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#31 |
Knight
Join Date: Feb 2014
Posts: 507
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And you can hand wave digging noise away with all the delving, smithing, roaring fires, etc. going on. I'm sort of confused with the interest in making digging worse. If you don't like digging, don't dig!
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#32 | |
Veteran
Join Date: Jun 2007
Posts: 1,391
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Quote:
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#33 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,426
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Quote:
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#34 |
Knight
Join Date: Jan 2009
Posts: 909
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#35 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,400
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^^ amazing
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#36 |
Vanilla maintainer
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All right, here's a plan for digging.
EDIT: After the restructure, of course
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#37 | |
Knight
Join Date: Feb 2014
Posts: 507
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Quote:
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#38 | |
Swordsman
Join Date: Jun 2012
Posts: 257
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Quote:
Question: I was under the impression, that currently practically all dungeon walls are granite, is that the case? If so I think we need some gradually increasin average wall strength as you progress deeper into the dungeon. |
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#39 | |
Vanilla maintainer
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Well, the idea was to clarify the rules, to make digging a more interesting and nuanced part of the game, and also to streamline it a bit. My feeling is that currently most players get essentially perfect digging fairly early - it seems to me not a bad idea to spread that skill acquirement out a bit.
That said, that was a bunch of ideas more or less off the top of my head - there may well be good arguments against any or all of them. Quote:
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#40 |
Vanilla maintainer
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Good point - currently it's granite, except for a couple of seams of magma and quartz running through, and the odd bit of permanent wall for vaults. A change like this would require at least a rethink about how this is done.
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Thread | Thread Starter | Forum | Replies | Last Post |
Digging for non-diggers | starstealer | Vanilla | 16 | November 8, 2019 23:49 |