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QuirkyCandy440

Vintarian
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Everything posted by QuirkyCandy440

  1. firstly thank you for responding, and I do get your point on it stripping away the player option to hide, and damages the use of chiselling, but I would think that players that are likely to hide would not use this option in the first place, and as for when players don't have the resources yet, the sue of the grace period setting or just the players wanting to fight for their lives are both options. With the chiselling I do agree, perhaps the creation of specific defensive wall blocks or have the block become 'temporally corrupted' when they would have been broken and therefore passable by creatures, which would then require repair, whilst not needing to be rechiseled. though I'm not sure if that idea would fit into the VS lore as I'm still new. Though I can accept that pit may be better implemented as a mod
  2. Hey there, not sure if this has been suggested/been mad into a mod (I have had a small look), but I feel like if monsters, not necessarily wildlife, were able to break down blocks, doors and windows, they would be far more scary than the little creatures I can stop with a flimsy door that can't even survive being opened. Though I love my little cottages I don't really feel like I'm experiencing end time level disaster when the unknowable horrors can't even get through my walls I made with floor cobbles and clay. When I say this I think of there being almost 'tiers' of monster (similar or even the same as damage tiers), that are able to break 'tiers' of blocks. such that the weak surface monsters could only break perhaps packed and lesser dirts along with basic doors. whereas the higher 'tiers' like bell heads could rip apart stone. Though perhaps certain areas could be exempt from this like story dungeons to prevent hostiles tearing through the walls. also there should be some blocks that cannot be broken to provide endgame security and reason to progress your structures. On a final point of unbreakable objects, some items should be unbreakable, like anvils, as I'm suggesting a way to make monster presence more alive and felt and not to cause a 9 iron ingot reset on someone's progress when their iron anvil gets bodied by a passing drifter. additionally I don't think all monster types should be able to break things, like bowtorn and locusts, but I also like the idea of drifters being able to pile up on each other to surge over short walls, which would still give reason for activity during temporal storms even when your walls are impenetrable. I'd also like to note that, I know the building style this would force might be very narrow (big keep with walls, with either your stuff inside it or around it). which wouldn't be for everyone. which Is why I'd see this as an additional setting and not wrapped up in any of the exiting settings (like difficulty). In summary, I'd like to see something that made the monsters feel like a hazard, that I have to work toward protecting myself from (that isn't just a damage or health boost), and temporal storms as something that I would have to be an active participant in order to survive, essentially if you sit the cellar modelling clay the problem will grow too big for you to manage, so you have to actively fend of the monsters, with traps, weapons and defensive emplacements. Please let me know, if you have any comments on my points or if there's already a mod that emulates this idea.
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