(Because clearly his old one wasn't big enough! )
Magnate just posted this link in the Angel -> Ainur thread.
Wow. So to sum up:
* "Special" artifact generation is gone -- the game either generates an artifact from the list of available artifacts, or it generates an item. Hooray!
* Allocation probabilities are on a 1000-point scale instead of a 100-point scale, so we can make Ringil, Feanor, etc. 10 times more rare. But artifact rarity is now independent of base item rarity, so all rarities will need to be rescaled. But we wanted to do that anyway, right?
* Non-artifact equipment generation is now completely different. There was a lot here, so apologies if I get things wrong, but...
** Affixes can now apply modifiers to damage dice and sides, and to weight. The old "of Slicing", "of Disruption", and "of Chaos" are now affixes that apply to the appropriate item types (for "of Chaos", katanas, executioner swords, and zweihanders). "Mithril" is an affix, as is "adamantite".
** "good" and "great" are now properties of affixes. So a "good" item could be, say, a Sharp Dagger which has a boost to its damage. Or it could be a Dagger of Feather Falling, which has no magical modifiers to its hit/damage. In other words, magical plusses and "good" are separate concepts now.
** Only items that pass the old ego-item check (now the "great" check) get access to the great affixes (everyone else is limited to good affixes). The number of affixes available is a function of depth.
** You can say that a given affix is great at one depth and only good at another depth. No more Small Leather Shield of Resist Cold from Sauron! Of course, this probably means we need to rescale how many items drop later on, since there won't be as much junk pushing out the good stuff.
** There are affix themes, which are collections of affixes (for example, the old Resistance is four elemental resists + Durable + Reinforced). When rolling affixes, an item that has rolled at least two of the affixes for a theme has a chance to pick up the entire theme. This chance can be finely tweaked based on exactly which affixes have been picked up (for Resistance, the elemental resist affixes are more important than the durable/reinforced affixes).
** Broken equipment is back.
** Knowledge and ID still need some work, although most important functionality apparently works.
** The rarity of themes should match the rarity of old egos pretty well.
Color me impressed. I'm looking forward to seeing how this plays out.
Magnate just posted this link in the Angel -> Ainur thread.
Wow. So to sum up:
* "Special" artifact generation is gone -- the game either generates an artifact from the list of available artifacts, or it generates an item. Hooray!
* Allocation probabilities are on a 1000-point scale instead of a 100-point scale, so we can make Ringil, Feanor, etc. 10 times more rare. But artifact rarity is now independent of base item rarity, so all rarities will need to be rescaled. But we wanted to do that anyway, right?
* Non-artifact equipment generation is now completely different. There was a lot here, so apologies if I get things wrong, but...
** Affixes can now apply modifiers to damage dice and sides, and to weight. The old "of Slicing", "of Disruption", and "of Chaos" are now affixes that apply to the appropriate item types (for "of Chaos", katanas, executioner swords, and zweihanders). "Mithril" is an affix, as is "adamantite".
** "good" and "great" are now properties of affixes. So a "good" item could be, say, a Sharp Dagger which has a boost to its damage. Or it could be a Dagger of Feather Falling, which has no magical modifiers to its hit/damage. In other words, magical plusses and "good" are separate concepts now.
** Only items that pass the old ego-item check (now the "great" check) get access to the great affixes (everyone else is limited to good affixes). The number of affixes available is a function of depth.
** You can say that a given affix is great at one depth and only good at another depth. No more Small Leather Shield of Resist Cold from Sauron! Of course, this probably means we need to rescale how many items drop later on, since there won't be as much junk pushing out the good stuff.
** There are affix themes, which are collections of affixes (for example, the old Resistance is four elemental resists + Durable + Reinforced). When rolling affixes, an item that has rolled at least two of the affixes for a theme has a chance to pick up the entire theme. This chance can be finely tweaked based on exactly which affixes have been picked up (for Resistance, the elemental resist affixes are more important than the durable/reinforced affixes).
** Broken equipment is back.
** Knowledge and ID still need some work, although most important functionality apparently works.
** The rarity of themes should match the rarity of old egos pretty well.
Color me impressed. I'm looking forward to seeing how this plays out.
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