Husk parasites

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Lynx Shafir
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Husk parasites

Post by Lynx Shafir »

Eventually may find a better name.


Tech for mummies (group) and certain zombies after revamp
If unit receives dmg drops flesh eater bugs
nasty, (not so) little, black bugs.
Hamletback mechanic.


Cost 5, crypt /tomb

Bug has 4hp 6atk no bonus
Spd 2-3?
It's a minor distraction, but promising :)
Last edited by Lynx Shafir on Thu Oct 31, 2019 6:24 am, edited 1 time in total.
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Midonik
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Re: Husk parasites

Post by Midonik »

That sounds quite interesting.
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Savra
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Re: Husk parasites

Post by Savra »

I like it, except for zombies having it. Zombies will be expanded and the base one is being turned into a 1 turn unit. Mummies on the other hand are getting a whole sub faction so they should be the only ones able to spawn these on hit. They also have the ability to control them were zombies can't.
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makazuwr32
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Re: Husk parasites

Post by makazuwr32 »

Zombies will not become alas more tough or on horses and such. They will still be weak.

Their purpose would be in stackable debuffing of enemy.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Savra
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Re: Husk parasites

Post by Savra »

makazuwr32 wrote: Fri Nov 01, 2019 5:24 am Zombies will not become alas more tough or on horses and such. They will still be weak.

Their purpose would be in stackable debuffing of enemy.
I was referring to the zombie rebalance topic, I know that much from doing the images for the units there. (I plan to edit some of them eventually.)
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makazuwr32
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Re: Husk parasites

Post by makazuwr32 »

Alex completely dislikes my idea for zombies.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader
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