Page 1 of 1

Stinky tubershrooms IMPLEMENTED

Posted: Tue Mar 17, 2020 9:06 am
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.

Re: Stinky tubershrooms

Posted: Sun Dec 04, 2022 2:51 pm
by Midonik
My try on image

Re: Stinky tubershrooms WAITING IMAGE

Posted: Sun Dec 04, 2022 4:35 pm
by Sombrar +1
Interesting, assuming it's going to be acid damage and low resistance, it will likely build instantly?

Re: Stinky tubershrooms WAITING IMAGE

Posted: Sun Dec 04, 2022 4:36 pm
by Midonik
The plan is for it to apply the toxins effect.

Re: Stinky tubershrooms WAITING IMAGE

Posted: Sun Dec 04, 2022 4:48 pm
by Sombrar +1
Ah, so maybe a weaker green color would work? To me it looks more like acid,a suggestion

Re: Stinky tubershrooms WAITING IMAGE

Posted: Sun Dec 04, 2022 4:55 pm
by Midonik
Acids are usually fluids under normal conditions.

Re: Stinky tubershrooms WAITING IMAGE

Posted: Sun Dec 04, 2022 5:04 pm
by Sombrar +1
I understand, it's just my impression.

Re: Stinky tubershrooms WAITING IMAGE

Posted: Sun Dec 04, 2022 5:05 pm
by Midonik
I always thought green was good for poison/toxins

Re: Stinky tubershrooms WAITING IMAGE

Posted: Sun Dec 04, 2022 5:09 pm
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.

Re: Stinky tubershrooms READY

Posted: Tue Jun 25, 2024 10:18 am
by Midonik
Image by @Sombrar +1