Scavenger Kill Squads
Will: Scavenger kill squads in the base game have an insane advantage over the player. They know your room, general location, and
will follow you from region to region, for as long as the scavengers are angry enough at the player. They are absolutely relentless!
Will: Of course this relentless nature made several rooms incredibly dangerous to even enter, this is one of them. As by the time the gate
has finished opening, scavengers are already pouring from the nearby den, and into this room. All of them armed, and on the high ground.
Will: In most cases the player could do nothing. As soon as they entered the gate, they had brought the scav-ageddon upon themselves!
Will: Of course, removing this relentless nature was somewhat out of the question, we use this as the primary difficulty of Artificer's campaign.
Instead we added a delay, a large one upon the region's loading, and smaller "reload" delays, between each kill squad's dispatch.
Will: This can be imagined as news of the player's movements and actions being passed from region to region. Scavenger's squad management
requiring time to prepare, and to locate exactly where they should organize to cut the player off. Instead of psychically knowing exactly what to do.
Will: Another reason we added this was for LC, as the entire 50 scavenger population of the region was once killed
by Ender in a single room. As soon as one kill squad was destroyed, another was sent to challenge the player.
Will: It was pretty incredible, the corpses lagged the room!