A couple of randart generation tweaks

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SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

A couple of randart generation tweaks

#1 Post by SageAcrin »

I generally like the new randarts-they produce interesting niche gear more often than before for certain.

There's a couple of weird quirks that have shown up to me, though.

A: Nature Slow gets a little high. I'm all for good useful status weapon swaps-it's cool. But 40%+ slow is probably a little much. My current Ghoul Temporal Warden just shoots things to slow them, rather than using Slow. The nature slow randart property should probably be more like 25-30% as such, at cap.

B: die_at values seem to be really high-Even on earlygame gear, I've never seen one below 80, and have seen ones as high as 160. This apparently isn't supposed to be happening.

Code: Select all

newEntity{ theme={physical=true, defense=true}, name="die at greater", points = 1, rarity = 15, level_range = {20, 50},
wielder = { die_at = resolvers.randartmax(-20, -80), },
The code in question; I don't know if randartmax means it tends to pick a lower number(which means a higher die_at) or if it's another issue.

Alisar
Cornac
Posts: 44
Joined: Sat May 31, 2014 7:54 pm

Re: A couple of randart generation tweaks

#2 Post by Alisar »

The die_at thing was a bug where it was being set to maximum value on every piece. It's been fixed and we should be seeing more normal levels of it on equipment.

Agreed on the slowing thing though, I've had it stacking very high, was handing out 90% slows to everything I hit.

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