Alien Rework
🟡 Updated this yearPreview

🔍 Analysis
- 👍 1.8% endorsement rate — high engagement, a strong quality signal
- 🏆 #37 of 86 Miscellaneous mods in this game by downloads
📋 About This Mod
Reduces armor of bugs and increases health by roughly 1/3 on all units. Intended to give Aliens a different way to be fought, increasing the usefulness of grenades, hollow-points, and high HP, high fire rate weapons.
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[]Differentiate the Aliens from the other factions in terms of combat and make less 'meta' weapons and accessories prenominate, while being balanced. Increase the feeling that you're fighting a hordes of alien bugs, not tactical units. Change tactics of the bugs to make them more animalistic and reactionary.
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]Is Compatible with Mods that change AI threat recognition and safety values (Like Wake Up & Fight You Cowards)1. 03 Changes:
-Raised discipline across the board. Should help in prevent mass army routes upon killing the masses of spiderlings in late game.
-Raised armor on Alien Warriors slightly to make the autocannon still need to break armor before killing. Was making them significantly less of a threat. Increased health slightly as well to hit make different breakpoints with high caliber weapons more intriguing.
-Increased armor and health on Alien Queen. Makes her to feel much more threatening. Last version and vanilla had her getting stomped by a single autocannon.
-Decreased cost of ranged aliens (not Bombardiers) to make them more prevalent in the battlelines to break up the spiderling hoards.
1. 02 Changes:
-Modified Spiderlings and Stingers to have vision 10 instead of 9. This should help with activating their hording behavior.
-Reduced health of Spiderlings to be more easily one shotted by machine guns.
-Reduce supply cost of Spiderlings to 35 from previous 45 to offset that they are easier to kill. Added 5 weight to spiderling spawn chance in early and midgame army comps.
-Increased Morale of Spiderlings to 125 and MoraleRecovery to 2 (previously at 1). Previous settings caused massive army routes just from the sheer amount of bug killing. Other units remain unchanged, so breaking morale can still be effective to pull some pressure off. Its still possible to break whole armies, but the spiderling hordes will recover faster and get back into the fight, reinforcing their wave tactics.
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[]Armor and armor durability for all Alien units decreased by roughly 30%. Blaster Bug has a only slightly reduced armor to maintain as a threat.
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]Health increased by roughly 30% across the board (in general). Hive Queen has a whopping 400 health.[]Increased supply cost of Bombardier by 20 (60 to 80) to reduce the AIs spam of it. Also decreased accuracy by roughly 20%.
[]Decreased armor on mature Alien Warriors to reach certain breakpoints to make medium and heavy machine guns more effective on them.
[]Decreased supply cost on Alien Spiderlings, increased minimum amount of elements from 5-9 to 8-9 (resulting in more hordes.) Health has been changed to reach certain breakpoints that make fast firing weapons more effective against elements in comparison to the All-Glorious Crowbar. The Arc and SMGs are much better at dealing with the close range hoards.
[]Weighted army composition to desire Spiderlings and Stinger more in both the early game and mid game (no end game army comps yet), and slightly decreased bombardier. Results in more units on the field in general and creates a hoarding behavior.
Testing Feedback v1. 01: (Tested in Expert)
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[]Early game is rather difficult as the increase in health pools and units on the field generally mean more ammo is used. The base carbine can struggle against the amount of bugs on the field with its low fire rate and damage drop off, though armor penetration is not an issue.
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]Midgame: Weapon roles start to define themselves better than in vanilla, where machine guns and low range weapons start to drop off. Concealment meta starts to become dangerous with the amount of random spiderlings that can pop out of the woodwork if you're not careful. (Darby can totally wipe out two spiderling squads, but when 3 or 4 start to rush, it can be a problem with support from another unit if shes alone.) The If It Bleeds perk from Wetteroth and The Yaz is incredibly useful at this stage of the game and makes Wetteroth stand out much better from the rest of the SLs.Disclaimer: Very new to modding and this is more for my personal taste. Looking to balance it out more, including making changes to the army weight, tactics, and general bug balancing as i delve into the modkit and files more. Ultimately i want to make the bugs into the horde faction instead of just another ranged faction. Very much looking for feedback and potential future changes.
Intall via Menace Modkit: https://github.com/p0ss/MenaceAssetPacker/releases/tag/v25. 0. 8
Step 1: Install Modkit
Step 2: Navigate to mod loader.
Step 3: Click '+Add Mod', green button in uppe
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[]Early game is rather difficult as the increase in health pools and units on the field generally mean more ammo is used. The base carbine can struggle against the amount of bugs on the field with its low fire rate and damage drop off, though armor penetration is not an issue.
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[]Armor and armor durability for all Alien units decreased by roughly 30%. Blaster Bug has a only slightly reduced armor to maintain as a threat.
📊 Mod Details
- Game
- Menace Mods
- Author
- MaelstromDesignworks
- Version
- 1.03
- Downloads
- 730
- Endorsements
- 13
- Category
- Miscellaneous
- Created
- 2/17/2026
- Updated
- 2/20/2026
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