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This topic is now about mud.
Mud: The terrain that might as well ruin your dungeon. Mud looks very simmilar to solid dirt, except for a minor bubble that occasionally escapes the surface. As a result, an inexpierenced keeper might not recognize it at first glance. Creatures themselves might also walk on it, only to find themselves sinking into the fetid muck.
-Mud slows down the movement of lighter, slower monsters that walk across it, such as imps, mistresses, skeletons and dwarves. Additionally, monsters that walk on it tend to immediately walk off of it (unless specifically told to walk across it, such as an imps task or a call to arms spell). -Bigger, slower enemies, such as Bile Demons, Knights and oversized boss monsters cannot escape from mud after walking on it, and will start to sink into it at a slow pace (about 12 seconds). During this time, the keeper can pick up the enemy and drop them onto safety, and the monster will know not to walk onto that body of mud again. If the keeper cannot rescue the creature in time, it will kill the monster. -Medium sized enemies (all others) are slowed down by it, and start to sink. As a result, they can climb out if adjacent to a solid land tile, but are nonetheless at (a severly lowered) risk of death. -Because mud is not solid ground, it cannot be claimed. Additionally, unlike other non solid terrain such as water or lava, a bridge cannot be built over mud, making it a very dangerous terrain. -Mud exists without any solid dirt over it, so a keeper who is mining his dungeon out does not have to worry about this. Additionally, Mud appears on mostly the overworld, and rarely ever in the deep. A keeper that mines under a tile containing mud can trigger a cave-in.
Thoughts?
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