Hadrium, you could make it very resistant to blows but heavy (slow) and blunt.
I like this idea, but not for this particular metal. I may add a "heavy armor" metal down the road.
I've got all of the raws for v0.12 written (unless I decide to add a creature or two, in which case I'll need a few days to do graphics). I'm just bug hunting now. Cave oysters and pigeons were dying out very fast in worldgen, so I'm changing them into vermin. I'm not sure how this will affect pigeon training, graphics, or oyster pearls, but they're at least surviving now.
Here's what 0.12 currently has:-Orichalcum (turned into precision tools at Alchemy Lab or Magma-Powered Alchemy Lab, also a decent crafting metal (value 35)).
-The Advanced Mechanics Workshop (requires precision tools, produces precision tools and advanced mechanisms)
-The Mechanical Sparring Partner (requires advanced mechanisms, a spear, a shield, and an armor stand, and trains any weapon skill)
-The Medical Dummy (requires a splint, precision tools, and several advanced mechanisms, trains surgery, suturing, bone setting, and wound dressing)
-The Morgue (requires precision tools and advanced mechanisms, trains diagnose skill using corpses)
-The Mechanical Obstacle Course (requires several mechanisms and advanced mechanisms, trains dodge, armor, and ambusher skills)
-The Crematorium (requires fire-safe material, turns corpses or five vermin remains into ash)
-A few new hidden items (wink).
-A hidden, incredibly (though not invulnerably) powerful creature (with graphics).
-Bugfixes for cave oysters, pigeons, and a spoiler-related oceanic creature that wasn't spawning properly.
-Reduced overall Meowkin population by making their "kitten" stage longer, resulting in slightly better megabeast survival rates.
-A change to clockwork pendant salvaging, which now yields a precision tool, a mechanism, and one to three advanced mechanisms
-Revised entity relations (see a later post on this page)
A couple of ideas on the table for additional 0.12 content:-New HFS, to replace or compliment procedurally generated clowns.
-Mood Armor, though I'm not sure how many more armor types I can really think of.
-Rare Drops (will involve new creatures).
-NobodyPro's "heavy armor" metal concept.
-More tech tree elements.
NOW IT'S YOUR TURN
I plan to visit each of these concepts, but I am debating when would be a good time to do so. What do you guys think? Do you want v0.12 a little bit sooner, or would you rather wait a bit and see a few more new features added? If you'd rather wait, what concepts would you most like to see expanded on?