Simple, disable the weapon swap cooldown if the combat encounter was triggered by a mining event. The worst part of spawning 15 slimes is having to swap weapons and run around until you can actually defend yourself. Thx
Granger wrote:Initial equipping a weapon at start of combat should have no cooldown anyway, I have no idea how they came up with what they torture us currently...
Let's not get greedy now.. But I agree. I understand the need for the weapon swap cooldown but I can't see a situation in the first 5-10 seconds of any combat encounter where swapping weapons gives anyone a gigantic advantage.
Revolutionaries should suffer the consequences of their actions.... digging through the social orders should have its consequences. Punish those who would rupture the social fabrique.
“We still, alas, cannot forestall it- This dreadful ailment's heavy toll; The spleen is what the English call it, We call it simply, Russian soul.”
An idea to consider: Tedium, a Feature. Do you like Onep? Do you think he'd look good in green? www.Onep4mod.com Jorb hates me. :\
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
pickaxes should most definitely be weapons but should instead use masonry for combat weight with no armor pierce and good damage. ofc for the dwarven way
just have no defensive maneuvers that use masonry and it'll be like another version of b12/ua