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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
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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
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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

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.
Cordydeceptor
Posted: Sun Apr 10, 2022 10:56 pm
by Darkhunn
Or Cordyseptor if a slightly shorter name is better.
Cost: 4
Hp: 10
Power: 1
Range: 2
Actions: 1
Armor 2/2/2
Speed 3, hovering
Psychic resistance 80%
Dominator Spore: Infest an enemy unit and seize control, (30% conversion chance) cooldown 1
I'm unsure if a conversion ability is more suited to the Myconoids or if there was an option to change a successfully "converted" unit into what it would be if it were defeated and then raised- (I'm not sure if that's mechanically possible or redundant, given other units.)
Based on the rather horrific real-life "mind-control" fungi cordyceps, which infect insects in terrifying and impressive ways.
Re: Cordydeceptor
Posted: Mon Apr 11, 2022 7:45 am
by Midonik
We already have multiple conversion units for myconids (or maybe it's only one, the death cap, I can't remember). I'm not sure whether this can be unique enough.
if there was an option to change a successfully "converted" unit into what it would be if it were defeated and then raised- (I'm not sure if that's mechanically possible or redundant, given other units.)
I was considering this, after consulting with the developer it even seems possible. I don't know if I could base it on what the corpse dropped by the unit would be rised into, we only considered a single unit type. Also we were thinking of making it delayed (as in the parasite fungi needs time to grow) but that's really stupid because the enemy can just delete the unit. Im not fully sure instant forced transform will work (mainly because I never made an effect like that) but it probably can?
I think plain conversion makes sense and we might embrace the simplicity on this one.
Re: Cordydeceptor
Posted: Mon Apr 11, 2022 9:40 am
by godOfKings
U could do it like this, after conversion by parasite it transforms into a pseudo-zombie state, belonging to the myconid using player but it cannot move, it will have 0 attack and one action and can only use the action to transform into fully controlled zombie state which will have a few turns cooldown
The player whose unit was converted will have the chance to kill the zombified unit before it is fully converted and used by myconid race
By expanding this concept we could make more expensive techs with possibilities to convert bigger and more powerful monsters which also take longer time for full conversion as well as higher hp during pseudo zombie state
Enemy races could also have techs to reconvert pseudo zombie units back to the units of their own race, but such technologies and units will b much more expensive than myconid conversion playstyle, so it cannot b misused too many times and only to save the most important units
Re: Cordydeceptor
Posted: Mon Apr 11, 2022 9:48 am
by godOfKings
I dont know if u watch the expanse series, but there, some blue alien parasitic substance terraformed a whole satellite city along with the people living in it to use it for its own kind, so myconid can definitely have the option to expand in this playstyle, converting both living beings and machines alike, and even in the space battle, the planets they capture could b shown to b directly transformed into a terraformed myconid planet