jorb wrote:Masonry buff suggested here as well. Don't like the cosmetic nonsense.
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.
Granger wrote:Tsutla wrote:Granger wrote:Simple solution to make them viable would be to not, unless illuminated by a light source, render anything underground (= not sending any gObj data to the client). So unless you have light you won't see cavedust, bats (incl. being unable to hit them), trolls (dito), glimmers and whatnot.
That would have to apply to torches as well as static light sources. Hell, by this logic, night foraging should not yield any resources. Example of non-severe penalty for not using light source in haven would be limiting the movement speed to 2. As for mining helmet, don't forget that atual use for it is to protect the head from cave-ins, and people simply got around that with minesweeper tactics. Actually making the helm gildable with masonry, strength, or something similar could give it more relevance imo. "perception" changes apply more to lightsource than the actual helmet.Avu wrote:And thus mining was abolished.
Hence why Granger didn't name mining as restricted, i suppose. Seeing that the helmet requires mining to be produced, it would break the game.
You certainly could also build fires or work with torches, the mining helmet has the upside of being able to equip a candle so you have a mobile light source with the hands free.
Making the helmet gildable would be nice, but for this I would suggest to not destroy it with a cave in but to transform it into a 'broken helmet' that functions as before (wearable, stats/gilds add the original one), just doesn't protect anymore a until it is repaired through a crafting recipe with a metal bar (turned back into a functioning one) at an anvil.
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