About this mod
Upgrades the abilities of the Hydra Officer and Hydra Shieldguard to make them more threatening. Also tweaks the AI of the Hydra Specialist, and allows the Hydra Mystic to spawn earlier on NG+.
- Permissions and credits
- Changelogs
After taking a beating at the hands of the Midnight Suns, Hydra troops have geared up with new equipment invented by nefarious mad scientist Arnim Zola, and hired the infamous Taskmaster for extra training.
Hydra Officer
Command
Now used 75% of the time rather than 25%. In other words, the Hydra Officer will always take a second action. This should greatly increase the danger posed by the Officer: Strengthened enemies are no joke!
Overload
Now temporarily confers Frenzy 2 on the affected enemy, so that they explode after two card plays (like a Crossbones grenade). The Frenzy effect then expires, leaving that enemy able to attack normally on the enemy turn. Although the explosion is still damaging to Hydra forces, the 2-action timer makes it much more difficult for a player to take advantage of, and it no longer causes the exploding enemy to forfeit their action.
Hydra Shieldguard
Shield Bash
Now inflicts 2-3 Daze rather than 1-3. 1 Daze is irrelevant most of the time, 2 or 3 at least forces the player to plan their turn carefully.
Concussive Blast
Works completely differently. Instead of a small, 200% damage explosion with friendly fire enabled, this now hits all heroes for 50% damage and Knockback. The Knockback is the real threat here - try to avoid standing next to explosive barrels.
Hydra Mystic
Spawn rules
Can now spawn at the start of NG+, rather than needing to wait for the end of Act 1.
Hydra Specialist
AI
Default action probabilities changed from 50/40/10 Frenzy/Heal/Shot to 50/30/20. This doubles the chance of the Specialist actually attacking you, which means ignoring them on turn 1 now comes with more immediate risk.