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Shromite xenobreeder IMPLEMENTED

Posted: Mon Mar 16, 2020 3:28 pm
by Midonik
@DoomsdayDragonfire's idea, an "tower" (because it doesn't count to factory limit, doesn't have to look like a tower even shouldn't) that can spawn puffshroomies.

Hp: 40
Power: 0
Range: 1
Armors: 2/2/4 (chemical)
Sight: 4
Bonus mend: 0.3 (didn't count but this is more expensive than usual towers)
Rushed growth: spawn puffshroomies, cooldown 2 × 3
This way you get 3 puffshroomies each two turns, which makes it better than using a tc. The drawback is that this would have to be not effected by the factory limit so in theory myconids could spawn literal hordes of those units, and they'll have a plenty of ways to utilize it... We must think about this one.

Re: Shromite xenobreeder

Posted: Sun Dec 04, 2022 2:55 pm
by Midonik
Noahs image

Re: Shromite xenobreeder

Posted: Sun Dec 04, 2022 4:45 pm
by Sombrar +1
So the goal is to work similarly to Beelzeflies Nest? If they are very few resistant I don't see a problem, they would be very annoying blockers to deal with.By the way, how will their spaw work, will the player be able to invoke it several times or will it be the same as the beetles, only having several phases?

Re: Shromite xenobreeder

Posted: Sun Dec 04, 2022 4:53 pm
by Midonik
Puffshrooms have a separate topic. I dont think they will be nearly as useful blockers as beelzeflies. However there are ideas to use puffshroom to be sacraficed to enable powerful abilites attack/summon more powerful units (I might need to think about that, could easily be op) etc. Also puffshrooms are permanent units but their combat value is very low.

Re: Shromite xenobreeder

Posted: Sun Dec 04, 2022 5:11 pm
by Sombrar +1
Well, if they have toxins or poison and since they can also be permanent, then they will be an alternative to make some comparisons.

Re: Shromite xenobreeder

Posted: Sun Dec 04, 2022 5:13 pm
by Midonik
Damn DDD was crazy, this should spawn of these with a cooldown lol.

Re: Shromite xenobreeder

Posted: Sun Dec 04, 2022 5:21 pm
by Sombrar +1
They really need production control :lol:

Re: Shromite xenobreeder

Posted: Tue Dec 06, 2022 1:16 pm
by Anchar
?

Re: Shromite xenobreeder

Posted: Tue Dec 06, 2022 2:48 pm
by Midonik
Seems good

Re: Shromite xenobreeder READY

Posted: Tue Dec 06, 2022 9:00 pm
by Sombrar +1
Nice sprite and also a bit scary

Re: Shromite xenobreeder READY

Posted: Tue Dec 06, 2022 9:19 pm
by Midonik
The myconids are meant to be creepy/disgusting. Also funny at the same time.

Re: Shromite xenobreeder READY

Posted: Tue Dec 06, 2022 9:25 pm
by Sombrar +1
as for being scary and disgusting, it's impeccable in that regard, now in the funny part, I'm waiting for how it will be :lol:

Re: Shromite xenobreeder READY

Posted: Tue Dec 06, 2022 9:28 pm
by Midonik
Did you see the puffshrooms?

Re: Shromite xenobreeder READY

Posted: Tue Dec 06, 2022 9:34 pm
by Sombrar +1
Ah yes, now that you remind me, the design is really ironic and intriguing, it reminds me a bit of science fiction movies