Post by MERRY CROMBMAS! on Oct 6, 2013 23:14:20 GMT
Mostly because they make sense.
Just fyi, I installed 1.02 then used the 2.01 update installer and installed the map-pack. If there was anything changed in some add-on I wasn't aware of or something, just let me know.
If possible, make multiple degrees of a few abilities (because not all creatures are as good at [insert ability here] as others).
Levels of abilities possibility:
Camouflage:
- Level 1: Detected if it gets within half the range of an enemy unit without keen sense keen sense would have if that creature had it. Detected by keen sense in a larger area than it currently is. Passively detected by sonar pulse if moving.
- Level 2: Same as current, but detected if touched by an enemy unit. Passively detected by sonar pulse if moving for more than 2 seconds at a time.
- Level 3: Same as current, but requires an even closer range for keen sense to work (reserved ability for Rainbow Octopus).
Ability to go with this? Rainbow Octopus also is capable of shape-shifting into a similar sized creature, or multiple smaller ones that it observes. Smaller ones have to remain fairly close together. Functions as "disguise feature." Still seen through henchman tag.
Digging:
- Level 1: Detected by keen sense in a larger area. Detected by sonar pulse creature without using the ability if in range for keen sense. Also detected by being within half the sight range of a given creature.
Level 2: Sames as current, still detectable by sonar pulse units passively if it touches them. Slightly increases sight.
Level 3: Greatly increased mobility and sight underground.
Ability to go with this? One of the spiders (probably Garden Spider) is now a burrowing Spider! Can perform a burrow attack or web throw from underground! Both abilities on said spider's tail.
Keen Sense:
- Level 1: Current. Changes would be what you see for digging and camouflage. Walking through defensive cloud disables this ability. Being inside one also renders you undetectable to level 1 unless the same creature produced the cloud. Give to: Most creatures with Keen Sense, large snakes, giant anteater, bears, elephant (maybe mammoth).
- Level 2: Creatures sense remain visible for twice as long, slight increase of range from level 1. Defensive cloud only disables if it starts on the creature with keen sense, and effect subsides quickly. Give to: Warthog, Dogs, Great White Shark, small snakes.
- Level 3: Same improvements as level 2, but can not be disabled under any circumstance (reserve for: Pit vipers).
Poison Bite:
- Level 1: 1/3 damage rate of current and half duration (probably not scaling with creature size). Non-black widow spiders should receive this (excluding tarantula). If given to tarantula, move Black widow to Level 3 without the bonus of A B or C, and move other spiders to level 2.
- Level 2: Current, disables regeneration level 1 and causes an effect akin to the reverse of "High Endurance" on the victim. Most creature that have poison bite should receive this, can also be added to spitting cobra (it's our only Elapid representative).
- Level 3: Level 2 also disabling regen level 2.
--------- A: Lasts 6 times as long and slightly drains endurance (for Komodo Dragon).
--------- B: 3x damage, slows attacks (Blue Ring Octopus, maybe). Poison rate likely scaling to health.
--------- C: Endurance drained to zero if not immune, disables regen level 3 on equal sized and smaller creatures (disables regen level 2 and lower on everything still, and slightly drains endurance of the immune) (Some kind of poison snake).
Poison Sting:
- Level 1: 1/4 current damage. Give to: Fire ants (if we want more ant variety, or regular ant as alternative to other suggestions farther down), Wasp. Disables regen level 1.
- Level 2: Current, but doing damage twice as often (for same duration). Disables regen level 2. Give to: Hornet.
- Level 3: Slightly drains endurance of immune creatures, greatly drains endurance of "High Endurance" creatures, even greater drains on regular creatures. Same stats as level 2 otherwise. Give to: Scorpion.
Poison Touch:
- Level 1: Mildly annoying taste has an effect slightly similar to stun cloud on creatures, only weaker. Does not work in the water or on henchmen. Give to: Various bugs and amphibians, a few mollusks.
- Level 2: 1.2x damage as current, effects tongue based ranged attacks. Something that isn't komodo dragon or the poison frog, the Dragon should remain at current.
- Level 3: Persistent attacking by non immune creatures or creatures with only bite attacks causes increasing damage to the attacker. Give to: Poisonous frogs. If the poison dart frog is added, it should be more damage based. If the tomato frog is added, it should greatly slow the creature's attacks and slightly slow their movement.
Regeneration: Just tack the multipliers onto the current ones for research level.
- Level 1: 1/5 current health regen. A lot of creatures could be moved to here from their current regen level. A few could be added. Probably all crustaceans and iguana-like lizards could go here.
- Level 2: Current, slows spread of plague. For creatures with very good regenerative abilities, like mollusks.
- Level 3: Rate of regeneration increased over time not losing health, otherwise stays at current. Assassinate's effectiveness lowered. Likely reserved for cockroach.
Sonar pulse:
--------- A: Current with changes listed to camo/digging, and a 20 percent larger casting area. Give to: Cetaceans from base-game (except maybe dolphin).
--------- B: Current with a larger casting area (50 percent), but no passive abilities. Give to: new Cetaceans
--------- C: Current with changes listed to camo/digging, no way to hinder passive abilities, and double range on passive abilities. Reserved for Bat and any other bats that may be added.
We have two weaselly representatives. The Wolverine actually is a weasel, and the Skunk is a close relative. While I mostly like the two creatures as they are, I feel that the skunk should have a claw attack (only say, 1 damage because they're primarily digging claws). If it had frenzy, I wouldn't mind either.
Anteaters have no teeth and limited jaw movement, so the bite damage should be reduced (Possibly to 1). Also, they cut down anthills with their claws, and are capable of fighting off jaguars with them, so they should have an added ability to forcibly cut creatures smaller than them out of the ground that stuns them completely for a second or so. They could also be given keen sense. Warthogs could be given the ability to remove diggers, and possibly digging as well.
Bears tend not to have sharp claws, but really, really, powerful swiping paws and arms (reduce your brain to mush strong). To reflect this, bears having an effect akin to defensive cloud that isn't countered by immunity, but instead an ability something like "hardy" which could be given to the bears themselves (because they've been known to climb trees after having their hearts reduced to mush, Grizzlies at least), larger ungulates (maybe excluding moose), beetles, the armadillo, snails, the scorpion, and hard shelled turtles. A slight health boost to the bears wouldn't hurt either.
Speaking of snails, they aren't very good. Rename the current to something like the African giant snail, give it some ability that makes it immune to defile land and lets it reverse its effects on its foot or something. Then add another snail, the cone snail, with the assassinate ability, and poison sting at some level.
Frogs, big cats, and the Kangaroo could all be given a "pounce" ability (along with one of the spiders, obviously not black widow). Strike an area or creature, jumping through the air, like hovering, only with much shorter range, and a far faster movement (also using less endurance, and allowing them to strike air units, along with other ground melee units)). This way they can quickly go by some smaller cliffs, and they have an ability that makes sense. Same location as their "leap attack" ability (back legs, maybe needing torso; reminds me, add leap attack to the frogs so they gain it if you change heads, or add in some way to make ranged units melee attack without defensive cloud or just forcing them into range). Basically the same thing except it stuns non "hardy" creatures.
If you feel like adding those three creatures that, last I checked were free to use (barracuda, black marlin, blue-tongued skink), then the skink should have digging at level 1 and keen sense at level 1. If neither ability is possible to change or you are otherwise unwilling, it should only be given one of those.
Rock climbing (if it can be added). Throw it onto a new creature (iguana), mountain lion, snow leopard, ant, whatever spider you would add leap attack to (maybe tarantula) and maybe the walking stick. Requires, some leg. An alternate version can be added to some of the non-aquatic snakes that uses their body.
This reminds me: The rattlesnake's rattle isn't that noticeable. If you want it to remain a rattlesnake, then that way to obscure passive sonar pulse would be added to it's tail, the rattle. It also could serve to "scare" creatures that don't have frenzy. If it won't continue to be a rattle snake, or you otherwise are adding creatures: Viper: shorter range, body based "leap attack" type ability that it can potentially retreat from almost immediately, almost like a head-extension type of ranged attack, except not really a ranged attack, and non-functional vs fliers (unless used as they are attacking, also uses a small amount of endurance; alternatively, make it a ranged attack that would be treated like a tongue one, and has exactly the same damage as the bite, though I'd want it to mostly function as a melee attack). Pit Vipers having the best keen sense I was talking about.
Back to the iguana. I really like marine iguanas and green iguanas, so, how about a camo level 2 swimming regen level 1 creature with a strong bite attack (for its size), rock climbing and medium-low land speed?
Let's talk about ants. Ahhh, ants; some of the only creatures that aren't human but wage and participate in things we could call wars. Let's see, if you don't want poison sting level 1 for them, maybe their tail could be used for those dramatic self detonations ants like to do. Yes, that's right, ant are known to explode in in and warfare to trap their opponents in a sticky mess. This ability shouldn't discriminate between friend and foe, should not work on larger creatures, and should have a shorter radius than web throw, but actually cover a 360 degree area. It also kills the unit upon use, obviously, and lasts shorter than web throw, but it would be a nice low-level unit tactic, and fairly useful later on with abilities like assassinate in the mix. Which ants are our favorites though? Do we want the ant to look more like the leaf-cutter ant, revered for it's high strength given its size? Perhaps the weaver ant, a creature that could help repair bramble fences, or even make them stronger with its presence (an ability that could also be added to a few nesting birds, perhaps). Maybe we want it to be like a fire ant, and just have it sting people at a low level, or some siafu, and just have bite damage increase with every unit with it. All of these seem nice on a creature with colony, which reminds me.
Add colony to the piranha. They're know for stripping creatures bare bone in moments in swarms. So, adding colony, and an additional effect specifically for melee damage stacking (and happening earlier than pack hunter) would be an interesting addition.
Since we have the lioness, why not add the pride's king? Male lion would be the same size, have a roar ability, and mostly be there to be intimidating. He wouldn't have loner, but he's not really the hunter of the pack. Obviously needs a mane. Roar can work to "scare" (also working on henchmen, not Rex (or Lucy if she's with one for whatever reason)), and as another way to disable the passive effect added to some sonar pulses. What the scare effect will do, I'm still undecided, it should only be a mild bonus at best. The lion should also have more health than the lioness, and probably more defense.
Another creature to tack on. Electric catfish. How to create? Take electric eel, make size 1, lower range, put electric burst on its head, allow it to electrocute areas not attached to it, lower damage. And give it a catfish model. Feel free to add an ability that allows it to detect any creature within twice the range of its LOS that uses or is hit by an electric field. Also add this ability to all sharks and rays. It wouldn't hurt to give any and all eels camo 1 either.
The rat and the bat. I guess the rat can have poison bite 1, but it's bite should do a little more damage anyway. The bat, should have keen sense 1 and that third variation of sonar pulse. It doesn't look a lot like many old world bats, but it would be a really weird looking vampire bat. If it's a vampire bate, let its bite restore health, even though vampire bats scrape and lick.
Assuming it isn't an old world bat, add a size 2 old world bat with a lot of health.
The primates. Add roar to gorilla, and the mandrill monkey (perhaps baboon as well). What's this about a mandrill? Well, how about another size two creature, that you can make like a mix stat-wise between baboon and gorilla, and tack on frenzy as an ability? No pack hunter or herding. Chimps are smart, something should be added to the head to reflect that.
Rhinos have terrible eye-sight. Reduce to 15. And add speed to all large ungulates (or just all ungulates in general, except mammoth), they have good sustained mobility in the animal kingdom. Of all of them, though, the Rhino should have the highest speed boost.
Vultures should have immunity, they don't get food poisoning and they eat diseased things.
Bird to add: Some kind of falcon. Most recognizable is probably peregrine, so give it extremely rapid striking potential from the air, and fast movement.
Bird that would probably be much harder: Hummingbird, essentially would have the effect of controlling like a ground unit in midair almost.
Fish to add: Sawfish, swordfish, and/or sail fish. If sailfish, should be fastest fish by a good margin, followed by marlin, tuna, then swordfish. Swordfish and sawfish to be added for awesome impale/horns and fish barrier destroy. Killer fish smaller than GWS.
There's a caterpillar in this game. That's the larva of a butterfly. Just cuz why not, we should allow it to grow into a butterfly as an irreversible ability that takes about 8 seconds or so, and lets you produce level 2 flying creatures. Give them poor melee attack, and have the morph carry over any give parts from the caterpillar (requiring the torso to work). Let the head give keen sense, the wings give them a friendly bramble repair/bolster ability (works on enemy and friendly fences alike), and the tail give them an offensive ability like defile land (but that doesn't coat the ground) that doesn't differentiate between friend or foe. They should have medium-fast flight, and relatively high control, if possible (kind of doubt they can be added at all).
The pistol shrimp has 8 legs in this mod, last I checked, shrimp have 7 legs. This should be fixed. Also, the scorpion still has 6 legs when it should have 8.
Firefly/Lightning bug and Anglerfish: Possessing the part with flash should automatically make it take only 60% less damage from all creature-based ranged attacks, leap attacks, and pounce (not charge attack, or the viper's striking ability), due to a difficulty of hitting the target in a good area (also possibly adding immunity to henchman tag). Creatures with flying insect heads are immune to this effect, and keen sense as the levels go up, lowers this effect.
Snakes: More boas, a pit viper and regular viper would be nice. Rattlesnake can double as a Pit Viper, even if that would mean a lot of new abilities added to it. A flying snake with the hover ability (no wings) could work. This snake could function decently as a venomous snake and constrictor, as could a black mamba. The mamba would also have to be the fastest snake. The reticulated python would be an interesting alternative to the anaconda. Highest regen you should ever give a snake is 1 (reptiles generally aren't good at it), along with frogs. Salamanders should all be regen 1.
Earthworm: Regeneration 2, redundant organs (greatly reduces the effect of assassinate).
River dolphin: Size 2 dolphin, weaker attacks, super fast, find a way to make it level 2.
Other changes: Enable henchmen to remove tags from creatures places by enemy henchmen, possibly after research.
Add in something between sizes 3 and 9 that can regenerate.
Maybe add starfish if you want an annoying creature that can split into more after sufficient damage at no cost (but with greatly reduced health at the start). Regeneration otherwise functioning as level 2.
There's more stuff I'd ask for that I know is completely impossible and would completely change the game into something vastly different, so I'm saving them for when I stop being lazy and buy the IP to IC to make a sequel.Air chambers as gas chambers
All numbers are subject to change. But that 60 percent reduction, goodness gracious firefly!
Edit: Add in pangolins. I want mini armored anteaters!
Just fyi, I installed 1.02 then used the 2.01 update installer and installed the map-pack. If there was anything changed in some add-on I wasn't aware of or something, just let me know.
If possible, make multiple degrees of a few abilities (because not all creatures are as good at [insert ability here] as others).
Levels of abilities possibility:
Camouflage:
- Level 1: Detected if it gets within half the range of an enemy unit without keen sense keen sense would have if that creature had it. Detected by keen sense in a larger area than it currently is. Passively detected by sonar pulse if moving.
- Level 2: Same as current, but detected if touched by an enemy unit. Passively detected by sonar pulse if moving for more than 2 seconds at a time.
- Level 3: Same as current, but requires an even closer range for keen sense to work (reserved ability for Rainbow Octopus).
Ability to go with this? Rainbow Octopus also is capable of shape-shifting into a similar sized creature, or multiple smaller ones that it observes. Smaller ones have to remain fairly close together. Functions as "disguise feature." Still seen through henchman tag.
Digging:
- Level 1: Detected by keen sense in a larger area. Detected by sonar pulse creature without using the ability if in range for keen sense. Also detected by being within half the sight range of a given creature.
Level 2: Sames as current, still detectable by sonar pulse units passively if it touches them. Slightly increases sight.
Level 3: Greatly increased mobility and sight underground.
Ability to go with this? One of the spiders (probably Garden Spider) is now a burrowing Spider! Can perform a burrow attack or web throw from underground! Both abilities on said spider's tail.
Keen Sense:
- Level 1: Current. Changes would be what you see for digging and camouflage. Walking through defensive cloud disables this ability. Being inside one also renders you undetectable to level 1 unless the same creature produced the cloud. Give to: Most creatures with Keen Sense, large snakes, giant anteater, bears, elephant (maybe mammoth).
- Level 2: Creatures sense remain visible for twice as long, slight increase of range from level 1. Defensive cloud only disables if it starts on the creature with keen sense, and effect subsides quickly. Give to: Warthog, Dogs, Great White Shark, small snakes.
- Level 3: Same improvements as level 2, but can not be disabled under any circumstance (reserve for: Pit vipers).
Poison Bite:
- Level 1: 1/3 damage rate of current and half duration (probably not scaling with creature size). Non-black widow spiders should receive this (excluding tarantula). If given to tarantula, move Black widow to Level 3 without the bonus of A B or C, and move other spiders to level 2.
- Level 2: Current, disables regeneration level 1 and causes an effect akin to the reverse of "High Endurance" on the victim. Most creature that have poison bite should receive this, can also be added to spitting cobra (it's our only Elapid representative).
- Level 3: Level 2 also disabling regen level 2.
--------- A: Lasts 6 times as long and slightly drains endurance (for Komodo Dragon).
--------- B: 3x damage, slows attacks (Blue Ring Octopus, maybe). Poison rate likely scaling to health.
--------- C: Endurance drained to zero if not immune, disables regen level 3 on equal sized and smaller creatures (disables regen level 2 and lower on everything still, and slightly drains endurance of the immune) (Some kind of poison snake).
Poison Sting:
- Level 1: 1/4 current damage. Give to: Fire ants (if we want more ant variety, or regular ant as alternative to other suggestions farther down), Wasp. Disables regen level 1.
- Level 2: Current, but doing damage twice as often (for same duration). Disables regen level 2. Give to: Hornet.
- Level 3: Slightly drains endurance of immune creatures, greatly drains endurance of "High Endurance" creatures, even greater drains on regular creatures. Same stats as level 2 otherwise. Give to: Scorpion.
Poison Touch:
- Level 1: Mildly annoying taste has an effect slightly similar to stun cloud on creatures, only weaker. Does not work in the water or on henchmen. Give to: Various bugs and amphibians, a few mollusks.
- Level 2: 1.2x damage as current, effects tongue based ranged attacks. Something that isn't komodo dragon or the poison frog, the Dragon should remain at current.
- Level 3: Persistent attacking by non immune creatures or creatures with only bite attacks causes increasing damage to the attacker. Give to: Poisonous frogs. If the poison dart frog is added, it should be more damage based. If the tomato frog is added, it should greatly slow the creature's attacks and slightly slow their movement.
Regeneration: Just tack the multipliers onto the current ones for research level.
- Level 1: 1/5 current health regen. A lot of creatures could be moved to here from their current regen level. A few could be added. Probably all crustaceans and iguana-like lizards could go here.
- Level 2: Current, slows spread of plague. For creatures with very good regenerative abilities, like mollusks.
- Level 3: Rate of regeneration increased over time not losing health, otherwise stays at current. Assassinate's effectiveness lowered. Likely reserved for cockroach.
Sonar pulse:
--------- A: Current with changes listed to camo/digging, and a 20 percent larger casting area. Give to: Cetaceans from base-game (except maybe dolphin).
--------- B: Current with a larger casting area (50 percent), but no passive abilities. Give to: new Cetaceans
--------- C: Current with changes listed to camo/digging, no way to hinder passive abilities, and double range on passive abilities. Reserved for Bat and any other bats that may be added.
We have two weaselly representatives. The Wolverine actually is a weasel, and the Skunk is a close relative. While I mostly like the two creatures as they are, I feel that the skunk should have a claw attack (only say, 1 damage because they're primarily digging claws). If it had frenzy, I wouldn't mind either.
Anteaters have no teeth and limited jaw movement, so the bite damage should be reduced (Possibly to 1). Also, they cut down anthills with their claws, and are capable of fighting off jaguars with them, so they should have an added ability to forcibly cut creatures smaller than them out of the ground that stuns them completely for a second or so. They could also be given keen sense. Warthogs could be given the ability to remove diggers, and possibly digging as well.
Bears tend not to have sharp claws, but really, really, powerful swiping paws and arms (reduce your brain to mush strong). To reflect this, bears having an effect akin to defensive cloud that isn't countered by immunity, but instead an ability something like "hardy" which could be given to the bears themselves (because they've been known to climb trees after having their hearts reduced to mush, Grizzlies at least), larger ungulates (maybe excluding moose), beetles, the armadillo, snails, the scorpion, and hard shelled turtles. A slight health boost to the bears wouldn't hurt either.
Speaking of snails, they aren't very good. Rename the current to something like the African giant snail, give it some ability that makes it immune to defile land and lets it reverse its effects on its foot or something. Then add another snail, the cone snail, with the assassinate ability, and poison sting at some level.
Frogs, big cats, and the Kangaroo could all be given a "pounce" ability (along with one of the spiders, obviously not black widow). Strike an area or creature, jumping through the air, like hovering, only with much shorter range, and a far faster movement (also using less endurance, and allowing them to strike air units, along with other ground melee units)). This way they can quickly go by some smaller cliffs, and they have an ability that makes sense. Same location as their "leap attack" ability (back legs, maybe needing torso; reminds me, add leap attack to the frogs so they gain it if you change heads, or add in some way to make ranged units melee attack without defensive cloud or just forcing them into range). Basically the same thing except it stuns non "hardy" creatures.
If you feel like adding those three creatures that, last I checked were free to use (barracuda, black marlin, blue-tongued skink), then the skink should have digging at level 1 and keen sense at level 1. If neither ability is possible to change or you are otherwise unwilling, it should only be given one of those.
Rock climbing (if it can be added). Throw it onto a new creature (iguana), mountain lion, snow leopard, ant, whatever spider you would add leap attack to (maybe tarantula) and maybe the walking stick. Requires, some leg. An alternate version can be added to some of the non-aquatic snakes that uses their body.
This reminds me: The rattlesnake's rattle isn't that noticeable. If you want it to remain a rattlesnake, then that way to obscure passive sonar pulse would be added to it's tail, the rattle. It also could serve to "scare" creatures that don't have frenzy. If it won't continue to be a rattle snake, or you otherwise are adding creatures: Viper: shorter range, body based "leap attack" type ability that it can potentially retreat from almost immediately, almost like a head-extension type of ranged attack, except not really a ranged attack, and non-functional vs fliers (unless used as they are attacking, also uses a small amount of endurance; alternatively, make it a ranged attack that would be treated like a tongue one, and has exactly the same damage as the bite, though I'd want it to mostly function as a melee attack). Pit Vipers having the best keen sense I was talking about.
Back to the iguana. I really like marine iguanas and green iguanas, so, how about a camo level 2 swimming regen level 1 creature with a strong bite attack (for its size), rock climbing and medium-low land speed?
Let's talk about ants. Ahhh, ants; some of the only creatures that aren't human but wage and participate in things we could call wars. Let's see, if you don't want poison sting level 1 for them, maybe their tail could be used for those dramatic self detonations ants like to do. Yes, that's right, ant are known to explode in in and warfare to trap their opponents in a sticky mess. This ability shouldn't discriminate between friend and foe, should not work on larger creatures, and should have a shorter radius than web throw, but actually cover a 360 degree area. It also kills the unit upon use, obviously, and lasts shorter than web throw, but it would be a nice low-level unit tactic, and fairly useful later on with abilities like assassinate in the mix. Which ants are our favorites though? Do we want the ant to look more like the leaf-cutter ant, revered for it's high strength given its size? Perhaps the weaver ant, a creature that could help repair bramble fences, or even make them stronger with its presence (an ability that could also be added to a few nesting birds, perhaps). Maybe we want it to be like a fire ant, and just have it sting people at a low level, or some siafu, and just have bite damage increase with every unit with it. All of these seem nice on a creature with colony, which reminds me.
Add colony to the piranha. They're know for stripping creatures bare bone in moments in swarms. So, adding colony, and an additional effect specifically for melee damage stacking (and happening earlier than pack hunter) would be an interesting addition.
Since we have the lioness, why not add the pride's king? Male lion would be the same size, have a roar ability, and mostly be there to be intimidating. He wouldn't have loner, but he's not really the hunter of the pack. Obviously needs a mane. Roar can work to "scare" (also working on henchmen, not Rex (or Lucy if she's with one for whatever reason)), and as another way to disable the passive effect added to some sonar pulses. What the scare effect will do, I'm still undecided, it should only be a mild bonus at best. The lion should also have more health than the lioness, and probably more defense.
Another creature to tack on. Electric catfish. How to create? Take electric eel, make size 1, lower range, put electric burst on its head, allow it to electrocute areas not attached to it, lower damage. And give it a catfish model. Feel free to add an ability that allows it to detect any creature within twice the range of its LOS that uses or is hit by an electric field. Also add this ability to all sharks and rays. It wouldn't hurt to give any and all eels camo 1 either.
The rat and the bat. I guess the rat can have poison bite 1, but it's bite should do a little more damage anyway. The bat, should have keen sense 1 and that third variation of sonar pulse. It doesn't look a lot like many old world bats, but it would be a really weird looking vampire bat. If it's a vampire bate, let its bite restore health, even though vampire bats scrape and lick.
Assuming it isn't an old world bat, add a size 2 old world bat with a lot of health.
The primates. Add roar to gorilla, and the mandrill monkey (perhaps baboon as well). What's this about a mandrill? Well, how about another size two creature, that you can make like a mix stat-wise between baboon and gorilla, and tack on frenzy as an ability? No pack hunter or herding. Chimps are smart, something should be added to the head to reflect that.
Rhinos have terrible eye-sight. Reduce to 15. And add speed to all large ungulates (or just all ungulates in general, except mammoth), they have good sustained mobility in the animal kingdom. Of all of them, though, the Rhino should have the highest speed boost.
Vultures should have immunity, they don't get food poisoning and they eat diseased things.
Bird to add: Some kind of falcon. Most recognizable is probably peregrine, so give it extremely rapid striking potential from the air, and fast movement.
Bird that would probably be much harder: Hummingbird, essentially would have the effect of controlling like a ground unit in midair almost.
Fish to add: Sawfish, swordfish, and/or sail fish. If sailfish, should be fastest fish by a good margin, followed by marlin, tuna, then swordfish. Swordfish and sawfish to be added for awesome impale/horns and fish barrier destroy. Killer fish smaller than GWS.
There's a caterpillar in this game. That's the larva of a butterfly. Just cuz why not, we should allow it to grow into a butterfly as an irreversible ability that takes about 8 seconds or so, and lets you produce level 2 flying creatures. Give them poor melee attack, and have the morph carry over any give parts from the caterpillar (requiring the torso to work). Let the head give keen sense, the wings give them a friendly bramble repair/bolster ability (works on enemy and friendly fences alike), and the tail give them an offensive ability like defile land (but that doesn't coat the ground) that doesn't differentiate between friend or foe. They should have medium-fast flight, and relatively high control, if possible (kind of doubt they can be added at all).
The pistol shrimp has 8 legs in this mod, last I checked, shrimp have 7 legs. This should be fixed. Also, the scorpion still has 6 legs when it should have 8.
Firefly/Lightning bug and Anglerfish: Possessing the part with flash should automatically make it take only 60% less damage from all creature-based ranged attacks, leap attacks, and pounce (not charge attack, or the viper's striking ability), due to a difficulty of hitting the target in a good area (also possibly adding immunity to henchman tag). Creatures with flying insect heads are immune to this effect, and keen sense as the levels go up, lowers this effect.
Snakes: More boas, a pit viper and regular viper would be nice. Rattlesnake can double as a Pit Viper, even if that would mean a lot of new abilities added to it. A flying snake with the hover ability (no wings) could work. This snake could function decently as a venomous snake and constrictor, as could a black mamba. The mamba would also have to be the fastest snake. The reticulated python would be an interesting alternative to the anaconda. Highest regen you should ever give a snake is 1 (reptiles generally aren't good at it), along with frogs. Salamanders should all be regen 1.
Earthworm: Regeneration 2, redundant organs (greatly reduces the effect of assassinate).
River dolphin: Size 2 dolphin, weaker attacks, super fast, find a way to make it level 2.
Other changes: Enable henchmen to remove tags from creatures places by enemy henchmen, possibly after research.
Add in something between sizes 3 and 9 that can regenerate.
Maybe add starfish if you want an annoying creature that can split into more after sufficient damage at no cost (but with greatly reduced health at the start). Regeneration otherwise functioning as level 2.
There's more stuff I'd ask for that I know is completely impossible and would completely change the game into something vastly different, so I'm saving them for when I stop being lazy and buy the IP to IC to make a sequel.
All numbers are subject to change. But that 60 percent reduction, goodness gracious firefly!
Edit: Add in pangolins. I want mini armored anteaters!