Death Cap IMPLEMENTED
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Death Cap IMPLEMENTED
Cost 6
Hp 10
Power 5 (chemical, poisoned weapon)
Range 3
Armor 0/0/0
Speed 3
Psychic resistance 70%
Spells: spore germination: raise dead for myconids, radius 5
Insidious parasite: range 4, convert, but gives a form of vanishing 5. When that vanishing ends, infected unit spawns a fungal horror in their place.
Infection: range 4 target unit is inflicted with contagion. Acts as poison, but attempts to spread to all biological (except myconids) units in radius 3 at 30% chance each per turn. Does not stack, but will refresh if inflicted twice.
Siphon: range 4, deals 7 damage to target to heal self and adjacent allies for 7
-------------
Fungal horror
Hp 30
Power 12 (chemical)
Trample radius 2
Armor 3/3/3
Speed 3, can waterwalk at speed 2
Psychic resistance 100%
Lifelink
--------------
The first myconid caster. Absolutely horrifying, with the ability to raise fallen soldiers as myconids, and even plant deadly spores in live soldiers, including some that control the mind and grow into monsters. Were that not bad enough, it can use psychic powers to suck the life out of troops to heal itself and it's fellows.
Hp 10
Power 5 (chemical, poisoned weapon)
Range 3
Armor 0/0/0
Speed 3
Psychic resistance 70%
Spells: spore germination: raise dead for myconids, radius 5
Insidious parasite: range 4, convert, but gives a form of vanishing 5. When that vanishing ends, infected unit spawns a fungal horror in their place.
Infection: range 4 target unit is inflicted with contagion. Acts as poison, but attempts to spread to all biological (except myconids) units in radius 3 at 30% chance each per turn. Does not stack, but will refresh if inflicted twice.
Siphon: range 4, deals 7 damage to target to heal self and adjacent allies for 7
-------------
Fungal horror
Hp 30
Power 12 (chemical)
Trample radius 2
Armor 3/3/3
Speed 3, can waterwalk at speed 2
Psychic resistance 100%
Lifelink
--------------
The first myconid caster. Absolutely horrifying, with the ability to raise fallen soldiers as myconids, and even plant deadly spores in live soldiers, including some that control the mind and grow into monsters. Were that not bad enough, it can use psychic powers to suck the life out of troops to heal itself and it's fellows.
Last edited by Sunrise Samurai on Wed Nov 01, 2017 1:18 am, edited 2 times in total.
The glorious sun rises again
Re: Death Cap
Not too strong?
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- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Death Cap
Yeah, I might want to reduce hp to 9 or so. And I would be opposed to vanishing on the fungal horror. What do you think? I had some inspiration last night and wanted to get my ideas out there before I forgot them.
The glorious sun rises again
Re: Death Cap
I will decrease range of spore germination,at least decrease health for fungal terror or remove lifelink,mayby less demage for siphon,and what are the ranges of other spells?
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- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Death Cap
Right. I based range off lich and forgot about converting to AoWW ranges.
Adjusted stats. Look any better?
Adjusted stats. Look any better?
The glorious sun rises again
Re: Death Cap
Should work.
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Re: Death Cap
Cost 6
Hp 10
Power 5 (chemical, poisoned weapon)
Range 3
Armor 0/0/0
Speed 3
Psychic resistance 70%
Spells: spore germination: raise dead for myconids (same changes as mentioned in myconid sporulates), radius 5
Insidious parasite: range 4, convert, but gives a form of vanishing 5. When that vanishing ends, infected unit spawns a fungal horror in their place
Well I don't think that's possible, my alternative is delayed conversion - after 3 turns, the spores grow big enough to control the brain of converted unit. The special thing is that it ignores the spell resistance, only works on flesh and blood units, miss chance : 50%
Infection: range 4 target unit is inflicted with contagion. Acts as poison, but attempts to spread to all biological (except myconids) units in radius 3 at 30% chance each per turn. Does not stack, but will refresh if inflicted twice.
Not possible, but we can make this inflict the toxin effect in range 4
Siphon: range 4, deals 7 damage to target to heal self and adjacent allies for 7
I think we will completly remove it, I need to decide if myconids acctualy use the psionic, definetly some changes
Summon fungual terror: from three adjacent corpuses (I must mention I want all myconids, even puffshrooms, to drop corpuses, cooldown: 5
-------------
Fungal horror
Hp 38
Power 10 (chemical)
Actions: 2
Trample radius: 1
Armor 3/3/3
Speed 3, can waterwalk at speed 2
Psychic resistance 100%
None
My changes are bold, I'm also thinking about the special conversion, working like the insidious parasyte but higer miss chance and effects flesh and blood controled units, so stuff like tanks. So it gets Not sure if for this unit (maybe something like a anti tank cannon with "shells" with spores would be better?), and if I shouldn't resing from that tho.
Hp 10
Power 5 (chemical, poisoned weapon)
Range 3
Armor 0/0/0
Speed 3
Psychic resistance 70%
Spells: spore germination: raise dead for myconids (same changes as mentioned in myconid sporulates), radius 5
Insidious parasite: range 4, convert, but gives a form of vanishing 5. When that vanishing ends, infected unit spawns a fungal horror in their place
Well I don't think that's possible, my alternative is delayed conversion - after 3 turns, the spores grow big enough to control the brain of converted unit. The special thing is that it ignores the spell resistance, only works on flesh and blood units, miss chance : 50%
Infection: range 4 target unit is inflicted with contagion. Acts as poison, but attempts to spread to all biological (except myconids) units in radius 3 at 30% chance each per turn. Does not stack, but will refresh if inflicted twice.
Not possible, but we can make this inflict the toxin effect in range 4
Siphon: range 4, deals 7 damage to target to heal self and adjacent allies for 7
I think we will completly remove it, I need to decide if myconids acctualy use the psionic, definetly some changes
Summon fungual terror: from three adjacent corpuses (I must mention I want all myconids, even puffshrooms, to drop corpuses, cooldown: 5
-------------
Fungal horror
Hp 38
Power 10 (chemical)
Actions: 2
Trample radius: 1
Armor 3/3/3
Speed 3, can waterwalk at speed 2
Psychic resistance 100%
None
My changes are bold, I'm also thinking about the special conversion, working like the insidious parasyte but higer miss chance and effects flesh and blood controled units, so stuff like tanks. So it gets Not sure if for this unit (maybe something like a anti tank cannon with "shells" with spores would be better?), and if I shouldn't resing from that tho.
Last edited by Midonik on Sat Mar 23, 2019 11:46 am, edited 1 time in total.
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Re: Death Cap
Grafic:
For death cap:
https://pin.it/kdvsd7loyjlmrm (don't like the staff tho)
https://pin.it/buylgfqsnnmwsc (maybe like the one at the back?)
https://pin.it/rivnni3p4zcxyl (not colour, it must be something more exotic)
And some sporangiums to spread spores. Generally like the shroomies but they must be visibly different... Yeah, I know, sounds sensful.
Fungal terror:
https://pin.it/7tw7mcpfoaq7sq (try to capture that alien look, not exactly the shape maybe)
https://pin.it/vs3ysgan6mcyzh
https://pin.it/soq6w4vyydlwqy (some tentacles sounds wierd but ok and that's what we want)
https://pin.it/ogjsu5fimb7xdr (this for colour mainly)
Generally the standard horrible + alien but bigger and kinda "corputed" shapes
For death cap:
https://pin.it/kdvsd7loyjlmrm (don't like the staff tho)
https://pin.it/buylgfqsnnmwsc (maybe like the one at the back?)
https://pin.it/rivnni3p4zcxyl (not colour, it must be something more exotic)
And some sporangiums to spread spores. Generally like the shroomies but they must be visibly different... Yeah, I know, sounds sensful.
Fungal terror:
https://pin.it/7tw7mcpfoaq7sq (try to capture that alien look, not exactly the shape maybe)
https://pin.it/vs3ysgan6mcyzh
https://pin.it/soq6w4vyydlwqy (some tentacles sounds wierd but ok and that's what we want)
https://pin.it/ogjsu5fimb7xdr (this for colour mainly)
Generally the standard horrible + alien but bigger and kinda "corputed" shapes
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- Puss_in_Boots
- Posts: 3211
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Death Cap
Fungal terror idea. Purple looked a little bit like yogurt, so I used a tinge of red instead.
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- 2019_05_31_102349.png (1.26 KiB) Viewed 6560 times
OLÉ
Re: Death Cap
I think it should be waay bigger. You can make it 128 high even.
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- Puss_in_Boots
- Posts: 3211
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Death Cap
If this gets implemented, it's going to be the biggest purely organic creature pixel image across all variants. Unless beaten by Great Dragon (64 high 96 across).
I ditched pink because it looked too fleshy, but I feel like previous image could be used on infected aggressive nuetrals.
I ditched pink because it looked too fleshy, but I feel like previous image could be used on infected aggressive nuetrals.
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OLÉ
Re: Death Cap
Hehe. The myconids are finally taking shapes.
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Re: Death Cap
It gud but idk why i laugh in that rated E for Everyone..
Re: Death Cap
The only problem I could had avoid this is that I can't see a way for it to attack chemically. Maybe we should just change it to physical?
Also great dragon doesn't even get near this thing I'm terms of size - it's 96×64, so 6,144 pixels^2, while this is 128×64, so 8,192 pixels^2.
We still need the image for the death cap himself (genuinely - itself), and for spells.
Also great dragon doesn't even get near this thing I'm terms of size - it's 96×64, so 6,144 pixels^2, while this is 128×64, so 8,192 pixels^2.
We still need the image for the death cap himself (genuinely - itself), and for spells.
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Re: Death Cap
FUNGUUUUUUS
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- fungus5.png (6.31 KiB) Viewed 5268 times
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- fungus3.png (7.29 KiB) Viewed 5271 times
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- fungus3.png (8.04 KiB) Viewed 5273 times
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- fungus2.png (7.37 KiB) Viewed 5275 times
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- fungus.png (1.93 KiB) Viewed 5275 times
- Puss_in_Boots
- Posts: 3211
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Death Cap
FUNGUSSSSS
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- FUNGUSSS.png (4.87 KiB) Viewed 5261 times
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- fungus.png (1.93 KiB) Viewed 5261 times
- Puss_in_Boots
- Posts: 3211
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Death Cap
Yes, the fungussss will terrify all the children and all the top 10ers.
Last edited by Puss_in_Boots on Wed Apr 01, 2020 11:44 pm, edited 1 time in total.
OLÉ
Re: Death Cap
Could someone use the colours of Puss' image for patriod's creatures? I feel like that will be the perfect mix.
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Re: Death Cap
Great thanks
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Re: Death Cap
That looks nice, but what about giving the img of that smaller one to another unit? But edit it, they look bether without visible mouth on them.
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Re: Death Cap
viewtopic.php?f=175&t=6944&sid=e9a80cb0 ... a3eeea332e seems too similar to it
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- Puss_in_Boots
- Posts: 3211
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Death Cap
I think the hp must be more like 18, might change some stuff about abilities but I'm not sure.
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Re: Death Cap WAITING IMAGE
Bump
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Re: Death Cap WAITING IMAGE
Is this similar to zombies from AoF? I did not check how it works there, did they make it so that the infected could not be removed?
Re: Death Cap WAITING IMAGE
Im not sure if its fixed yes, if yes then we can consider using that but the orginal idea was just plain old convert I believe.
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Re: Death Cap WAITING IMAGE
What does convert mean? That is, it will instantly turn opponents into mushroom golems?