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WormAttack0.1.1
by Cerberus
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Overview
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This mod adds extra tiers of worms, Behemoth (spawns at evolution 0.95 like other behemoths) and Colossal (spawns at evolution .99)
The higher tier worms are bigger, tougher and attack with a long-ranged area-effect acid splash
Most importantly: Worms can come for you!

Behemoth and Colossal worms have the ability to dig underground and slowly tunnel towards your base (they are attracted to the highest pollution area)

When they find you or your structures they will surface beneath them, destroying them from below before surfacing to spit acid splashes at anything in range

This late-game change shakes up your hedgehogging, making even the best-laid defences vulnerable to attack

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Changelog
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v0.1.1
Behemoth worms have 2000 health (up from 750), more in line with the rate at which biters increase health
Colossal worms have 4000 health (up from 1000), more in line with the rate at which biters increase health
Quakes are working better

v0.1.0
First release

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Known issues
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* Rarely, the worms can't surface. I haven't worked out why. They'll eventually die after they try to surface too many times.

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Future features
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* Seismic sensor item that can detect the location of worms
* Worms can be slowed down and hurt if they have to dig through stone or concrete layers
* Improved managing of earthquakes when player is in a vehicle
* Worms will favour high-emissions targets (eg boilers, furnaces)
* Big worms can also go hunting

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Quick test
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The first attacks take a while to come (they need to grow and then burrow to your base).
If you don't want to play for a long time to see the result, you can give it a quick test: use the console to set evolution_factor to 1 and the speed to 60, this will get the worm attacks coming fast (don't forget to set speed back to 1 when they begin). They wont do anything if there's no pollution (that's how they find you), so you'll need to use a save with a base in for this test.