Cleb - November 17, 2017
Today we released patch v1.1.9. This patch contains the new shroud unit. The shroud is the first of the new units we have planned on adding to CURE in the near future. We plan on continuing to release new units as we go. The next unit slated to be released is the Behemoth. You can see screenshots of the Behemoth here.
The shroud is CURE’s first stealth unit. They are fairly weak, and rely on hiding using attacks of opportunity rather than openly attacking enemies. Because they need allied colonizing enzyme to hide, they also make great defensive units. They are also the first unit in the game to cost magnesium.
Colonizing Enzyme Camouflage
This ability is passive and always active. When the shroud unit is inside allied colonizing enzyme no enemy unit can perceive it. Also all targeted abilities will not be able to affect the shroud while hidden. Location based damage such as colonizing enzyme or the macrophage attack will still affect the shroud even when it is hidden.
Adaptive Camouflage: Add the ability to appear like any chemical, but adds a substantial cost to using the ability.
Each shroud unit has a certain amount of injectisomes it can build. When cast each spike will deduct its cost from the unit creating the maximum amount of spikes available. Each injectisome has its own collision and damage. When a spike collides with an enemy the spike is injected into the enemy and removed from the soldier allowing it to grow another.
Stats that affect Injectisomes are:
Potency: Increases damage, cost, and rebuild speed
Metabolism: Decreases the rebuild speed
Capacity: Increases the amount of spikes and cost