Squigs were added to funguses. After all, they are funguses. I considered extending the reference further to snotlings, but with the fungal zoms and the infected survivors theres not a terribly big reason to. Infected survivors can go out the window when we get more comprehensive NPC mutations in place, so maybe.
Now, I need to get to crackin’ on the doomhouses. I do want to do a Doomlab, but I want it explicitly modular. I want them all modular, but I guess having done the surface area as nonmodular I can keep them until 3d is implemented. Somebody else could make them? :v
The subsurface can me mostly modular though, so the tunnels will have variations and suchnots.
Before that however, Ive been playing with redoing the crawling zombie upgrades. Talk about inventory consistency between mother-daughter upgrades means that I should be looking to utilize this.
Im thinking a sludge-crawler zombie. But Im somewhat hesitant. I got nosold on the acidtrail zombie, despite it being a thing I want in this mod, but meh. Its going to have to be slow, which means a ranged attack my be best. It cant snipe, because Im not sure it can be justified in any way. I could do a blob ‘package’, that spits them out every so often. Necromancers do that though.
Im at a small loss. Though the blob idea is tempting. As a slow monster they become a problem you have to deal with. And as a sludge spewer you have a real issue. Im worried of course about too many blobs. I think I have a fair balance now. I see loose blobs on occassion. They are nice touches.
Otherwise, I do want to hammer down ant species, but that requires main-game coding. I could manage.