by loleznub » Sun Sep 18, 2022 2:49 pm
We should also add in a miner debuff for 'Lurking Darkness', which is a non-preventable and stacking wound type that increases in frequency the deeper you go.
Level 1: 1 / min
level 2: 2 / min
level 3: 4/ min
level 4: 8 / min
level 5: 16 /min
level 6: 32 /min
level 7: 64 /min
level 7: 128/min
level 8: 256/min
level 9: 512/min
level 10: 1024/min
Add in a new effect for the miners helm, which doubles the duration a miner can stay in the depths before taking damage (scaling with quality).
Also add in a new set of mine-related objects miners can build, similar to braziers or lampposts that can be used to illuminate the scary darkness of the deep mines. These will serve to reduce the damage taken by up to 30%, with variations available to suit your level of industry:
Wooden: 10x10 area. Single use, requires boards, blocks to build (5% damage reduction, scaling with quality) and uses thatch material to light offering another 5% damage reduction, scaling with quality
Any Metal: 15x15 area. Infinite use, movable (when not lit). Blocks up to 10% damage, scaling with quality. Uses wood to fuel, offering another 10% damage reduction, scaling with quality.
Hard Metal: 20x20 area. Infinite use, movable (when not lit) Blocks up to 15% damage, scaling with quality. Uses a new craftable fuel type made from thatching material and tar, offering another 15% damage reduction scaling with quality.
Adding this in would truly make mining fun and interactive, and serve to be more in line with the developer vision of the early game by vastly slowing down the rate at which players can gain metal due to the wounds.