A fungal spire from some lovecraftian dimension so big it gets its own map tile, meaning you can see it from a few miles off over the horizon. It's at least as big as a freaking radio tower.
Total pushover, though overall not quite as easy as the original beehives.
The early-game easy-street beehives get buffed to be notably more dangerous than the interdimensional fungaloids right out of SCP.
There needs to be a word for this in fan mods, where over/under poweredness of things get inverted.
Just a line ago you were mentioning about Fungal Blooms, which have no reward, being too easy. Now you're talking about bee hives, which have a huge source of food and one of the game's most powerful items, being too hard.
I know. It makes sense from a game design perspective regarding the balancing risk and reward. I thought I said that. Other than that, it makes no damned sense, be it canon or cannon or not.
Ideally, the giant dimension hopping fungal spire of doom is the challenging in regards to what it is. The reward of eliminating fungaloids from the game is nice-ish, but you can just avoid the region around the spire and never see one ever. The current reward is insignificant when I can just hop in a car and take the highway around it, or even blow right past it. Every resource fungaloids can block you can find elsewhere pretty easily. The only thing that actually makes me take out the fungaloid spire on day 1 is that its right by spawn and I don't feel like moving to the next town over and have nothing better to do in game after gathering supplies that also happen to make molotovs. Once the spire is actually challenging it will require a better reward as well. I've only seen two marloss bushes, ever, and one did happen to spawn under a spire once. By comparison, artifacts are kind of guaranteed if you know where to go. Maybe if the spire dropped marloss seeds/spores or sprouted marloss bushes on death, such that the easy way of destroying the spire with a single molotov will take out the reward as well.
The more challenging hives are nice in that more mid game content is always good. I really like that, but in return nothing replaced the old hives, meaning early game content was removed. Net effect, no new content. Recolored-zombies with the same difference as the riot-gear or soldier zombies don't count as new content. Get creative. We have enemies that shoot lighting, spit acid, and implant parasites. Maybe a better bee with a better or unique poison? Do we have any enemies that use radiation offensively? As it is, you can avoid all radiation exposure just by avoiding all resource-less ruins and toxic waste dumps. Perhaps some bees that guard the hive have a large concentration of radioactive particles in their poison. Additionally, what replaces the original beehives? I've always wanted hives to (slowly IE once every season or something) replenish honey. That's great if they're even harder to raid as well. If easy beehives are too good a source of resources, then how about smaller single tile hives that never respawn and sometimes contain a single royal jelly? Would be pretty cool if you could destroy a small hive, such that you could then bunker it up.
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Love the new military outposts with (more?) turrets and chainlink fences, though if anything they are easier to destroy than before. You can see the turrets in pitch black, then just back a car through the fence and over them at night. Don't even need a weapon. Couldn't do that without ramming through metal walls with their old spawn config where they'd often be tucked around a corner. Usually the explosion of one turret would nearly kill the other too. A better placement for turrets would position them such that they're harder to run over without a bulldozer again, and don't damage each other. Put them further behind the chainlink up against the walls of the inner bunker such that they're sunk into the walls with dividers between them. Need better overlapping fire anyway, given how inaccurate they are. If you're restructuring outposts, wouldn't mind a change in how the inner bunker is laid out either. Rather than the randomly placed singleroom buildings that often manage to block each others' doors, how about a solid block of concrete with the ribbed outer walls filled with turrets, and the rooms are carved out of it. Put on some metal keycard doors or something sturdier on the outside, not hard to get jackhammers anymore and there is always a body outside with a keycard.
Obviously not to scale
+ wall
T turret
+T+T+T+T+T+T+
T+++++++++++T
++ inner ++
T+ bunker +T
++ ++
T+++++++++++T
+T+T+T+T+T+T+
You know what concrete walls imply that this game needs? Player made concrete walls. Specifically, non-flammable player made walls. Solid metal walls seem impractical to make, but loading some 100 lb bags of quick cement from the hardware store into a vehicle, then building some 2x4's and nails wooden molds with filled with rebar, and then filling with a mixture of concrete and a couple jerrycans of water sounds easy enough with a couple more additions to the construction menu. Would be a good use for the now excessive abundance of nails, 2x4's, and rebar as well as another use for the new larger liquid containers. Once an inflammable surface base is possible we should get lightning strikes back in.