[Suggestion] More Enemies that are actually dangerous

Huehuehue. Plus having just another monster beatstick in the game only really threatens melee characters and drivers of literal taaanks.

Having that ninja brute that can engage at range and go undetected does POTENTIALLY mitigate the advantages of a ranged character, but they’d be best used indoors or underground. Stick them in a city and they’re just as vulnerable to getting sniped as anything else in the daytime.

True story.

Well I did some testing, and I can override the Group_zombie_mid just by pasting my own. So its nice to know I have complete control over that.

What this means is we could just buff the suck out of top tier zombies and add them. If you wanted to. Call it Group_zombie_high or w.e.

Even regular Zmen do a tanks worth of damage. Which is like 20-35 per hit. And idk how cutting damage affects bleeding.

{
“type” : “MONSTER”,
“id” : “mon_zombie_hollow_pk”,
“name”: “zombie nedir”,
“species”:“ZOMBIE”,
“default_faction”:“zombie”,
“symbol”:“Z”,
“color”:“black_white”,
“size”:“MEDIUM”,
“material”:“flesh”,
“diff”:25,
“aggression”:100,
“morale”:100,
“speed”:90,
“melee_skill”:8,
“melee_dice”:2,
“melee_dice_sides”:10,
“melee_cut”:4,
“dodge”:7,
“armor_bash”:18,
“armor_cut”:10,
“armor_stab”:22,
“vision_day”:30,
“vision_night”:4,
“hp”:160,
“death_function”:“BLOBSPLIT”, “BLOBSPLIT”,
“death_function”:“BLOBSPLIT”,
“special_attacks”:[[“STRETCH_BITE”, 10], [“STRETCH_ATTACK”, 5]],
“description”:“With empty black sockets this creature surveys its surrounding delibrately. As it scans, its body pulsates and contorts in a fashion that would break most bones.”,
“flags”:[“SEES”, “HEARS”, “SMELLS”, “WARM”, “BASHES”, “GROUP_BASH”, “POISON”, “NO_BREATHE”]
},

This would be the end result of a ‘vanilla’ zombie evolution. I hope that fighting this is comparable to fighting a zombie without any skills earlygame. In terms of difficulty.

I figure they stretch and make annoying little blobettes. And this way I can test stacking death effects.

I also figure that we should not make them any stronger than what a skill 10 character could beat.

But then this still eventually makes all the diversity limited to the cities. >.>


{
“type” : “MONSTER”,
“id” : “mon_zombie_scales”,
“name”: “encrusted zombie”,
“species”:“ZOMBIE”,
“default_faction”:“zombie”,
“symbol”:“Z”,
“color”:“blue”,
“size”:“MEDIUM”,
“material”:“flesh”,
“diff”:20,
“aggression”:100,
“morale”:100,
“speed”:85,
“melee_skill”:7,
“melee_dice”:3,
“melee_dice_sides”:7,
“melee_cut”:2,
“dodge”:3,
“armor_bash”:16,
“armor_cut”:30,
“armor_stab”:10
"vision_day":40,
“vision_night”:5,
“hp”:160,
“death_function”:[“NORMAL”],
“special_attacks”:[[“BITE”, 7], [“GRAB”, 5], [“GRAB_DRAG”, 3]
“description”:“This zombie seems to be more comfortable in water than out. Its skin seems to have hardened into a flaky chitonous layer, and its ponderous movements belie its hostility.”,
“flags”:[“CHITIN”, “AQUATIC”, “SEES”, “HEARS”, “SMELLS”, “STUMBLES”, “WARM”, “BASHES”, “GROUP_BASH”, “POISON”, “NO_BREATHE”, “BLEED”, “SWIMS”, “REVIVES”, “BONES”, “PUSH_MON”]
},

I know Im just tooting my own horn, but enh? I dont know if aquatic actually restricts movement to water or not, though.

I’m not sure. It might require using the monstergroups that control spawning aquatic creatures. That would be interesting, possibly.

Also, I’m pondering the idea of mutated wildlife to expand on the variety to be found in forests. Hmm.

KK.

Serious.

Will this satisfy peoples demands for more? Theyre not tested together, but Im happy to work on them

[
{
“type” : “MONSTER”,
“id” : “mon_zombie_brute”,
“edit-mode” : “modify”,
“upgrades”:{
“into_group”: “GROUP_ZOMBIE_BRUTE”,
“half_life”: 28
}
},{
“type” : “MONSTER”,
“id” : “mon_zombie_swimmer”,
“edit-mode” : “modify”,
“upgrades”:{
“into”: “mon_zombie_biter”,
“half_life”: 28
}
},{
“type” : “MONSTER”,
“id” : “mon_skeleton”,
“edit-mode” : “modify”,
“upgrades”:{
“into”: “mon_skeleton_pk”,
“half_life”: 42
}
},{
“type” : “MONSTER”,
“id” : “mon_zombie_hollow”,
“edit-mode” : “modify”,
“upgrades”:{
“into”: “mon_zombie_hollow_pk”,
“half_life”: 56
}
},{
“type” : “MONSTER”,
“id” : “mon_zombie_tough”,
“edit-mode” : “modify”,
“upgrades”:{
“into”: “mon_zombie_hollow”,
“half_life”: 28
}
},{
“type” : “MONSTER”,
“id” : “mon_zombie_crawler”,
“edit-mode” : “modify”,
“upgrades”:{
“into”: “mon_zombie_crawler_pk”,
“half_life”: 42
}
},{
“type” : “MONSTER”,
“id” : “mon_zombie_brute_ninja”,
“name”: “zombie nightstalker”,
“species”:“ZOMBIE”,
“default_faction”:“zombie”,
“symbol”:“Z”,
“color”:“ltgray_white”,
“size”:“MEDIUM”,
“material”:“flesh”,
“diff”:25,
“aggression”:100,
“morale”:100,
“speed”:115,
“melee_skill”:10,
“melee_dice”:5,
“melee_dice_sides”:4,
“melee_cut”:5,
“dodge”:5,
“armor_bash”:6,
“armor_cut”:12,
“vision_day”:40,
“vision_night”:5,
“death_drops”: “default_zombie_death_drops”,
“hp”:240,
“death_function”:[“NORMAL”],
“special_attacks”:[[“SMASH”, 30], [“GRAB”, 7], [“STRETCH_ATTACK”, 10]],
“description”:“Somehow this brute hides in the dark like some kind of boogeyman, where its massive hands flex gnarled claws. Very agile for such a large zombie”,
“flags”:[“SEES”, “HEARS”, “SMELLS”, “WARM”, “BASHES”, “GROUP_BASH”, “POISON”, “NO_BREATHE”, “REVIVES”, “BONES”, “PUSH_MON”, “NIGHT_INVISIBILITY”]
},{
“type” : “MONSTER”,
“id” : “mon_zombie_brute_grappler”,
“name”: “zombie wrestling brute”,
“species”:“ZOMBIE”,
“default_faction”:“zombie”,
“symbol”:“Z”,
“color”:“red_white”,
“size”:“MEDIUM”,
“material”:“flesh”,
“diff”:25,
“aggression”:100,
“morale”:100,
“speed”:95,
“melee_skill”:8,
“melee_dice”:3,
“melee_dice_sides”:8,
“melee_cut”:1,
“dodge”:3,
“armor_bash”:10,
“armor_cut”:16,
“vision_day”:40,
“vision_night”:4,
“death_drops”: “default_zombie_death_drops”,
“hp”:300,
“death_function”:[“NORMAL”],
“special_attacks”:[[“SMASH”, 30], [“BIO_OP_TAKEDOWN”, 20], [“RANGED_PULL”, 20], [“GRAB_DRAG”, 6], [“BITE”, 10]],
“description”:“A slab of festering muscle the size of a well-toned bodybuilder. Seems more eager to strangle the life from you than eat you, though is probably capable of both.”,
“flags”:[“SEES”, “HEARS”, “SMELLS”, “STUMBLES”, “WARM”, “BASHES”, “GROUP_BASH”, “POISON”, “NO_BREATHE”, “REVIVES”, “BONES”, “PUSH_MON”]
},{
“type” : “MONSTER”,
“id” : “mon_zombie_pk”,
“name”: “hungry zombie”,
“species”:“ZOMBIE”,
“default_faction”:“zombie”,
“symbol”:“Z”,
“color”:“ltgreen”,
“size”:“MEDIUM”,
“material”:“flesh”,
“diff”:5,
“aggression”:100,
“morale”:100,
“speed”:85,
“melee_skill”:6,
“melee_dice”:2,
“melee_dice_sides”:8,
“melee_cut”:2,
“dodge”:2,
“armor_bash”:3,
“armor_cut”:3,
“vision_day”:40,
“vision_night”:3,
“death_drops”: “default_zombie_death_drops”,
“upgrades”:{
“into_group”: “GROUP_ZOMBIE_DECAY”,
“half_life”: 56
},
“hp”:100,
“death_function”:“NORMAL”,
“special_attacks”:[[“BITE”, 5], [“GRAB”, 7]],
“description”:“A human body that seems to have . . . tightened into something more dangerous. There is little doubt about what it could do to you if you let it.”,
“flags”:[“SEES”, “HEARS”, “SMELLS”, “STUMBLES”, “WARM”, “BASHES”, “GROUP_BASH”, “POISON”, “BLEED”, “NO_BREATHE”, “REVIVES”, “BONES”, “PUSH_MON”],
“categories”:[“CLASSIC”]
},{
“type” : “MONSTER”,
“id” : “mon_zombie_rot_pk”,
“name”: “rotting zombie”,
“species”:“ZOMBIE”,
“default_faction”:“zombie”,
“symbol”:“Z”,
“color”:“ltgreen_yellow”,
“size”:“MEDIUM”,
“material”:“flesh”,
“diff”:5,
“aggression”:100,
“morale”:100,
“speed”:70,
“melee_skill”:5,
“melee_dice”:2,
“melee_dice_sides”:8,
“melee_cut”:3,
“dodge”:1,
“armor_bash”:5,
“armor_cut”:1,
“vision_day”:40,
“vision_night”:3,
“death_drops”: “default_zombie_death_drops”,
“upgrades”:{
“into_group”: “GROUP_ZOMBIE_DECAY”,
“half_life”: 84
},
“hp”:80,
“death_function”:[“NORMAL”],
“special_attacks”:[[“BITE”, 2], [“GRAB”, 7]],
“description”:“A corpse that rots even as it moves to kill. Its discolored swollen flesh is riddled with festering wounds and open sores.”,
“flags”:[“SEES”, “HEARS”, “SMELLS”, “STUMBLES”, “WARM”, “BASHES”, “GROUP_BASH”, “POISON”, “BLEED”, “NO_BREATHE”, “REVIVES”, “BONES”, “PUSH_MON”],
“categories”:[“CLASSIC”]
},{
“type” : “MONSTER”,
“id” : “mon_skeleton_pk”,
“name”: “zombie mangler”,
“species”:“ZOMBIE”,
“default_faction”:“zombie”,
“symbol”:“Z”,
“color”:“white”,
“size”:“MEDIUM”,
“material”:“bone”,
“diff”:10,
“aggression”:100,
“morale”:100,
“speed”:110,
“melee_skill”:6,
“melee_dice”:3,
“melee_dice_sides”:6,
“melee_cut”:5,
“dodge”:3,
“armor_bash”:2,
“armor_cut”:15,
“armor_stab”:25,
“armor_acid”:4,
“vision_day”:30,
“vision_night”:3,
“death_drops”: “default_zombie_clothes”,
“hp”:65,
“death_function”:[“NORMAL”],
“special_attacks”:[[“BITE”, 5]],
“description”:“Its skin stretched so tight as to have split in several places, this once human corpse bears bones jutting out at unnatural angles.”,
“flags”:[“SEES”, “HEARS”, “BLEED”, “HARDTOSHOOT”, “REVIVES”, “NO_BREATHE”]
},{
“type” : “MONSTER”,
“id” : “mon_zombie_swimmer_pk”,
“name”: “swimmer zombie”,
“species”:“ZOMBIE”,
“default_faction”:“zombie”,
“symbol”:“Z”,
“color”:“ltblue”,
“size”:“MEDIUM”,
“material”:“flesh”,
“diff”:10,
“aggression”:100,
“morale”:100,
“speed”:100,
“melee_skill”:5,
“melee_dice”:3,
“melee_dice_sides”:6,
“melee_cut”:2,
“dodge”:3,
“armor_bash”:2,
“armor_cut”:0,
“vision_day”:40,
“vision_night”:5,
“death_drops”: “mon_zombie_swimmer_death_drops”,
“upgrades”:{
“into”: “mon_zombie_scales”,
“half_life”: 56
},
“hp”:80,
“death_function”:[“NORMAL”],
“special_attacks”:[[“BITE”, 4], [“GRAB”, 8]],
“description”:“This web-footed swimmer sways in a restless but predatory manner.”,
“flags”:[“SEES”, “HEARS”, “SMELLS”, “STUMBLES”, “WARM”, “BASHES”, “GROUP_BASH”, “POISON”, “NO_BREATHE”, “BLEED”, “SWIMS”, “REVIVES”, “BONES”, “PUSH_MON”]
},{
“type” : “MONSTER”,
“id” : “mon_zombie_scales”,
“name”: “encrusted zombie”,
“species”:“ZOMBIE”,
“default_faction”:“zombie”,
“symbol”:“Z”,
“color”:“blue”,
“size”:“MEDIUM”,
“material”:“flesh”,
“diff”:20,
“aggression”:100,
“morale”:100,
“speed”:80,
“melee_skill”:7,
“melee_dice”:2,
“melee_dice_sides”:9,
“melee_cut”:2,
“dodge”:2,
“armor_bash”:16,
“armor_cut”:30,
“armor_stab”:10
"vision_day":40,
“vision_night”:5,
“hp”:160,
“death_function”:[“NORMAL”],
“special_attacks”:[[“BITE”, 7], [“GRAB”, 5], [“GRAB_DRAG”, 3]
“description”:“This zombie seems to be more comfortable in water than out. Its skin has hardened into a flaky chitonous layer, and its ponderous movements belie its hostility.”,
“flags”:[“CHITIN”, “AQUATIC”, “SEES”, “HEARS”, “SMELLS”, “STUMBLES”, “WARM”, “BASHES”, “GROUP_BASH”, “POISON”, “NO_BREATHE”, “BLEED”, “SWIMS”, “REVIVES”, “BONES”, “PUSH_MON”]
},{
“type” : “MONSTER”,
“id” : “mon_zombie_hollow_pk”,
“name”: “zombie nedir”,
“species”:“ZOMBIE”,
“default_faction”:“zombie”,
“symbol”:“Z”,
“color”:“black_white”,
“size”:“MEDIUM”,
“material”:“flesh”,
“diff”:25,
“aggression”:100,
“morale”:100,
“speed”:90,
“melee_skill”:8,
“melee_dice”:2,
“melee_dice_sides”:10,
“melee_cut”:3,
“dodge”:6,
“armor_bash”:18,
“armor_cut”:10,
“armor_stab”:22,
“vision_day”:45,
“vision_night”:4,
“hp”:160,
“death_function”:“BLOBSPLIT”, “BLOBSPLIT”,
“death_function”:“BLOBSPLIT”,
“special_attacks”:[[“STRETCH_BITE”, 10], [“STRETCH_ATTACK”, 5]],
“description”:“With empty black sockets this creature surveys its surroundings delibrately. As it scans, its body pulsates and contorts in a fashion that should break most bones.”,
“flags”:[“SEES”, “HEARS”, “SMELLS”, “WARM”, “BASHES”, “GROUP_BASH”, “POISON”, “NO_BREATHE”]
},{
“type” : “MONSTER”,
“id” : “mon_zombie_crawler_pk”,
“name”: “shambling zombie”,
“species”:“ZOMBIE”,
“default_faction”:“zombie”,
“symbol”:“Z”,
“color”:“pink_green”,
“size”:“MEDIUM”,
“material”:“flesh”,
“diff”:7,
“aggression”:100,
“morale”:100,
“speed”:40,
“melee_skill”:4,
“melee_dice”:3,
“melee_dice_sides”:3,
“melee_cut”:1
"dodge":4,
“armor_bash”:2,
“armor_cut”:2,
“vision_day”:30,
“vision_night”:3,
“death_drops”: “default_zombie_death_drops”,
“hp”:90,
“death_function”:[“ACID”, “NORMAL”],
“special_attacks”:[[“BITE”, 5], [“ACID_ACCURATE”, 90], [“ACID_BARF”, 50]],
“special_when_hit”:[“ACIDSPLASH”, 30],
“description”:“Dragging its distended belly with powerful arms, this zomebie’s mangled, chunky legs appear to be leaking a flim of acid. It might be dangerous to attack it. Then again, it seems to be capable of spitting acid as well.”,
“flags”:[“ACIDPROOF”, “ACID_BLOOD”, “ACIDTRAIL”, “SEES”, “HEARS”, “SMELLS”, “STUMBLES”, “WARM”, “BASHES”, “GRABS”, “POISON”, “NO_BREATHE”, “REVIVES”, “BONES”],
“categories”:[“CLASSIC”]
},{
“type” : “MONSTER”,
“id” : “mon_zombie_child_pk”,
“name”: “zombie reaver”,
“species”:“ZOMBIE”,
“default_faction”:“zombie”,
“symbol”:“z”,
“color”:“ltgreen”,
“size”:“SMALL”,
“material”:“flesh”,
“diff”:10,
“aggression”:80,
“morale”:100,
“speed”:135,
“melee_skill”:6,
“melee_dice”:3,
“melee_dice_sides”:5,
“melee_cut”:3,
“dodge”:10,
“armor_bash”:4,
“armor_cut”:12,
“vision_day”:35,
“vision_night”:4,
“death_drops”: {
“subtype”: “collection”,
"//": “cloth as any other zombie (sometimes), additional items from child_items (sometimes)”,
“groups”: [
[ “default_zombie_clothes”, 25 ],
[ “child_items”, 15 ]
]
“hp”:70,
“death_function”:[“NORMAL”],
“special_attacks”:[[“BITE”, 2]
“description”:“While its face does not seem to have changed since the day it died, the rest of this child-sized corpse has been forged for remarkable agility, speed, and savage brutality. It bears marks that indicate that this isn’t the forst (or second) time it has died.”,
“flags”:[“HARDTOSHOOT”, “SEES”, “HEARS”, “SMELLS”, “STUMBLES”, “WARM”, “BASHES”, “BLEED”, “POISON”, “GUILT”, “NO_BREATHE”, “REVIVES”, “BONES”],
“categories”:[“CLASSIC”]
},
]

This is all zombies atm. I suppose I could do others as well, but I want to straighten out the rather complex web of evolutions. And unfuck them, as I see it.

The hardest part is probably balancing the zombies out so that they dont appear too early or too late in large numbers. Im completely okay with small amounts of them spawning. This is a roguelike, after all.

Not sure yet. I am however working on a PR for two ideas I’ve had. Giant cellar spiders (to spice up spider basements) and giant rattlesnakes (to spice up wilderness).

EDIT: PR is up here: https://github.com/CleverRaven/Cataclysm-DDA/pull/15085

Monster code to ogle:

    },{
    "type" : "MONSTER",
    "id" : "mon_spider_cellar_giant",
    "name": "giant cellar spider",
    "species":"SPIDER",
    "default_faction":"spider_cellar",
    "symbol":"s",
    "color":"brown",
    "size":"SMALL",
    "material":"iflesh",
    "diff":20,
    "aggression":-10,
    "morale":100,
    "speed":120,
    "melee_skill":6,
    "melee_dice":1,
    "melee_dice_sides":6,
    "melee_cut":2,
    "dodge":3,
    "armor_bash":1,
    "armor_cut":2,
    "vision_day":5,
    "vision_night":5,
    "hp":45,
    "death_function":"NORMAL",
    "description":"A twitchy mutant brown spider, with a relatively small body and spindly long legs.  Its smaller brethren are known for being agile, and for preying upon other spiders.",
    "//": "No, they are not in fact the most venomous spider in the world.",
    "flags":["SEES", "SMELLS", "HEARS", "VENOM", "WEBWALK", "CHITIN", "CLIMBS", "HARDTOSHOOT"],
    "anger_triggers":["STALK", "PLAYER_WEAK"]
    },{
    "type" : "MONSTER",
    "id" : "mon_spider_cellar_giant_s",
    "name": "immature giant cellar spider",
    "species":"SPIDER",
    "default_faction":"spider_cellar",
    "symbol":"c",
    "color":"brown",
    "size":"TINY",
    "material":"iflesh",
    "diff":10,
    "aggression":-10,
    "morale":100,
    "speed":120,
    "melee_skill":4,
    "melee_dice":1,
    "melee_dice_sides":3,
    "melee_cut":2,
    "dodge":2,
    "armor_bash":1,
    "armor_cut":2,
    "vision_day":5,
    "vision_night":5,
    "hp":23,
    "death_function":"NORMAL",
    "description":"A newly-hatched giant cellar spider.  Too small to possess much venom, but still quick and agile like an adult.",
    "flags":["SEES", "SMELLS", "HEARS", "WEBWALK", "CHITIN", "CLIMBS", "HARDTOSHOOT"],
    "anger_triggers":["STALK", "PLAYER_WEAK"]
    },{
    "type" : "MONSTER",
    "id" : "mon_rattlesnake_giant",
    "name": "giant rattlesnake",
    "species":"REPTILE",
    "default_faction":"small_animal",
    "symbol":"s",
    "color":"brown",
    "size":"MEDIUM",
    "material":"flesh",
    "diff":4,
    "aggression":-25,
    "morale":60,
    "speed":90,
    "melee_skill":5,
    "melee_dice":1,
    "melee_dice_sides":8,
    "melee_cut":6,
    "dodge":1,
    "armor_bash":0,
    "armor_cut":2,
    "vision_day":30,
    "vision_night":5,
    "hp":36,
    "death_function":"NORMAL",
    "special_attacks":[["RATTLE", 6]],
    "description":"A mutated timber rattlesnake, about three times as large as the norm.  While it isn't big enough to regard humans as potential prey, it is more aggresive and dangerous compared to a normal rattler.",
    "flags":["SEES", "HEARS", "SMELLS", "BADVENOM", "HARDTOSHOOT", "SWIMS", "LEATHER", "BONES"],
    "anger_triggers":["HURT", "PLAYER_CLOSE"],
    "placate_triggers":["PLAYER_WEAK"],
    "categories":["WILDLIFE"]
    },{

Well, those spiders and snakes aren’t anywhere near “actually dangerous”. I’d say somewhere between “early game dangerous” and “free food”.

I was sorely tempted to buff them, admittedly…any suggestions? owo

While we are rating monsters, are my bio-weapons considered “dangerous”? here’s the code foe the basic one.

{ "type" : "MONSTER", "id" : "mon_failed_weapon", "name": "failed Bio-Weapon", "species":"FBIO-WEAPON", "default_faction":"fbio-weapon", "symbol":"B", "color":"red_cyan", "size":"MEDIUM", "material":"flesh", "diff":25, "aggression":100, "morale":100, "speed":100, "melee_skill":6, "melee_dice":4, "melee_dice_sides":5, "melee_cut":4, "dodge":2, "armor_bash":5, "armor_cut":4, "vision_day":40, "vision_night":3, "death_drops": "wild_bio_weapom_item", "upgrades":{ "into": "mon_zombie_failed_weapon", "half_life": 15 }, "luminance":14, "hp":150, "death_function":["ACID", "NORMAL"], "special_attacks":[["SHOCKSTORM", 15], ["PARROT", 80]], "special_when_hit":["ZAPBACK", 75], "description":"A walking bionic mutant. Deformed from its 'enhancements', and jealous of your success, it hunts and kills whatever it finds.", "flags":["SEES", "REGENERATES_10", "HEARS", "SMELLS", "WARM", "ELECTRIC", "ATTACKMON", "ELECTRONIC", "BASHES", "GROUP_BASH", "CBM_SUBS", "CBM_POWER", "BONES"] }

Needs moar dragon. o3o

[ul][li]Armor piercing, infectious bite like current feral hunter. But with lower cooldown.[/li]
[li]Good accuracy, good dodge and good speed[/li]
[li]Push monster flag so that it’s harder to funnel them[/li]
[li]Acid immunity and corrosive zed’s special defense, to make people just give up at invading their nests and go somewhere else[/li][/ul]

All that just for the cellar spiders, I assume? I’m not sure about acid though. It makes sense if I was adding giant brown reclude spiders, but… :V

And what about giant rattlesnakes?

would it get away with a grab attack i.e. ‘constriction’?

perhaps not omgrealcritters but enh

Amusing, though would be a bit odd to have that occur. I think I might give them a bite attack instead of cellar spiders though.

Now see, what I have here is a sort of trump card. If it’s organic, I can kill it with ease. It doesn’t matter how powerful you make it, my spores will either kill it or turn it into a fungal zombie for very little cost to myself. Though I usually only use it on hulks and masters when there are necromancers around.

And yeah, I know almost nobody goes Mycus, but it’s something to keep in mind.

Clearly we need more diversity for fungalized zeds, so you can get out-marloss’d by a fungal hulk. o3o

Meanwhile, giant cellar spiders and giant rattlesnakes are in. Their final stats differ from what I posted here.

Well no, its just another example of winraring with magic.

Though arguably this is the spoils of war.

A good counterbalance would be the complete rejection of your humanity and consequently all humans hunt you. and fire hurts extra as appropriate.

It’s the opposite. Have you ever tried to burn a fungal spire? I can walk through the flames unharmed. Very useful when fighting triffids.