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If I Were A Creator 23 Just Another Week

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Upon sundown, Praelis exits the hivemind link. After viewing and a.s.sessing the new strains, Praelis was delighted with the new a.s.sets acquired by the zerg especially the ultralisk, the infestor and the queen evolution path. Although the defensive structure strains would be extremely helpful in both offensive and defensive purposes, Praelis is just not that interested in it. The two structures, she observed cannot be improved that easily.

For the ultralisk and infestors, she already thought of improvements to make them far deadlier. Ultralisks could produce acid vapor and release it with every swing of the kaiser blades, weakening its enemies' armor while also increasing overall damage and adding a fear factor. Another improvement she imagined for the Ultralisk was to have smaller ultralisks reside within them and emerge when the ultralisk dies. It would take longer to morph but would be very effective if swarm tactics are required.

As for the infestor, Praelis imagined them being capable of releasing the zerg virus into the air by burrowing and absorbing nutrients from the soil. This would let unsuspecting enemies be infected much more easily since they can't tell where the infestor is exactly. Not to mention that the infestor burrows very quickly and can easily navigate through any subterranean territory, allowing them to evade any traps. Another modification she imagined is to have infestors be given long range flight capabilities.

The flight system would be modified to make the infestor move as fast as possible. Its purpose is to spray out spores of zerg virus from its abdomen like a farm plane sprinkling fertilizer to the crops. The spray would be very acidic but diluted to the point where it's invisible but acidic enough to allow the spores to penetrate armor. Another idea of hers is to have infestor corpses rapidly decompose into a cloud of zerg virus and infect its a.s.sailants.

As for the spine crawler and spore crawler, Praelis doesn't have much of an idea except for a larger version of the spore crawler to act as a long range anti air defense and artillery. However, that idea would be introduced in the form of spore cannons which the system had mentioned would be unlocked in Tier 5 alongside other things. The second in command walked around the hive cl.u.s.ter, monitoring the progress of this planet's colonization by the zerg.

So far, three hundred hive cl.u.s.ters have been established, each separated by 5 to 7 miles of creep carpet. Due to the purification process, all life on the continent had been eradicated, leaving behind a charred wasteland now covered in the purple gray color of creep. Thanks to the growth hormone and the extractors, which provide accelerants by harvesting vespene gas, the swarm is multiplying four times faster than before. Tier 3 and a half provided the Zerg with a 50% reduction in time needed to morph structures while reducing the morph time in units by only 25%.


This results in hatcheries and other bio structures being quickly established. Unlike Vanahim VII, the only nutrients present are in the creep covered ashes, so the zerg are not expanding as quickly as they are in Vanahim VII. There, the zerg has established 650 new hive cl.u.s.ters and currently houses 65% of the zerg population which presently number at around 550,000 zerg organisms and rapidly growing. Tier 3 also brings in upgrade for individual units that help them serve the swarm better.

Zerglings move 75% faster than before, allowing hunting and escort parties to mobilize much faster. Hydralisk spines are shot at faster speeds, increasing penetration force and accurate range by 50%. Larvae are much fatter and upon morphing, they secrete an enzyme that forces a large amount of energy to gather into the coc.o.o.n. This only applies when forming buildings and reduces build time by 25% and in total, reduces build time for all structures to only 37.5% of the normal time required and this is not counting growth enzymes and accelerants being applied.

Overlords are enlarged by 10% and their brain matter is increased in both density and complexity. This allows overlords to control 200 standard zerg instead of the previous 100 standard zerg limit. The upgraded brain matter brings a very useful side effect, psionic manifestation. With the augmented brain matter, the overlord's psionic capacity and ability is significantly increased. Heightened psionic capabilities allow the overlord to conjure portals for short range travel of up to 5 miles, allowing an overlord and its escort party to almost always teleport into another hive cl.u.s.ter.

This ability ma.s.sively increases zerg expansion and development efforts in both worlds. The only limit to its short range teleportation is its range and its ten minutes cooldown. Tier 3 bestows roaches with a more potent acid that can evaporate into its surroundings if it does not corrode anything. This is effective against enemies protected by a heavily armored or corrosion resistant armor. As the acid would evaporate due to lack of reactions, it would melt or soften the armor of nearby foes or if their armor is made of anything softer than t.i.tanium, outright kill them.

The roaches also developed symbiosis with more types of microbes while also enhancing the softness inducing and motion capabilities of the current symbiotes. This upgrade allows the roach to burrow much faster and travel up to speeds of 100 miles per hour underground. With greater burrowing speed, it is entirely possible for guerilla tactics to be employed by roaches alongside faster zerglings. Queens are upgraded to serve as better hive tenders and guardians.

Brain matter is increased by 25%, increasing control from 20 overlords to 25 overlords and increased mental capacity, complex problem solving and processing ability. The strain's limbs are increased from 2 to 3 in order to give better comprehension. The queen's transfusion ability is upgraded to healing in an area of effect with 3 meter radius and a heal over time effect that lasts for 5 minutes. Heal over time effect can be stacked three times to heal small to moderate injuries but can mend severe injures and dismemberment to an extent.

Limb regeneration can only be done by the original transfusion, not the healing over time effect. Queens are given specialized microbes that calcify its burrowing spots, preventing burrowing and emerging from the same spot but allows Queens to survive light to medium orbital bombardment. The microbes also produce a special enzyme that masks life signs for an hour. This would let them rebuild their forces in secret while letting them deliver devastating counterattacks when their enemy's guard is down.

The queen's growth enzymes now work much more effectively when paired with vespene gas, causing morph time to be reduced even more to only 12.5% of the normal time required. Thanks to this, hatcheries only require 30 minutes to form, an hour and a half to become a lair and 4 hours to metamorphose into a hive, means that only 6 hours is needed to establish a proper hive cl.u.s.ter if both growth hormones and vespene bio accelerant is abundant for use.

As for the queen's offensive power, tier 3 sharpens and increases the production rate of the queen spines, increasing their overall dps by 20%. Queens are also provided heightened senses that allows them to correctly hear and feel things with greater range and accuracy. Overall, they are three times more useful than kerrigan's queen strain. As the sun sets on Kashrya, it concludes the first day of the swarm's evolution.

However, that does not mean that the zerg tire or rest for the swarm has adapted to live without rest. Queens place creep tumors and command the brood, giving transfusions for healing or growth acceleration. Overlords carry drones accompanied by burrowing roaches, slithering hydralisks and running zerglings to locations where new hive cl.u.s.ters are to be established. By midnight, the zerg population numbers at 2.2 million.

Aiur, Kor-Shakal

At the heart of the great protoss capital stood a grand monument. A topless pyramid of gold dwarfing all structures around it, standing 3,000 feet tall. Golden spires stood on each edge of the structure's square base. At the top, a ma.s.sive khaydarin crystal stood, flanked by four golden pillars that bend towards the gigantic crystal.

Sunlight reflected by the protoss super nexus causes a faint glimmering effect on its golden surface. Those who are unaware of the protoss would simply describe this structure as the golden palace of the G.o.ds in all of its radiant glory. In the clear skies are super carriers and a mothers.h.i.+p, acting as the ceremonial guardians of Kor-Shakal, the headquarters of the conclave. The conclave is the leader of the protoss race comprised of protoss from the political and religious Judicator caste.

On the 144th floor of this glorious monument, a hearing is in session. Executor Aragor stood in front of a semicircular row of figures sitting on floating golden seats. Blue lights decorated the golden room and khalai protoss art decorated the ma.s.sive room. Executor Aragor had arrived here to question the conclave on why his sister's forces are limited during the expedition and why no reports of zerg presence in the area were reported.

"Judicators of the Conclave, please stop underestimating this threat! The zerg are not what they seem!" Executor Aragor has been arguing with these five representatives of the conclave for the last 30 minutes with no progress. Every argument he throws will always be countered by saying that the executor is paranoid or the zerg have deployed their strongest forces against his sister's expeditionary forces. Worst of all, they will not admit their lack of knowledge about the zerg presence and would not admit their mistake of not letting the praetor mobilize more of her forces.

"Not what they seem? I think you have grown paranoid executor." Said one of the representatives. He was a male protoss only an inch shorter than the tall executor and seemed middle aged in protoss terms. He wore fine white robes with light golden armor beneath and many pieces of jewelry adorned with khaydarin crystals. He dismissed the executor's fears as nothing but PTSD from the recent Kalathi intercession.
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"I am not paranoid Judicator. I have seen their forces and it took my fleet an hour to break through their blockade near the planet's moon." The executor warped in a small khaydarin crystal onto his right hand. After infusing it with his memory of the battle, he handed it over to the Judicators to show his experience against the blockade. The Judicator activated the crystal with their psionic abilities and entered the memory.

Inside, the first sight that greeted them is the executor's fleet. A grand fleet consisting of a mothers.h.i.+p and five carriers. Squadrons of phoenix and the crescent shaped tempests fly around and ahead the ma.s.sive protoss s.h.i.+ps. Then, the view s.h.i.+fts into the zerg blockade.

Five ma.s.sive s.p.a.ce beasts whose size easily dwarfs the protoss mothers.h.i.+p. Gigantic spines line down the back and sides of the gigantic fish like zerg. Fin like structures protrude from its bottom and on its lower side sections. A t.i.tanic maw of teeth serves as its main orifice and beneath it is a colony of tentacles that would impale s.h.i.+ps and insert zerg units through it. As it drifts closer towards the golden fleet, thousands of flying monstrosities emerge from the natural holes in its carapace.

Mutalisks emerged in the thousands alongside their bulkier cousins the devourers. Crab like zerg emerge, serving as the back line of the zerg fleet. Phoenix squads zoomed ahead, preparing to engage the fleet and reduce their numbers while the tempests charge their plasma bomb attacks. Upon reaching firing range, thousands of energy bullets rain down on the zerg fleet.

Mutalisks died in thousands without even sending a single attack to the agile protoss s.h.i.+ps. After turning back, the phoenix pilots notified the tempests pilots to release their plasma bombs. Hundreds of plasma b.a.l.l.s were hurled towards the zerg fleet. Upon making contact, they exploded in a brilliant flash of blue light and incinerated a few dozen each, leaving many burning holes in the biological fleet.

The protoss repeated this same tactic over a ten minute span before something unexpected happened. When the phoenix squads dived into the fleet, hundreds of scourges emerged from between the cloud of zerg. The flying worm like kamikaze zerg streaked across the battlefield, slamming onto unsuspecting phoenix s.h.i.+ps. The 61 feet long protoss vessels are engulfed in corrosive and explosive bio plasma as the scourges perform their plasma metamorphosis upon impact.

Miraculously, no pilots died during the scourge bombardment. In the last second, the pilots are warped into the mothers.h.i.+p, saving them from being blown into bits of blue light. With most of the phoenix squads destroyed, the protoss are unable to hold back the growing zerg fleet. Tempests only manage to put holes in their numbers but as zerg, their numbers are easily replenished and so they move forward without fear.

The specialty of the swarm is to overwhelm their foes with sheer number and drown them in tides of acid and claws. As their numbers grew, so would their firepower as more forces would allow the implementation of more tactics. The protoss fleet held back the zerg by using the tempest's plasma bombs, what remains of the phoenix squadrons and purifier beams, that forms many holes in the approaching cloud of death. As the zerg manage to reach the mothers.h.i.+p, a hail of glaive worms and acid projectiles bombard the protoss capital s.h.i.+p's barrier.

During the attack, the mothers.h.i.+p didn't remain idle. Its photon cannon turrets blasted at the attacking fleet, its photon rays vaporizing all things it hit. A war of attrition took place as the glaive worms and acid rain down on the s.h.i.+elds while the s.h.i.+p responded in kind by firing barrage upon barrage of photon beams. As the s.h.i.+eld is slowly whittled down, so is the zerg fleet. As the fleet focuses only on attacking the mothers.h.i.+p, the protoss fleet's forces manage to cut reinforcements by keeping the newly produced zerg at bay.

After half an hour, the fleet was whittled down and the protoss s.h.i.+eld is on the verge of shattering, a single glaive worm is all that it takes. As a counter attack, the carriers fired their purifier beams. If the leviathans were mindless, they would not have dodged the attack but they did. Like a formation, the leviathans scattered themselves and made an advance towards the fleet, preparing to impale the s.h.i.+ps with their tentacles.

To slow them down while the carriers charge their purifier beams, they deployed the interceptors and fired a concentrated barrage of plasma bombs to each leviathan. Flames erupted throughout the surface of the leviathans, yet these behemoths did not faze but instead charged forward with greater speed. As more and more of its body was blown off, the beast moved faster, propelled by its tentacles and a ma.s.sive anti gravity organ. Drawing near, the leviathans engage a self destruct sequence.

Their scourge dna starts constructing trigger enzymes to begin plasma metamorphosis. The celebrate only had 7 leviathans and so, he decided to use them to cripple or preferably destroy the whole fleet so that he would be able to leave the planet without having most of his brood eradicated. Each leviathan would explode with a force of one hundred terra tons of energy, a thousand times stronger than the tsar bomba in sheer power alone. Calculations show that it would be mathematically impossible for the whole fleet to survive the simultaneous explosions.

However, the purifier beams managed to land a lucky shot. The shot vaporized an important component that prevented the bio plasma from detonating too early. Thanks to that, the leviathan bursted in a brilliant show of fire, taking out its adjacent allies and causing them to erupt too. In a span of 15 seconds, a chain reaction destroyed all the leviathans, leaving nothing but particles of complete combustion drifting in s.p.a.ce and the memory ended.

"Do you see my point Judicators? The zerg have an intelligence we cannot underestimate. See how they used those vessels to try and bombard us? If not for that miraculously accurate attack, the zerg would have eliminated our entire fleet and leave us clueless to how they did it. Not to mention, that apparently they have quite a presence at our back door. I fear that they are planning something that could spell doom to us all."

The Judicators went into discussion once more. The contents revealed that the zerg are not the completely mindless and rapidly reproducing animals as they thought. However, the protoss empire have defeated more cunning enemies than this and their only worry should be their reproduction speed. Else than that, the zerg are not qualified to be a threat to the protoss empire.

As for the suicide attack, the conclave would just hand out information on their weak point to the golden armada. It would reduce their losses, if there are any. Not to mention, the protoss empire still has many tools it hasn't deployed yet to combat the zerg. Any of these should be capable of quickly wiping out the threat and also, orbital bombardment and purification is still very effective anyways.

At most, they should just add an extra carrier to each expeditionary fleet just in case. After a fifteen minute discussion, the judicators turned towards the waiting executor. "Executor Aragor, we have agreed to increase the size of expeditionary fleets. However, it will only be the addition of an extra carrier, no more than that." The executor only sighed, their belief that the protoss empire is invincible is barely changed.

An extra carrier would not let every fleet be ready for zerg ambushes. His fleet only won due to the zerg capital s.h.i.+ps being distracted. If not, the mothers.h.i.+p would probably return with heavy damage or worse, his fleet would have been wiped out. But, an extra carrier is still better than an extra squad of phoenix, tempests or arbiters. Arbiters could be useful but an extra purifier beam would be more useful in many scenarios considering the overwhelming fire power it has.

Tired, he decided not to push for more reinforcements. He has to meet Nereis in an hour anyways, so he'll just take his leave. "En taro Khas Judicators." "En taro Khas Executor." After walking out of the room, the executor entered a golden corridor. Turning right into the nearest teleporter, he transferred in coordinates of the citadel of executors.

His body begins to transform into streaks of light as the protoss is teleported into the citadel.

A week later, Kashrya

The planet of Kashrya now sports a creep covered continent, its gray and purple color visible from orbit. 1.126 billion zerg roam the creep covered lands, patrolling or morphing into structures. Over the last week, the zerg have established complete control over the nutrient rich but also charred continent. The creator has been with them for the last week, observing his swarm and occasionally aiding it by summoning minerals and vespene gas from the ground.

The zerg now number around 4.505 billion, with three fourths of them present in Vanahim VII. Unlike in Kashrya, the creep in Vanahim VII is rendered invisible as there is plant life to cover it and coexist alongside it. Creep is present in the empty, uncovered soil and unused s.p.a.ce between plants. With the creep merging the local plant life into the energy collection system, the zerg of Vanahim VII grow and spread faster while the planet's wildlife prosper due to the nutrients the creep carpet brings.

In the third day of the week, the creator commanded Praelis to morph into a large queen alongside a hundred others to exert more efficient control over the swarm. Despite the creator being the hivemind's source, separation is possible. Zerg not under control would turn feral but would immediately be reconnected if a queen or its successive evolutions is morphed, depending on the feral brood's size. However, controlling a feral brood would be impossible as the creator's zerg are basically immune to all types of mind control else than the creator's hive mind.

During the week, the creator is bored after day 4 and returns to his creations to do more heavy tweaking since he found a lot of things to be 'less than perfect' in his eyes. However, he returned at day 6 and becomes bored again on day 7. Currently in his G.o.ddess of Destruction Form, the creator is laying down on the creep carpet, basking under the sun. Its biological nature provides an oddly smooth surface to sleep on and an almost motherly warmth to it.

"Why is everything so boring right now? There's nothing to do except grow but even then, the swarm is still too weak to handle some of the things I planned." The creator had a whole list of plans to evolve his swarm with. From merging necromorph and flood DNA to unf.u.c.king the f.u.c.ked up world of Warhammer 40K. Seriously, that world needs a ton of unf.u.c.king considering all the wars and s.h.i.+t going on there.

'Maybe, there is something to invade that's not too hard or against my intentions.' Searching his memory, he discovered the world of Gate: Thus the JSDF fought there. The world is weak, arrogant and has irresponsible super children called G.o.ds. Especially the weird underworld G.o.ddess. 'What was her name again? Oh right, Hardy the loli hunter.'

I really don't understand and don't want to understand why she wants to marry the loli demiG.o.ddess Emroy. I mentioned loli because it's a description, I'm probably one of the last people who would turn into a lolicon considering that I'm aware of how f.u.c.ked up people like that are. Back to invading Gate, the creator used his powers to whisper into Hardy's ears and subconsciously command her into opening a gate to Kashrya.

After confirming that his temporary mind control worked, the creator only needs to wait for the gate's arrival. Smelling the air, she sighed happily as the familiar sense of mana enters her nostrils. 'Haaa. I love the smell of curb stomping in the morning.'

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If I Were A Creator 23 Just Another Week summary

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