Thread:Rodmar18/@comment-93.44.92.3-20200922111444/@comment-26393217-20200922201820

Like any Undead, Husks would now have the same Combat bonus as non-Undead, both at day light without command (+0), and at night within command radius (+4). The fact that Fertility stills applies makes it worth and still meaningful (Husk are still creatures of the Swarm, as opposed to summoned/created Zombies). The regeneration penalty is more an issue but this could open an opportunity to use spiders. Also, let's remember that Undead are a very special category of creatures in the franchise lore, if I'm not wrong.

As for spiders, I spent a few hours testing for the same result: neither spider benefits from the HIve's upgrade. I'm not even sure for the Husk, by the way, it looks like a meager 20% growth rate at max upgrade (50% for the Swarm Hive units). This need another testing to be sure.

Moving back Scorpion Priest (or Scartauri Priest in TPC) to Hive would be logical, lore wise of course, but this change never was intended as being lore-friendly nor logical. It was a desperate measure to postpone the spamming of generals, and the Swarm gets a potent general. Sure, this decision made the Swarm more dependent on available building space and resources.

As I see things,either in a personal mod or the 1.03.25b version that I still have to translate back to English (mostly done, but needs a giant check) and release for testing:

- Spiders are better than Husks both as scouts and diversions (faster) and sentries (normal vision range; I'm going to make Husks poorly-sighted, inferior to Skeletons). - Queen Spiders have not the same vulnerabilities as Giant Scorpions, and a more potent poison. - Husks aren't poison users, but keep shining against most towers.
 * Husks get the Undead flag and are built at the Burial Chamber. As they are assembled by Ants with insectoid remains, and have nothing to do with the necromantic skills developped by Lord Bane and his firstborn vampires, there's no need to desecrate humanoid cadavers, but Swarm Necromancer heroes can't summon/animate them.
 * Husks don't require a Dunekeep (nor a Hive?) to be produced, and need an additional lump of crystal, because of the animation process (currently, they share the metal insectoid requirement.
 * All living Swarm units come from the Hive but the Scartauri Priest, Melkor's masterpiece (let's consider that they are created at the Hive and then need a dedicated training at the greatest of Dunekeeps.
 * Scartauri Priest could require a Hive to be produced (?).
 * Spiders are endemic to Etheria, and seducing/taming them was easy for Melkor and its priests when they encountered them on the fringe of the desert. As allies, they (now) all require crystal to be produced (cost of Queen Spider to be altered). They are moved to Burial Chamber, that would act the same as Tomb for Dark Elves, for exactly the same reasons: shelter from light (and heat), organic remains to feed upon).
 * Spiders could require a Dunekeep to be produced, being allies.
 * Intrinsically, Spiders are already a worth addition to the Swarm if we consider the following, although they compete with Husks and Giant Scorpions, respectively:

But for this I'd need that someone hands me over an unpacked System.xcr, and then repack it when I'm done. Beside adding the Undead flag to Husks, and moving spiders to Burial Chamber, I could correct and homogeneize the way production and research icons are displayed in the building views, as well as changing some other flags as per 1.03.26 and TPC todo lists (e.g. neutral Barbarians), well try and finish what 1.03.25 intended. ;))