The faction that holds the least direct hostility to the player, The Mycus is also the least intelligent and reactive of the factions. It knows one purpose - to spread. The Mycus advances steadily, spreading it’s mycelia underground, from a central Fungal Spire and several supporting strcutures, from which it draws much of it’s energy and it’s more advanced forms. The Mycus expresses itself in a wide variety of shapes suited to a wide variety of purposes, but the bulk of a colony’s biomass will almost always be in it’s mycelia, hidden several inches under the ground and invisible to the naked eye.
As The Mycus slowly spreads, it converts the landscape, infesting everything that can provide fuel for it’s expansion, from trees to houses. This is primarily done in an invisible way - once fungal organisms have begun to sprout from the ground and woodwork, you can rest assured the colony itself has spread a good deal further.
Once a fungal patch reaches a certain size, something in the machinery triggers it to switch from expanding mycelia and simple energy gathering bodies to form a twisting fungal tower, a story or two tall and with several shelves jutting forth from it, under which grow the most basic of fungaloids, the spore bearers. These creatures, little more than a few spherical spore production chambers and a simple tentacle based system of locomotion, are not terribly adept at combat, nor are they terrible aggressive, but they will wander the periphery of the fungal patch, steadily produced by the tower, filling the air with a cloud of spores. Where the spores settle to the ground, they are reabsorbed into the mycelia, but when they land on a living animal, they burrow deep into it and create a fungal zombie. Spire carriers do not wander far from the mycelia.
Once several towers exist on a patch, the colony begins growing a fungal spire. An enormous structure that reaches towards the heavens, this is what moves a fungal patch from an annoyance to potentially quite dangerous. Until this point, the primary defense of the fungal patch have been the rare whiplike ambush organisms, the tenticulites, that seek to repel intruders that have proven resistant to the spore cloud. The spire, however, serves as a factory for a wide host of ever more deadly forms - although it will generally only waste the energy producing large quantities of them if a threat to the patch has been detected. The method us unknown, but the primary purpose of the spire seems to be to collect and transmit vast amounts of energy to the patch as a whole, vastly speeding the production of creatures and the spread of the mycelia. In addition, it is will defended by tenticulites and other creatures, as well.
Human beings, should they be careful, are perfectly capable of surviving within territory controlled by the Mycus, and even thriving. Many of the smaller fungal organisms are safely edible if prepared properly, many larger fungal stalks provide useful material that can not be obtained elsewhere, marloss berries are a great boon to a player’s success, and the hostile creatures are generally more rare and less quick than outside the patch - and all they need to do is avoid exposing themselves to the spore cloud that would render them a fungal zombie. Few would consider the benefits to be worth the risks.
(02:13:33 AM) Pthalocy: I could see corpses turning faster?
(02:13:39 AM) Nickboom: and how nothing else trys to fight them
(02:13:56 AM) GlyphGryph: But I sort of imagine the sporified-creatures as not so much aggressive as sort of… going, out, to spread the fungus.
(02:14:10 AM) GlyphGryph: Like, they might fight you, but mostly the point is for them to wander off somewhere and get themselves killed
(02:14:16 AM) Pthalocy: wait i thought voldemort wasnt also the big bad wolf
(02:14:20 AM) GlyphGryph: And their corpse turns into a new spire.
(02:14:24 AM) ***Pthalocy falls over
(02:14:36 AM) GlyphGryph: Or at least starts a new fungal center.
(02:14:44 AM) Clayton: If the fungul towers reanimated zombies/corpses it’d be like…Cataclysm, Round Two.
(02:14:46 AM) Nickboom: but glyph
(02:14:51 AM) Galen|Vengeful: GlyphGryph: sorta like the fungal-zombies that ants and various other creatures become?
(02:14:55 AM) Nickboom: they burn easy right?
(02:14:58 AM) GlyphGryph: Right.
(02:15:09 AM) ***Nickboom gets his flamethrow
(02:15:13 AM) ***Nickboom gets his flamethrower
(02:15:38 AM) Clayton: Damn, fungal towers may become a whole new serious threat if these ideas are implemented.
(02:15:50 AM) Nickboom: they sort of are
(02:15:50 AM) Clayton: You could say it would be a…cataclysmic…event
(02:15:51 AM) Pthalocy: Fungal zombies: Cordyceps. already the basis of another zombie apocalypse or two. Not sure if this is a good theme to pursue if the goal is to differentiate from triffids; this makes them more zombie-like
(02:15:53 AM) Nickboom: already
(02:15:57 AM) Clayton: lololol
(02:16:01 AM) GlyphGryph: So their underground spread will actually be pretty slow. And it will especially like spreading to places with plenty of biomass to build on.
(02:16:10 AM) Nickboom: oh thank god
(02:16:13 AM) GlyphGryph: So forests and towns
(02:16:24 AM) Nickboom: right now they just spread and consume VERY quickly
(02:16:25 AM) GlyphGryph: with all those nice wood buildings to rot and trees to devour.
(02:16:41 AM) GlyphGryph: But basically, the theme of the fungus will be “spreading and converting the landscape”
(02:16:44 AM) Clayton: Man, the fungal spread sounds like it’ll be a…catalyst…
(02:16:45 AM) Clayton: lololol
(02:16:55 AM) ***Nickboom shoots clayton
(02:16:59 AM) Nickboom: NO BAD PUNS
(02:17:03 AM) Pthalocy: Okay /that/ is less ‘new zombie horde’ and more classic fungus c:>
(02:17:17 AM) GlyphGryph: It will create fungal zombies, sure, but they are fundamentally different from the current zombies, as they still exist primarily to /spread/
(02:17:25 AM) GlyphGryph: Rather than to kill people.
(02:17:36 AM) GlyphGryph: Their purpose is to /die/, remember.
(02:17:43 AM) GlyphGryph: Just to get far enough away before it happens.
(02:17:48 AM) Pthalocy: more like big walking … UGH LIKE THOSE PUFFBALLS I FIND IN FIELDS
(02:17:54 AM) Clayton: I can imagine bloated, fungal zombies spreading the spores. Aimlessly blowing up around town for no apparent reason other than to spread
(02:18:01 AM) Galen|Vengeful: hehe
(02:18:10 AM) ***Galen|Vengeful gives Clayton a cookie for the puns
(02:18:12 AM) GlyphGryph: Just looking for a nice rotted hospital to settle down in, you know?
(02:18:20 AM) Pthalocy: Do we /have/ mobs with that horrible, definitely-been-done-before tendency to run at the player and explode
(02:18:32 AM) GlyphGryph: We do not.
(02:18:34 AM) GlyphGryph: Thank goodness.
(02:18:39 AM) ***Clayton gladly accepts the cookie
(02:18:51 AM) Pthalocy: because if you were gonna include that anywhere, those fungal spreaders would be pretty much the one place i feel it would make sense.
(02:19:08 AM) GlyphGryph: And remember, the player can already be turned into a fungal spreader!
(02:19:19 AM) Pthalocy: This is unfortunately true :c
(02:19:23 AM) ***Pthalocy coughs goo
(02:19:26 AM) Galen|Vengeful: yeah, that always makes me go D:D:D:D:D:D:
(02:19:49 AM) GlyphGryph: And the triffids will be getting quite a bit of unique stuff too
(02:19:49 AM) BDR: I would be A-OK with fungal spreaders being kamikazes
(02:19:56 AM) Clayton: But the “Fungal Bloated” would also blow up seemingly randomly as well as trying to attack the player. It has a kind of macabre vibe to it
(02:20:01 AM) GlyphGryph: For example, they will be the smartest and most organized of the three groups.
(02:20:09 AM) roushguy: GlyphGryph, idea
(02:20:16 AM) roushguy: Make the fungal infection nasty
(02:20:17 AM) GlyphGryph: At least when there is a heart in play.
(02:20:24 AM) Galen|Vengeful: ah, "Sap"pers?
(02:20:25 AM) roushguy: But give triffids the ability to implant you as well
(02:20:26 AM) GlyphGryph: It IS nasty… >>
(02:20:34 AM) roushguy: If you fail to remove the triffid implanting thing
(02:20:39 AM) BDR: of course, it makes sense that it would blow itself up randomly if it never noticed the player
(02:20:39 AM) roushguy: You. Will. Die.
(02:20:40 AM) GlyphGryph: Nah, triffids are the only ones who don’t have a zombify thing.
(02:20:44 AM) roushguy: (Seriously)
(02:20:49 AM) GlyphGryph: They will be getting poison though
(02:21:12 AM) Pthalocy: I never liked kamekazi mobs as a variant of regular mobs that were at all intelligent, because if i can have a gun or a spear or bite my enemies
(02:21:15 AM) Pthalocy: why he hell would i blow up at them
(02:21:26 AM) Pthalocy: but with fungus, it’s …well. it’s reproduction. so that’s actually beneficial
(02:21:28 AM) Pthalocy: long-term
(02:21:32 AM) BDR: indeed
(02:21:34 AM) Pthalocy: thematically it makes sense.
(02:21:53 AM) Clayton: I’m still waiting for wandering robots, though haha.
(02:21:57 AM) GlyphGryph: The triffids will actually by several different species working together as symbiotes, able to tap into the heart root network and receive orders from the heart. (they will have the ability to sort of impose themselves on existing root networks to spread more quickly)
(02:22:07 AM) Clayton: I want to meet a sentient robot who questions his existence and chooses to follow you
(02:22:23 AM) BDR: in Crawl, the spore makes ‘game’ sense as a not-purely damage kamikaze (primary threat is food destruction)
(02:22:24 AM) ***roushguy detects Heresy.
(02:22:25 AM) GlyphGryph: Pthalocy: So what you’re saying is, it makes sense for fungus, because blowing up is just their way of saying “I love you”
(02:22:26 AM) Clayton: He some how become self aware during the Cataclysm
(02:22:28 AM) roushguy: BLAM
(02:22:40 AM) Pthalocy: GlyphGryph: yeah basically XD
(02:22:42 AM) roushguy: BLAMBLAMBLAM
(02:22:46 AM) Galen|Vengeful: roushguy: what sort of heresy?
(02:22:50 AM) Clayton: Fungal hugs for everyone!
(02:22:57 AM) GlyphGryph: But anyway, the fungus will have plenty of benefits as well.
(02:22:58 AM) roushguy: A /sentient/ plant?!
(02:22:59 AM) roushguy: BAH!
(02:23:01 AM) Pthalocy: UNLIKE IN GAUNTLET LEGENDS WHERE GOBLINS RUN AT ME AND EXPLODE. meanwhile other similarly-inept goblins have knives.
(02:23:03 AM) roushguy: BLAM
(02:23:04 AM) Galen|Vengeful: ah
(02:23:06 AM) Clayton: A /sentient/ robot
(02:23:06 AM) ***Nickboom puts on powerarmor
(02:23:09 AM) GlyphGryph: Marloss berries
(02:23:10 AM) Pthalocy: why would you waste goblins with bombs when you can knife
(02:23:12 AM) ***Galen|Vengeful loves Gauntlet Legends
(02:23:15 AM) ***Nickboom puts on power armor helmet
(02:23:16 AM) GlyphGryph: Properly prepared it works as food.
(02:23:18 AM) Nickboom: FUCK THIS SHIT
(02:23:19 AM) GlyphGryph: That sort of thing.
(02:23:20 AM) ***Nickboom runs
(02:23:40 AM) GlyphGryph: Perhaps even some special materials the player can use to craft special items.
(02:23:46 AM) Pthalocy: regular, un-scary fungus would probably grow on mycelium tiles or around it
(02:24:02 AM) GlyphGryph: …mycelium IS fungus…
(02:24:05 AM) Pthalocy: wow
(02:24:09 AM) Galen|Vengeful:
(02:24:09 AM) Pthalocy: what just happened to my formatting
(02:24:14 AM) ***Galen|Vengeful pats Pthalocy on the head
(02:24:14 AM) roushguy: GlyphGryph, let marloss berries be part of a sort of megamutagen
(02:24:17 AM) Pthalocy: oh, not allowed! okiedokie.
(02:24:17 AM) roushguy: Or a megapurifier
(02:24:31 AM) BDR: Pthalocy: also of note is a book I read once, which basically rationalized such wasteful tactics as genetic despair due to goblin wives being cursed to always pick the least fit husband
(02:24:31 AM) Pthalocy: well. lots of little mushroom-coloured %'s then.
(02:24:32 AM) roushguy: Which lets you pick what mutation you want/want to be rid of
(02:24:55 AM) GlyphGryph: But basically, if the fungus is recast as this sort of environment changing, dangerous but not explicitly hostile thing
(02:24:58 AM) Pthalocy: BDR that is hilarious
(02:25:03 AM) GlyphGryph: Suddenly the fungus worshippers make a lot more sense.
(02:25:11 AM) Pthalocy: /ooooh/
(02:25:20 AM) GlyphGryph: Because you CAN live with the fungus
(02:25:24 AM) GlyphGryph: (so long as you are careful)
(02:25:40 AM) Pthalocy: if the fungus does anything to the dead, like consume them before they can turn into UNdead…
(02:25:46 AM) Pthalocy: hey look, fungal saviour
(02:25:47 AM) Clayton: Are there benefits to living with fungus?
(02:26:01 AM) GlyphGryph: At the very least it can infect Netherum creatures and turn them into non-hostile spore-carriers
(02:26:28 AM) GlyphGryph: Clayton: abundant food, unique substances
(02:26:35 AM) GlyphGryph: Safety
(02:26:46 AM) GlyphGryph: All, of course, only apply if you are exceptionally careful.
(02:26:59 AM) GlyphGryph: One poorly timed breath without a gasmask on…
(02:27:02 AM) GlyphGryph: Whoops
(02:27:04 AM) GlyphGryph: You’re fucked.
(02:27:14 AM) Pthalocy: Still less hostile than zombies, maybe. maybe. (?)
(02:27:21 AM) GlyphGryph: Netherum is what I’m calling the slime-based stuff in eneral.
(02:27:36 AM) Galen|Vengeful:
(02:27:37 AM) Clayton: I personally think seeing a town being conquered by the fungus over time would be awesome. The first town you loot you come back to after a while, everything is covered in fungus…
(02:27:51 AM) Nickboom: clayton
(02:27:54 AM) ***Galen|Vengeful wants spreading influential areas of all sorts!
(02:28:00 AM) GlyphGryph: Now, there should be some stuff immune to the fungus.
(02:28:09 AM) Nickboom: thats the moment you pull out your flamethrower and burn that shit
(02:28:09 AM) GlyphGryph: To continue posing danger to the player
(02:28:19 AM) Galen|Vengeful: growing hives! growing ant hills!!
(02:28:20 AM) GlyphGryph: I imagine the Triffids will hate and be fairly effective as a threat to them
(02:28:33 AM) kevingranade: how?
(02:28:35 AM) GlyphGryph: And the non-host forms of the Netherum as well
(02:28:45 AM) GlyphGryph: Triffids will be getting poison
(02:28:48 AM) GlyphGryph: As is appropriate
(02:28:49 AM) kevingranade: it seems like plants would be singularly innefective
(02:28:57 AM) Clayton: Maybe triffid and fungal “wars”, so to say?
(02:28:59 AM) GlyphGryph: Perhaps they can generate a substance hostile to the infestation
(02:28:59 AM) kevingranade: anti-fungus poison?
(02:29:06 AM) roushguy: GlyphGryph, easier
(02:29:10 AM) GlyphGryph: That’s something plants have been developing throughout history
(02:29:11 AM) roushguy: Make them able to literally eat it
(02:29:13 AM) GlyphGryph: So yeah
(02:29:19 AM) roushguy: Some plants can /eat/ fungi
(02:29:51 AM) Clayton: I think that hideaway beds should be a thing
(02:29:57 AM) BDR: Pthalocy: also of note is that the hero does uncurse the goblins… and then the goblin race disappears because they start looking like humans/elves/etc. again
(02:30:18 AM) Pthalocy: Omg
(02:30:26 AM) BDR: obviously they also stop wanting to kill everyone else
(02:30:35 AM) Pthalocy: goblins as not a race but a curse see that changes their mechanic hugely (in ways i kind of like the idea of)
(02:30:45 AM) GlyphGryph: So not every species of triffid will fair well against the fungus
(02:30:57 AM) GlyphGryph: But the colonies have seed caches with many different types
(02:30:59 AM) Galen|Vengeful: certain species of ants cultivate fungi as their foodsource
(02:31:04 AM) GlyphGryph: And some of them can at least put up a decent fight.
(02:31:37 AM) GlyphGryph: and I imagine the pure netherum creatures would be pretty resistant to fungal infection.
(02:31:48 AM) Clayton: Is this all assuming that the fungals have some kind of self aware, central “mind”?
(02:31:54 AM) GlyphGryph: But of course, they are limited to the range of their portals.
(02:32:02 AM) GlyphGryph: No, the fungals don’t really think
(02:32:04 AM) GlyphGryph: They just DO
(02:32:07 AM) Clayton: Or are they purely a hive mind mentality driven by surival
(02:32:13 AM) GlyphGryph: Not even a hive mind
(02:32:23 AM) Pthalocy: i politely in my corner hope that fungal-hostile triffids are able to have their venom harvested to help prevent fungal infections in the player
(02:32:33 AM) GlyphGryph: Pthalocy: That would be AMAZING
(02:32:34 AM) Pthalocy: I doubt it’d stay fresh for long at /all/ in the corpses though.
(02:32:41 AM) GlyphGryph: Please suggest that in the thread. >>
(02:32:56 AM) Pthalocy: omg, alright!!