Mtg creeping mold ACCEPTED

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Alexander82
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Mtg creeping mold ACCEPTED

Post by Alexander82 »

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This tech add a new effect to the ent demolishers.

Ent demolishers attacks cause mold to buildings and wooden units (it act like poison dealing damage over time).
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Puss_in_Boots
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Re: Mtg creeping mold

Post by Puss_in_Boots »

I would assume this would be a nonstacksble and less effiecient over-time killer than fire.

It could do 2 damage overtime considering it's going to have a splash range and that moss is really not that effective of a tree killer or building destroyer as fire is.
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Alexander82
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Re: Mtg creeping mold

Post by Alexander82 »

The splash range might work. This way elves might use together fire archers and demolishers.
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Re: Mtg creeping mold

Post by Sunrise Samurai »

Close to the rotting effect I proposed in fungi. Maybe make it spread to nearby buildings/wood units every turn, to distinguish it from merely another poison variant. It also seems like it could be an area spell for wizards or a single target spell for druids.
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Re: Mtg creeping mold

Post by Midonik »

Sounds good. Btw idea of "posion for buldings" was proposed for scaledfolks,by Mighty guy I think.
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Alexander82
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Re: Mtg creeping mold

Post by Alexander82 »

That was something acid-related right?
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Re: Mtg creeping mold

Post by Midonik »

Yes.
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Re: Mtg creeping mold

Post by Sunrise Samurai »

Only problem I can really see is that ent demolishers operate on the idea of hurling big rocks. Fast growing moss isn't really part of that. I really do like the idea, but something tells me ents aren't the ideal candidate to use it.
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Re: Mtg creeping mold

Post by Alexander82 »

It start throwing mossy rocks with a lot of mold on it XD
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Re: Mtg creeping mold

Post by Sunrise Samurai »

Where in the world did it find those kind of rocks and how is it not being covered by merely touching them?
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Re: Mtg creeping mold

Post by Alexander82 »

Don't be fussy :lol:
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Re: Mtg creeping mold

Post by LordOfAles »

Just make a new unit:Vine planter,his ability would be to grow molds on adjacent buildings
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Re: Mtg creeping mold ACCEPTED

Post by Sunrise Samurai »

To distinguish this from fire, and make it a far better building killer:

Each turn, mold does 4 damage and adds another instance of mold, so turn 2 the building takes 8 damage and gains 2 instances. Turn 3 it takes 16 damage, and so on until healed.

For advanced cases, maybe even make a worker only remove​ 3 instances at a time, requiring more attention if allowed to persist.
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Re: Mtg creeping mold ACCEPTED

Post by Alexander82 »

As far as I remember fire is already exceptional against buildings. Making a stronger effect would make a castle collapse instantly. Also mold should be slower than fire but able to propagate.
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Re: Mtg creeping mold ACCEPTED

Post by Sunrise Samurai »

Hmm. Try 2 damage per instance, per turn. Each turn, every instance propogates to a random adjacent building or stacks on the same building. Slower at first than fire, but ultimately more dangerous, as it can spread through a whole base if packed too tightly, and requires more scrambling to remove.
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Re: Mtg creeping mold ACCEPTED

Post by Alexander82 »

Remember that 2 damage per instance aren't really 2 cause bonus against buildings will multiply it.
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Re: Mtg creeping mold ACCEPTED

Post by Sunrise Samurai »

And that explains a lot of damage to my opponents I couldn't account for. Yeah, maybe we should have it as 1 damage, propogates every turn randomly between the same/adjacent targets. Multiplying 1 damage per instance, before bonus, slows it down hopefully to a level that a player can repair it, rather than losing a castle in 3 turns.
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Re: Mtg creeping mold ACCEPTED

Post by Alexander82 »

Sorry I got lost xD
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Re: Mtg creeping mold ACCEPTED

Post by Sunrise Samurai »

Got lost?
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Re: Mtg creeping mold ACCEPTED

Post by Sunrise Samurai »

By the way, I'm lichen this topic very moss :P

(I know. I'm very punny. You may now begin groaning over my bad jokes.)
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Alexander82
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Re: Mtg creeping mold ACCEPTED

Post by Alexander82 »

I mean the multiply damage for instance part xD
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Re: Mtg creeping mold ACCEPTED

Post by Sunrise Samurai »

Ahh. I think that is a recent change. I remember fire used to do only 4 damage didn't it?
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Re: Mtg creeping mold ACCEPTED

Post by Alexander82 »

Fire deal damage related to the bonus of the unit. (If you have a unit with 300% bonus against buildings its fire damage will also make 300% damage).
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Re: Mtg creeping mold ACCEPTED

Post by Sunrise Samurai »

Okay. So we have to consider it would deal 16x damage to mega buildings.

I'm thinking 1 damage base, lasts 5 turns. Every turn, each instance makes another instance, with an equal chance of being added to the current building or one adjacent building.

It keeps starting damage pretty low, but grows exponentially if allowed to continue unchecked. Tightly packed bases may be devastated by one shot, but that just means players will learn to keep some space between buildings, or else delete infected ones to stop the spread.
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Re: Mtg creeping mold ACCEPTED

Post by godOfKings »

Sounds like a resident evil zombuilding Apocalypse :lol:
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Re: Mtg creeping mold ACCEPTED

Post by Savra »

Ah yes, here it is.

In some respects, it's slightly more dangerous then fire.
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Re: Mtg creeping mold ACCEPTED

Post by makazuwr32 »

For this effect we decided that each stack of creeping mpld will reduce mend rate of building and your workers will be able to remove only limited amount of stacks with each mend (3 for now). Thus this effect will become especially dangerous on mega buildings (ent demolisher will get aoe 1 with 1% damage specifically for even better spreading of this effect, alas no additional effects will be given by effect itself and it won't be able to spread further).
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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