Stinky tubershrooms WAITING IMAGE

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Midonik
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Stinky tubershrooms WAITING IMAGE

Post by Midonik »

@samuelch's idea, he suggested "underground mushrooms that can resurface", I would like to make it a mines-like unit. I suggest that the "resurface" on step, an give the unit that stepped on them toxins... Tho now I think about it, maybe acid would be better as it effects more units. I would make it like human mines besides the effect instead for damage, maybe slightly less hp and I would change to bonus mend to fit myconid workers.
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Midonik
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Re: Stinky tubershrooms

Post by Midonik »

My try on image
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unit_myc_stinky_tubbershrooms.png
unit_myc_stinky_tubbershrooms.png (693 Bytes) Viewed 356 times
unit_myc_stinky_tubbershrooms_anim.png
unit_myc_stinky_tubbershrooms_anim.png (8.67 KiB) Viewed 356 times
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Sombrar +1
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Re: Stinky tubershrooms WAITING IMAGE

Post by Sombrar +1 »

Interesting, assuming it's going to be acid damage and low resistance, it will likely build instantly?
Midonik
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Re: Stinky tubershrooms WAITING IMAGE

Post by Midonik »

The plan is for it to apply the toxins effect.
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Re: Stinky tubershrooms WAITING IMAGE

Post by Sombrar +1 »

Ah, so maybe a weaker green color would work? To me it looks more like acid,a suggestion
Midonik
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Re: Stinky tubershrooms WAITING IMAGE

Post by Midonik »

Acids are usually fluids under normal conditions.
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Re: Stinky tubershrooms WAITING IMAGE

Post by Sombrar +1 »

I understand, it's just my impression.
Midonik
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Re: Stinky tubershrooms WAITING IMAGE

Post by Midonik »

I always thought green was good for poison/toxins
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Re: Stinky tubershrooms WAITING IMAGE

Post by Sombrar +1 »

But it's good, it goes very well with the idea, the point is that considering that in the image they are modifying the terrain with toxins, I thought that a slightly lighter green could be better to represent.
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