Zone material level check

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HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Zone material level check

#16 Post by HousePet »

Ooo I have 4000 posts already...

Anyway, is there any interest in me making this into a patch?
Obviously the exact ranges are flexible.
My feedback meter decays into coding. Give me feedback and I make mods.

zsd
Cornac
Posts: 32
Joined: Sun Apr 26, 2015 11:03 am

Re: Zone material level check

#17 Post by zsd »

I would be interested in seeing these changes go through, but I feel they would work best if they go hand in hand with work to better balance the artifact pool. You've got a lot of interesting ideas in the Chrono Artifacts thread, but it'd be nice if they were expanded so that there was more variety in general in the lower tiers. (A Bulwark/Reaver/Demonologist/Sun Paladin/Temporal Warden looking for a mainhand weapon in tier 1 gets Skullcleaver or nothin'.)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Zone material level check

#18 Post by HousePet »

Well that shouldn't be too hard.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Zone material level check

#19 Post by HousePet »

I've so far coded the tweaks to zone material levels ranges, made stores increase material tier on restock and made vault loot able to be 1 tier higher than the zone restrictions.
It was surprisingly easy.

I can't see an easy way to bias the store egos though. :(
My feedback meter decays into coding. Give me feedback and I make mods.

Dracos
Archmage
Posts: 405
Joined: Sun Jul 13, 2014 4:09 pm

Re: Zone material level check

#20 Post by Dracos »

This seems like an awesome thing to do. The possibility of getting a good T2 artifact is a real mental driver for doing the T1 dungeons throughout though even just Spellhunts would still make that something to do (Spellhunts really wouldn't hurt to be boosted to show up midgame rather than as a rare Transformative Starter).

Reducing randomness on the low end of the game also seems a good move as characters have less options to deal with it. Might be something to test as an addon for a bit though since its a widescale game balancing change?
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Dracos
Archmage
Posts: 405
Joined: Sun Jul 13, 2014 4:09 pm

Re: Zone material level check

#21 Post by Dracos »

Mark of the Spellblaze: Level range is 25-35 and the loot range is t2-t3. In the interests of having it viable to corrupt the sandworm queen heart, the level range should be changed to 15-25.


I'd go the other way here. Reason: The content is heavily weighted right now for Pre-east. The current level range pushes it as a wise thing to do on return.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Zone material level check

#22 Post by HousePet »

Its been merged into the git version already, so it can be tested now.

I had the Wintertide Phial drop from the Half Finished Bone Giant, so that artefact still seems to be okay.
My feedback meter decays into coding. Give me feedback and I make mods.

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