Chapter 2 Nest Evolution and Upgrading (2)

A new evolution option (Barbed Carapace) has also appeared in the Blaster's Lair, which is specific to the cuticle armor on Blasters that have already evolved.

Once this evolution option has been researched, the Exploding Worm's armor will develop hard, extremely sharp barb-like spikes that allow the Exploding Bug to be selective when facing the target, and they can now "grind" the target directly with their carapace full of barbed spikes instead of self-detonating against weaker opponents.

At the same time, these barbed spikes allow the Poison Blaster to roll up and "roll" up when facing some soft-surfaced walls, climb over these obstacles and attack enemies hiding behind them.

The Cockroach Greenhouse has been changed more radically than the Bug Nest, and now has a second upgrade option.

After the second stage upgrade of this creature building, the two evolutionary instances of cockroaches, the Exterminator and the Destroyer, will now be able to hatch directly from normal larvae instead of evolving from cockroaches.

Moreover, you can still use cockroaches to evolve exterminators and destroyers on the battlefield, and this upgrade only gives the larvae two new genetic code sequences, and does not destroy the original evolutionary program that was imported into the cockroach's body.

After the second evolution of the Stinging Snake's Lair, in addition to evolving into a Lurker, the Stinging Snake has a new unit evolution option - the Spear Hunter.

This evolutionary option was inspired and genetically coded from the spear-throwing pit viper collected in the Temple of the Clawed Viper.

The Spear Hunter is a medium-sized unit capable of firing ultra-long-range armor-piercing ammo, and is almost the same size as the Stinging Snake, but the tail of the lower body has become four digging legs with sharp barb-like tips.

In addition, the jet cavity at the back of their brains has been transformed into a stockpile of six spiral-shaped hatching sacs, each about the length of an adult's arm, and composed of extremely hard biological horns, with the front end of the spiny spear being a very sharp triangular star-shaped structure, and the rear one covered with sinister hook-like barbs.

This terrifying and dangerous weapon is designed to deal with large, heavily armored targets, with a short toxin reservoir in the center of the spear, which houses a very potent anticoagulant biotoxin.

When the spear hits the target, the toxin quickly takes effect at the target's wound. It causes the target's wound to heal and flow blood, and the front end of the triangular star collision structure allows for a very good blood flow out of the target's body.

The Spearhunter has two combat forms, one is the normal state of mobility, in which the Spearhunter has considerable mobility and melee combat capabilities that are not inferior to the Stinging Snake (the multi-toothed sickle claws on the upper limbs have not been removed), but in this mode, the Spearhunter will only be able to attack ground units and have a limited range due to the inability to open the spray chamber upwards.

The second mode is stationed, in which the Spear Hunter transforms into a powerful ground-to-air anti-armor fire node. The digging of their lower bodies was enough to keep them firmly anchored to the ground, while the slightly leaning back gave them the angle they needed for anti-aircraft fire.

The junction of their upper body to the lower half of their body is an extremely flexible bone-turning structure, which allows them to attack targets in all directions in a stationary state.

When stationed, the spear hunter fires a spiny spear capable of attacking targets on the ground and in the air, and the firing range is greatly extended.

At the same time, like the saboteurs, they are also able to use the king worm to lock onto targets on their own to carry out precise surgical sniping attacks, which are even more accurate than the saboteurs, and can even accurately hit the leaves of tree branches from thousands of meters away.

However, spear hunters will become more vulnerable when stationed, losing their ability to move and fight in close quarters, making them very vulnerable to enemy attacks.

Spear hunters have a much slower attack speed than Stingers, and due to their slower "ammo" generation rate, they need to maintain a certain attack frequency under normal conditions, which means that they are difficult to form a continuous barrage of fire, and can only be used to accurately concentrate fire on important enemy targets.

The Spear Hunter's evolution price is similar to that of the Lurker, except that it has 50 less gas resources than the Lurker, but 50 more crystals (100 crystals and 50 gas).

The Stinging Snake has a new evolution option, while the Toadstool and the Infected have two new abilities.

A new skill evolution option has been added to the Abyss of Infection and the Toadstool Cultivation Pool.

Among them, the new skill in the Abyss of Infection is called "Malignant Lesion", which is a new passive skill that will strengthen the other three skills of the infected.

After upgrading the malignant lesions, the mutants hatched by the infected will no longer be infected human Marines who come from nowhere, but will instead become terrifying and agile biosynths with greater vitality and destructive power than their predecessors.

Not only do they have longer lives, but they are also able to go into hibernation when they are out of combat.

In a dormant state, their metabolism slows down dramatically, and their survival time is extended to three times the remaining survival time.

Malignant Lesions will also allow the infected to have a longer duration and greater damage to the Infected, and most importantly, the Mold Breed ability will now leave an infectious decoy inside the target when the effect ends or is destroyed.

This infectious bait makes the target's biological immune system very fragile and highly susceptible to infection by other germs for a certain period of time.

The biggest effect of the new passive skill is the last skill of the infected.

When the Neuroparasitic Skill is enhanced by a malignant lesion, it will inject a special virus into the target's body when it parasitizes the target.

The specific viruses of these neuroparasites can permanently weaken the infected subject's resistance to the neuroparasites, and can even cause the gene expression of the target to appear transient alien.

After the target has completely lost all ability to resist (usually a weaker individual), this particular virus has the potential to permanently alter the target's genetic sequence, causing it to quickly converge with the alien genetic sequence, and eventually be directly incorporated into the mind of the main nest.

Of course, since the hell monsters of the first world are all projections, this ability to act based on the target genetic sequence does not work on the projection made of energy.

But if you encounter a doppelganger with part of the deity's genetic sequence in your body in the future, this ability will be very useful.

In addition to the infected, the toadstool, the first new psionic unit to appear under Xue Hua, also has a new ability.

A new skill upgrade option, "Masking Mist", has been added to the Toadstool Cultivation Pool, which is an Action Ability.

Upgrading this ability will cause the Toadstool to activate it when it releases the Mist, and once the skill is active, the Toadstool will be able to synthesize a bio-disturbing fungal spores in its body.

The toadstools will mix the spores in the mist and release them into the surrounding area, and the area covered by the mist, which is mixed with the spores, will be in a state of disturbance that cannot be detected by psionic detection.

If a legendary powerhouse tries to use his perception to scout the Zerg legion's marching route and current state, the new skill of the toadstool can be a good way to detect and counter it, so that he cannot see the state of the Zerg in it or get other valuable information through the fungus mist.