Changing object.txt probabilities can result in objects of the appropriate type for a given artifact being more or less likely to drop in the artifact's "home depth", which in turn can increase or decrease the odds of that artifact actually showing up. If you had a PDSM artifact that only generated on dlvls 1-10, then it would practically never show up unless you tweaked the PDSM base object's rarities.
Modded object file rarities for many items - anyone else want to test?
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Which editor you use? I use notepad++ to edit files. Very useful and it keeps the original format.Comment
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Changing object.txt probabilities can result in objects of the appropriate type for a given artifact being more or less likely to drop in the artifact's "home depth", which in turn can increase or decrease the odds of that artifact actually showing up. If you had a PDSM artifact that only generated on dlvls 1-10, then it would practically never show up unless you tweaked the PDSM base object's rarities.
That should make artifact more rare, not the opposite way around.Comment
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Ahh yes have used wordpad with default settings so did not notice that it has different end-of-lines. Hmm just checked Wordpad, and there are no options to pick LF or CR or CRLF, erm. Well it has not bugged anything so far. =P
Changed rod of curing worth since I made it lower lvl item (I mean really, it is useless unless it is a low lvl item, cure crit potions are dime a dozen way too soon for these cure ailment items ... which brings an interesting idea of making ccw more expensive and deeper item ... hmm =P)Comment
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Also since rarity works against every other item sort of, "basic" generated weapons and armor are now dropped way down, whereas high level items and useful items some have way higher allocation in comparison to total allocation "amount", and some somewhat same.
It has worked okay for me so far. Considering I still do not have any rods of detection and am almost below the levels for rods of (detect single stuff), I would say items of allocation rarity "10" with this file are still somewhat rare. Those with 20 seem to be good value now for "nice items or multi-use items", 50 for basic consumables and 100 for important stuff. My potions of healing amount is okay in the view of now tackling the high end uniques and having to use them. I'm staying at quite a level amount of them, supplanting with a couple of staves of healing I have found now.
Now just if I could find some nice artifact ring, higher light source artifacts to finally be able to get nexus resist painlessly! =P Yeah rolling at near dlvl80 without nexus resist is a bitch ...Comment
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How many monsters breathe nexus? nexus hounds and vortices, aether hounds and vortices, dracolisks, greater basilisks and kavlax. I think that's it. Seems like that's pretty easy to avoid. Especially if you move fast enough to kill a vortex or a hound in one turn.Comment
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It's not the dmg, it's the side effects. With zero monster detection so far (I don't "bother" with _de or such =P). Also it feels like nexus resist gives resistance to the spells that warp you everywhere, not 100% but sure feels like that. And with kobold warrior my saving throw ain't near perfect ...
Fighting Azriel or was it Gabriel, I think I got thrown around 3 times around the level with angel spells. Awrghghr.Comment
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Nexus hounds are not remotely easy to avoid without a detect monster effect, and they show up long before Rods of Detection or Clairvoyance in a level-clearing play style.Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011Comment
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Unexpected teleport-to or teleport-away can be quite dangerous, but yes, once you've mostly maxed your stats Nexus Hounds are no longer an instadeath waiting to happen.Comment
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Some people do things like dropping all flammable stuff before fighting monsters with burn attacks. If during the fight a nexus breath pops you off the level, that would be excruciating.Comment
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I said I didn't stop for stat-gain did not say I maxed ALL my stats easily (ie those not upped at char creation), and I think none of my low stats (int/wis/cha) were maxed yet when making that post, and actually int is still at 18/66. Bad luck with int potions I guess.
But wasn't that worried about the stat swap tbh, since stat gain potions are not such a pain with this mod file. I think many of you complaining of nexus-resist-complaining should try playing a non-perfect saving throw non-monster-detection playstyle at past dlvl 60. =) You'll be surprised ... Bleh, even Draebor threw me through the roof once I think.Comment
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Nexus resistance gives immunity to level teleporting and nexus teleporting (and other effects), but otherwise does not protect you from being teleported around.Comment
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My point is not that they aren't dangerous but that if you make stat gain easier you reduce the deadliness of nexus at dl80. 18/66 as a lowest is not bad. That is probably decent as an important stat by some people's current standard at that depth. With 3 stats maxed the likelihood of swapping one of those with the lowest is like 1.5% before factoring in saving throw. And if stat potions are flowing it won't be long until that is fixed. My current char is on 84 and her lowest stat is 17. That is quite a different prospect.
The other side effects are still dangerous and annoying but essentially what used to be terrifying to stumble upon has been reduced to the equivalent of walking in to a room with a nexus quylthulg or being ambushed by a storm giant or fighting any number of uniques with teleport. I would still avoid them but the nexus hounds' most paralyzing attack is neutralized.Comment
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