Page 1 of 2

Death Cap IMPLEMENTED

Posted: Tue Oct 31, 2017 1:39 am
by Sunrise Samurai
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.

Re: Death Cap

Posted: Tue Oct 31, 2017 11:11 am
by Midonik
Not too strong?

Re: Death Cap

Posted: Tue Oct 31, 2017 2:11 pm
by Sunrise Samurai
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.

Re: Death Cap

Posted: Tue Oct 31, 2017 2:28 pm
by Midonik
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?

Re: Death Cap

Posted: Wed Nov 01, 2017 1:14 am
by Sunrise Samurai
Right. I based range off lich and forgot about converting to AoWW ranges.

Adjusted stats. Look any better?

Re: Death Cap

Posted: Wed Nov 01, 2017 9:08 am
by Midonik
Should work.

Re: Death Cap

Posted: Sat Mar 16, 2019 8:05 am
by Midonik
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.

Re: Death Cap

Posted: Sat Mar 23, 2019 11:39 am
by Midonik
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

Re: Death Cap

Posted: Sat Jun 01, 2019 2:24 am
by Puss_in_Boots
Fungal terror idea. Purple looked a little bit like yogurt, so I used a tinge of red instead.

Re: Death Cap

Posted: Sat Jun 01, 2019 5:33 am
by Midonik
I think it should be waay bigger. You can make it 128 high even.

Re: Death Cap

Posted: Sun Jun 02, 2019 11:30 pm
by Puss_in_Boots
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.

Re: Death Cap

Posted: Mon Jun 03, 2019 4:08 pm
by Typhoon
Well done they both look terrifying :shock: :lol:

Re: Death Cap

Posted: Mon Jun 03, 2019 4:11 pm
by Midonik
Hehe. The myconids are finally taking shapes.

Re: Death Cap

Posted: Sat Jul 06, 2019 1:11 am
by Ankho
It gud but idk why i laugh in that rated E for Everyone..

Re: Death Cap

Posted: Sun Sep 08, 2019 11:39 am
by Midonik
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.

Re: Death Cap

Posted: Sun Sep 08, 2019 4:53 pm
by patroid
FUNGUUUUUUS

Re: Death Cap

Posted: Sun Sep 08, 2019 7:50 pm
by Puss_in_Boots
Ooo those images are way more refined than mine.

Re: Death Cap

Posted: Sun Sep 08, 2019 8:59 pm
by patroid
FUNGUSSSSS

Re: Death Cap

Posted: Mon Sep 09, 2019 1:23 am
by Puss_in_Boots
Yes, the fungussss will terrify all the children and all the top 10ers.

Re: Death Cap

Posted: Mon Sep 09, 2019 2:09 pm
by Midonik
Could someone use the colours of Puss' image for patriod's creatures? I feel like that will be the perfect mix.

Re: Death Cap

Posted: Mon Sep 09, 2019 4:20 pm
by patroid
As you wish, Sire.

Re: Death Cap

Posted: Mon Sep 09, 2019 4:26 pm
by Midonik
Great thanks

Re: Death Cap

Posted: Mon Sep 09, 2019 5:37 pm
by Dagravian
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.

Re: Death Cap

Posted: Mon Sep 09, 2019 6:25 pm
by Midonik

Re: Death Cap

Posted: Mon Sep 09, 2019 9:04 pm
by Puss_in_Boots
Yeah that idea branched off the smaller unit image I gave.

Re: Death Cap

Posted: Sun Mar 15, 2020 7:00 pm
by Midonik
I think the hp must be more like 18, might change some stuff about abilities but I'm not sure.

Re: Death Cap WAITING IMAGE

Posted: Sun Dec 04, 2022 2:52 pm
by Midonik
Bump

Re: Death Cap WAITING IMAGE

Posted: Thu Dec 15, 2022 5:14 pm
by Anchar
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

Posted: Thu Dec 15, 2022 8:02 pm
by Midonik
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.

Re: Death Cap WAITING IMAGE

Posted: Fri Dec 16, 2022 12:20 am
by Anchar
What does convert mean? That is, it will instantly turn opponents into mushroom golems?