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on our first and second world, it was basically 2 full days of fog followed by 3 to 5 without, it basically started devaluing the horror feel by overexposure
Also perhaps you'd want it to force the players' models to use the sandstorm animations, maybe to better convey that it is impacting the players in some way
or a mod that adds undead mobs.
When a few people gather together, the fog can look really thick, like several layers of mist stacked on top of each other. Can it be changed?
also u should do a thing where u summon into ur world so its not just a thing that happens right out the gate, also will u be doing stuff with them for peeps have gotten super far, as in killed all the bosses kinda far?
Night vision circuit pretty much negates the fire pit issue, since you never light it in the first place, and when the Lurker is hunting, you can actively see it quickly teleporting across the screen to different areas that would normally be obscured in darkness- Which seriously kills the magic of the mod. I imagine using moggles or horizon expandinator at daytime may produce a similar effect. I plan to try the illumination circuit instead, which may restore some of that lost integrity to the horror element.
Maybe try adding a new layer of ambient sound that takes the place of the stingers every time the Lurker is on screen? A cool idea I just thought of is like a less intrusive sort of "ominous humming"... One that starts very faint when the Lurker is just at the edge of the screen but grows more intense as you approach it, and peaks when it attacks!
That said, there's definitely some major downfalls and oversights. The fog event's common appearance, not to mention the Lurker itself, become more of a nuisance than anything else later on when the novelty of the horror wears off, and especially in mid/late game when much of your time is spent just trying to transit yourself between tasks and get stuff done. As others have said, the rapid drainage of fire pit fuel for the mechanic of the Lurker crawling out is definitely one of the biggest sore spots, and I also agree that the audio stingers that play every time the Lurker appears on-screen get very repetitive after a while.
Tangentially related: are equipment-based light sources also supposed to deplete faster?
also also the fog gets a little bit too thick eventually and you can barely see anything to the point its not fun could you try and tone it down a bit
and it gets harder to stun and is stunned for less the more you do it, with the resilience wearing off over time so its not PERMANENT that its basically unstunnable
TLDR, we are not sure how many config options we can add, but some will appear for sure.