***************
WormAttack0.1.2
by Cerberus
***************

********
Overview
********

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!

Big, 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 or beside them, potentially 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.
It adds the extra element of baiting the worm attacks to your defensive strategy, placing targets to lure them away from your most important buildings, protecting your vital buildings with stone or concrete floors.

*********
Changelog
*********
v0.1.2
Big worms can now also burrow to your base and attack (big worm attacks start at evolution 0.8)
Worms will sometimes surface on open ground rather than always coming up under a building
The rate of worm growth and worm attacks has been reduced overall, various other balance tweaks
Concrete and stone floors can be used to protect your buildings from attack - worms will prioritise buildings on soft ground more
Worms that break through buildings will have less than full health when they surface, they will lose more health if they break through stone or concrete
Worms will give more significance to assembling machines, furnaces, etc when choosing their target

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

************
Known issues
************
* The worms sometimes try to surface very close to water, where they don't have room to appear. They'll just cause damage trying to surface and then go away.

***************
Future features
***************
* Seismic sensor item that can detect the location of worms
* Improved managing of earthquakes when player is in a vehicle
* Worms will favour targets by the emissions amount, rather than the current type-based targeting

**********
Quick test
**********
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.
