Death Cap

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Sunrise Samurai
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Death Cap

Post by Sunrise Samurai » Tue Oct 31, 2017 1:39 am

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.
Last edited by Sunrise Samurai on Wed Nov 01, 2017 1:18 am, edited 2 times in total.
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Midonik
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Re: Death Cap

Post by Midonik » Tue Oct 31, 2017 11:11 am

Not too strong?
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Sunrise Samurai
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Re: Death Cap

Post by Sunrise Samurai » Tue Oct 31, 2017 2:11 pm

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.
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Midonik
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Re: Death Cap

Post by Midonik » Tue Oct 31, 2017 2:28 pm

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
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Re: Death Cap

Post by Sunrise Samurai » Wed Nov 01, 2017 1:14 am

Right. I based range off lich and forgot about converting to AoWW ranges.

Adjusted stats. Look any better?
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Re: Death Cap

Post by Midonik » Wed Nov 01, 2017 9:08 am

Should work.
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Midonik
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Re: Death Cap

Post by Midonik » Sat Mar 16, 2019 8:05 am

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.
Last edited by Midonik on Sat Mar 23, 2019 11:46 am, edited 1 time in total.
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Midonik
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Re: Death Cap

Post by Midonik » Sat Mar 23, 2019 11:39 am

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
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Puss_in_Boots
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Re: Death Cap

Post by Puss_in_Boots » Sat Jun 01, 2019 2:24 am

Fungal terror idea. Purple looked a little bit like yogurt, so I used a tinge of red instead.
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RED, WHITE and BLUE!

Midonik
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Re: Death Cap

Post by Midonik » Sat Jun 01, 2019 5:33 am

I think it should be waay bigger. You can make it 128 high even.
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Puss_in_Boots
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Re: Death Cap

Post by Puss_in_Boots » Sun Jun 02, 2019 11:30 pm

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.
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Typhoon
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Re: Death Cap

Post by Typhoon » Mon Jun 03, 2019 4:08 pm

Well done they both look terrifying :shock: :lol:
Im not coming. Im impending

Midonik
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Re: Death Cap

Post by Midonik » Mon Jun 03, 2019 4:11 pm

Hehe. The myconids are finally taking shapes.
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Ankho
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Re: Death Cap

Post by Ankho » Sat Jul 06, 2019 1:11 am

It gud but idk why i laugh in that rated E for Everyone..

Midonik
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Re: Death Cap

Post by Midonik » Sun Sep 08, 2019 11:39 am

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.
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patroid
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Re: Death Cap

Post by patroid » Sun Sep 08, 2019 4:53 pm

FUNGUUUUUUS
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Puss_in_Boots
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Re: Death Cap

Post by Puss_in_Boots » Sun Sep 08, 2019 7:50 pm

Ooo those images are way more refined than mine.
RED, WHITE and BLUE!

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patroid
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Re: Death Cap

Post by patroid » Sun Sep 08, 2019 8:59 pm

FUNGUSSSSS
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Puss_in_Boots
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Re: Death Cap

Post by Puss_in_Boots » Mon Sep 09, 2019 1:23 am

Yes, the fungussss wil terrifying all the children, all the top 10ers.
RED, WHITE and BLUE!

Midonik
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Re: Death Cap

Post by Midonik » Mon Sep 09, 2019 2:09 pm

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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patroid
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Re: Death Cap

Post by patroid » Mon Sep 09, 2019 4:20 pm

As you wish, Sire.
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Midonik
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Re: Death Cap

Post by Midonik » Mon Sep 09, 2019 4:26 pm

Great thanks
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Re: Death Cap

Post by DoomsdayDragonfire » Mon Sep 09, 2019 5:37 pm

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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Midonik
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Re: Death Cap

Post by Midonik » Mon Sep 09, 2019 6:25 pm

Support new AoS variant, Age of Galaxy,its sci-fi themed: http://www.androidutils.com/forum/viewforum.php?f=135
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Puss_in_Boots
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Re: Death Cap

Post by Puss_in_Boots » Mon Sep 09, 2019 9:04 pm

Yeah that idea branched off the smaller unit image I gave.
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