Spirit of Grungni mechanic scaling adjustments

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Author: Cerb

Last revision: 5 May, 2024 at 23:05 UTC

File size: 147.34 KB

On Steam Workshop

Description:

An expansion and slight redesign of the Spirit of Grungni summon unit for Malakai’s campaign.

Instead of starting with a ridiculously strong airship for a small amount of time (which just makes you wait before you fight, sleep time), you start with a permanent (until severely damaged) airship to summon with much weaker capabilities. As you upgrade your airship buildings, your ship will upgrade alongside them until it becomes the superpower it’s supposed to be.

At t1 and 2, you get the prototype airship, without mounted cannons, bombs or an overchargable engine. It will still deal damage but not solo armies anymore, and is more of a support.

At t3 and 4 you get the foundation airship, with the basic features but not completely done, it has weaker cannons, can be upgraded to have bombs, and a basic overchargable engine.

At t5 you get the masterwork airship, the fully realised and finished design, with large cannons and a full compliment of crew.

Additional features:
The thunderbarge will now keep at range instead of trying to mount whatever you click to attack – its cannons are now its main weapon.

Passive bombs have been removed entirely, instead, once you upgrade your engineering workshop you will unlock bombing abilities similar to the current gyrobomber, and another one that is more reminiscent of a dreadquake mortar round!

Redesigned the overcharged engine, the longer you keep it on the more damage it will deal to you and the less the effects will be. Turning it off however has a 30 second cooldown, so there’s a lot more depth to its usage instead of just having it on all the time as you likely do now.

Added a disengage for the airship, once its taken 75% damage, it will retreat from the battlefield for repair and rearm regardless of its morale.

Always open for feedback <3

Known bugs/to be fixed:
I havent worked out how to remove the cannon graphics yet for the prototype variant (the one you start with), so they will still swivel and fire at enemies, but no projectile will spawn so they wont deal damage.

The main attack for the different weapons comes out of the middle of the blimp, which you wont notice unless youre paying close attention but its there, it works just fine and is only one of many attacks so youll likely not realise unless youre staring at it.

Ty for balz for some inspiration on the -ld buff to disengage