: An advanced arrow, it is not just a crowd control tool against enemies. It can also serve as a defensive option. You can hide yourself inside the cloud after you finish an action or bonus action.
    • Bolt of Decomposition: An advanced arrow that reduces movement speed in a large area. It synergizes well with bombs that requires targets to linger inside an aoe.
    • Uncanny Husk: An advanced grenade, is very useful for distracting melee enemies. It will spawn friendly hatchlings after a round. Hatchlings can't be controlled but they can perform opportunity attacks, which will draw enemy aggression. Plus they explode into toxic cloud on death or when despawn, which deals poison damage.
    • Concoctions: Concoctions includes potions, coating and mutagens (functions like elixirs). Mutagens last until long rest and provides powerful boosts to your character.
    • Weapons: Weapons only cost a bonus action point to fabricate, unlike other items they don't drain Battery Cells Biofuel (your class resource). They also use your spellcasting ability as their attack modifiers, so feel free to summon them whenever you want. Note: after a long rest, the summoned weapons will revert back to their default modifier (i.e. Strength for pickaxe, Dexterity for crossbow), this can be fixed by just summon the weapons again. Fixed in 2.0
    • Packaging your bombs: if you have a destroyable container you don't care losing (like a random backpack you picked up), you can put your bombs into that container and throw it at a great distance. The container can be destroyed but bombs will remain intact, so you can blow up all bombs at once for some great damage (cheese). Note that if bombs are in a stack, it may sometimes not detonate all at once. Try split up a stack if that happens.
    • Sharing is caring: Excluding your weapons and tools, fabricable items are not bound to your inventory, you can let your companions use your fabricated items. Enemies out of reach for melee companions? Caster out of spells? Fabricate some bombs and let them toss it, which will use their spell DC instead. Rangers out of arrows? Fabricate some for them! Want a summon for every party member but don't want to spec for a summoner? Give them your capsules. Sharing with your companions is a great way to utilize your arsenal.
    • Item descriptions: Lots of efforts were put into item descriptions to make them as intuitive as possible. Each item also has immersive flavor texts that fit the Scrounger theme.
    • Elemental surfaces and conditions: Try combine different elemental surfaces and see what you get. Scroungers are very good at creating surface effects. Some surface, like water and steam cloud, applies wet condition. If a target is already Chilled, applying wet to it will freeze it instead.

    Overall, Scrounger is a very versatile class that can provide great utility for teams, while also being viable for a solo playthrough (the bomb packaging trick can really murder beefy targets). Hopefully you can have fun playing as a Scrounger. It is an almost entirely consumable-oriented class, which offers a pretty unique playstyle. 
  3. Lastid
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    Hello!

    I tried out your mod, and to me it feels very unbalanced. The idea and implementation are really well done—very impressive! But I think the set of abilities and interactions with allies make this class unjustifiably strong. Just as a simple example: by level 6, it’s easy to get an AC of 28+, while in Act 1 most enemies barely have a chance to hit that. On top of that, you can give allies +5 AC or more.

    I also tried the Artificer mod, and while that one felt a bit underwhelming, I think your build would actually fit perfectly as part of that class—if it were split into subclasses like Biologist, Chemist, and Technologist, each focused on their own specialization.
    In my opinion, if your mod were divided into subclasses, it could potentially fit much better within the game's balance (though some abilities, like +1 AC for every linked unit, still feel way too OP).

    I even translated the whole thing into my own language just to play it—over 1,000 lines of localization. That was really tough! :D
    1. KuaiBan
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      Thank you, and appreciate your translation! The power of this class kinda grew out of hand as I kept putting new ideas into it, and unfortunately it might not be very balance for vanilla gameplay. As for splitting the class, there are way too much interactivities between abilities at this point, it just not worth the hassle for me. Still, thank you for the suggestion!
  4. Karpi93
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    bonjours ce mod à l'air génial cependant une question me vient à l'esprit pour jouer sur le patch 8 il ya t'il besoin de impui7 ou bien puis-je utiliser le patch 8CC ?
    1. KuaiBan
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      Thank you. This mod is dependent on impui, as long as impui works for patch 8, this mod should work too.
    2. Karpi93
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      ok donc je peux utiliser le 8 CC plutôt que le 7 ? merci de ta réponse rapide bro
  5. NoelleNoir
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    A bit unrelated, even though i admittedly love the class.

    But damn, you sure made wish we had an automaton like race mod.
    1. KuaiBan
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      Automaton race sounds awesome, I am sure there are lots of constructs in dnd that fit the bill.
  6. jose22101998
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    Hello there. Still the single coolest mod ever made here. I played this class since the start.  It had just been growing in majesty. The one thing I would like to mention is it grew a bit overwhelming. Have you considered maybe breaking it into subclasses. One that could make more bombs. One focusing more on swarm. And one more on biomachine. There is just too much toys to play with haha for both balance and theme building.
    1. KuaiBan
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      Thank you! As for breaking it apart, there are simply too many interactivities between abilities at this point to separate them into different classes, and doing so would likely jeopardize any existing saves.
  7. FuuKKa974
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    Hi, I'm sorry maybe I'm a bit dumb but can someone explain me how to play this class ? I'm lost with all the skills and I don't understand why most of the skills need a short or long rest..
    1. KuaiBan
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      Long rest and short rest are for balance purposes. But given how overloaded this class already is, it's still incredibly strong.
  8. Asanguaperez
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    Hey, wanted to say that this class is amazing. Fun and refreshing.
    One question, I dont see the new model from R.A.V.E.N, do you know why is that?
    Again thank you for the amazing work and hope to see more!
    1. KuaiBan
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      The change to raven's model is made in 8.0.3, make sure you have the latest version :)
  9. Farsight2804
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    Man thank you a lot for this mod, it’s so far the best implementation of Bioengineering in Fantasy universe (meaning as an actual gaming mechanic). I haven’t had so much fun in BG3 for very long time, definitely my favorite mod here❤️
    1. KuaiBan
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      Thank you! I like biopunk theme and BG3 gives me an opportunity to realize some of that fantasy :D
  10. Robcartree
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    Dang man, this Mod looks really sick, would it be possible to port it to Xbox?
    1. KuaiBan
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      Hi there, mods on consoles require Larian's approval.
  11. ns0710
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    unlike other overpower class, this class is super strong, but still very fun to play, nice job
    1. KuaiBan
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      Thank you! Whenever I make an overpowered ability I try to make them at least visually epic to accommodate it.
  12. MaroKit
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    This mod is amazing thank you for your hard work ! however, would it be possible to deploy a version of the mod with the network swarm to be less intrusive ? i find the blue lined connection a little too thick. Would be great if they were semi transparent or just disabled if possible Or a passive
    toggle that let us enable their visibility. Thank you !

    PS : Is it normal to have 2 ultragore, 9 hiveling and 3 patchling at lvl 12 ?
    1. KuaiBan
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      Thank you! The blue lines were already tuned down in terms of their brightness, it's unfortunate to hear they are still somewhat intrusive. I am taking a break from modding right now so no changes are coming to it.

      As for your other question, yes, 2 ultragore, 9 hiveling and 3 patchling are the intended size at level 12, unless you are using the level 20 version, which should spread out the growth of the swarm a bit more.