⇐ Index
canonical link to CPACK - where to get the author-maintained version - TBA
Just a placeholder for the time being. This is where I'll detail each of the Sleeper Units, what they do, and (eventually) how to set the SleeperCore up for the various game modes.
For now, hit me up on Discord with any questions.
Almost all Sleeper-specific structures are damaged by Anticreeper, and can also be directly damaged by the Human's Prism Coil.
This is the core base of the Sleeper army. It generates tendrils of mesh from beneath itself, spreading out over the map, and it emits a large amount of creeper per second.
If attacked, it has an auto-heal, where it sucks up creeper from the map and heals itself, and a 'surge' weapon where it increases the amount of creeper around it and turns it to crimson.
If you destroy all Labs on the map, the majority of Sleeper units will self-destruct.
This cannon prefers to target Human structures; if none are within range, it will fire on the FPS player (if present).
The mortar has a longer range than the cannon. It fires snipeable orbs at the FPS player (if within range) or Human structures if not.
The drainer is an anti-air defence weapon. It shoots a laser at any flying unit within range (including ground turrets that are in-flight to move to a new location), draining all of their ammo but doing no damage.
The belfry spawns a Bat upon creation, and continues to spawn Bats over time, although only 3 can recharge at a time.
Vulnerable to missiles, the Bat will seek out a Human building and bomb it with snipeable orbs, then continue onto other nearby targets until it runs out of ammo. It then seeks out the closest Belfry, regardless of which one it was spawned from, to recharge and repeat.
A corrupted Mastodon - see that page for more information.
The factory spawns 5 Crawlers upon creation, which roam the map mindlessly trailing creeper. They can be blocked by shields and will refuse to walk into one. If the FPS player is present, after a certain amount of time they will attempt to “home in” on them.
While the Dark Tower itself is not a new unit, it now prevents any Walker units (such as the Mastodon) or the FPS player from entering. If a walker unit attempts to enter it will turn around, and if the player attempts to enter they will be knocked back and stunned.
This structure feeds Greenar to the Sleeper Resource Factory, and prevents Greenar Crystals from being spawned while present over the Greenar Mother.
This feeds Bluite to the Sleeper Resource Factory. Once destroyed, it will spawn Bluite Ore at the location.
This feeds Redon to the Sleeper Resource Factory. Once destroyed, it will spawn Redon Ore at the location.
The Resource Factory collects Greenar, Redon and Bluite and charges up a Conversion superweapon (similar to our Conversion Orbital). Destroying this building prior to the countdown completing will prevent it from going off.
To help combat the Sleeper menace, your forces have been developing new technology and weapons.
This building is immune to Creeper, and it controls 5 droids that roam the map, eating up any Mesh they encounter. The droids will periodically return to the Grinder to deposit their payloads, which is converted into Bluite and sent into the network, if connected.
See Mastodon for more details.
The first true potential defence against a Sleeper invasion, the Prism Coil fires a laser at the closest Sleeper unit in range.
For FPS, you now have the ability to damage all Creeper units, from the custom ones listed above, to the core units such as Emitters.