Changes made in revision 7957:




Camp Fulminu is located in a small ravine. There is a time bubble embedded in a frost shock unit on each of the two slopes. They are all activated by entering. The Frost Shock will then fire automatically every 5 seconds. This is a strong combination that can be used very well for defense, as long as you don't slip out of the facility due to the steep terrain.
Fortunately, there are also three teleporters, which can be used both defensively and offensively due to their tactically convenient location.






The open, slightly rocky terrain around Camp Caloris proves to be quite manageable in combat. That's fortunate, because the timed defenses can keep you pretty busy.
There are three fetchers that activate simultaneously every 30 seconds. Each teleports a different type of spider, which has enormous tactical consequences. I've improved the tooltips and I recommend reading them before the fight so as not to be caught off guard.
Each fetcher is assigned a trap that is activated as soon as you enter it. It switches off automatically 20 seconds after leaving.
The traps encircle the fetchers, but leave out a small part each. This means that even if you keep all the traps active all the time, a few spiders will always escape when the fetchers fire. I recommend setting priorities in advance, but dropping the plan and improvising when you realize things are going wrong.
