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Thanks for the suggestion though! Hopefully you'll find a more comprehensive mod that does what you're after.
Lighting objects and ember: Your suggestion is in fact exactly what this mod does, with the lone exception of the bowl-style braziers which can also drop a round shield, which is kind of consistent with its appearance and "smash" animation.
Pagodas: They can potentially drop all of the things you mention in the base game, but I liked the feel of always getting scrolls from those (more than from the sundials) so I simplified their drops. It seems like everything drops potions and gold so to me that made them feel more mundane.
Sundials: Having sundials always hold a secret "loot" stash made less sense to me than disassembling them for their raw materials which is how I justify gold (inlaid dial face and style) and sometimes a single cheap gem from the center or noon marking. They still have a chance of containing a real cache of loot, but that's now a pretty unusual event.
If you feel some of the drops are too common, I definitely don't want that but I'm also trying to balance them with drop frequency in the rest of the game. Compared with other RPG-style games, Torchlight 2's drop rates are certainly on the high side, which speaks to the pace of the game. For example, when in testing I realized that I was getting more spell drops from nearby monsters than from the dedicated "scroll" items I realized that my original drop rate was probably too conservative. It's a subjective thing though so I'm always open to specific suggstions for improving balance.
Appreciate the feedback, but given some of the examples you've included, I'm wondering if perhaps you have another mod that also modifies drops. I do agree that simpler, more consistent drops can actually improve immersion, and that's what I'm going for here, so if you have more specific suggestions like that they are most welcome.
Is True Mimic possibly why such a thing could happen?
There was an area where there was a Mimic directly next to a chest. After it was dead, he saw three chests and I saw just two (the dead Mimic + the actual chest). So, I assume that how True Mimic works is that the real chest is supposed to spawn the monster, and the real chest should disappear...
Also, I believe that the "spawn" rate for the wooden boards that come from destroying boxes is much too high. Sometimes a box will create 4 boards, and one or more of those boards will create more boards. I can privately make fixes like this myself, but the more I change on my own the harder it will be to merge in any updates. :)
Finally, are many of the various breakables unique to the players? I know that in Diablo III, for example, satchels, dead people, etc. which drop journals and letters are unique to each player, meaning it only gets harvested on their screen... I noticed a few times I mentioned a breakable to him and he said there was nothing there / he'd already gotten it.
Edit: Sorry that only part of this is a suggestion... There is a character limit on the main page and I didn't want to split it up into several and spam you. :)
Crates spawn two splintered boards each at most, so you may have smashed two crates at once, but yeah, those can in turn create more. It amuses me that you could in theory go on smashing boards forever if you got a really unlucky roll, but I will tone down the initial chance of boards being left behind when smashing crates and barrels.
By the way, you can simply ignore the extra debris. That's included for those that like clicking on every little interactable, but if you're not one to turn over every rock you see you may as well treat the boards the same. If you *hate* splintered boards, the file to nuke is \media\units\props\breakables\z2_desert\mod_smashable_boards_dinghy.dat. But let me know if you do; negative feedback is always appreciated in my attempts to subtly improve on the environment.
In general, breakables are instanced to all players, which means that if you smash an urn it will disappear for everyone and spawn random loot for each player. Since loot chance is low for urns, most players will see no loot appear (loot rolls are almost always different per player and will be affected by their own magic find stat.)
Yeah, we will need to play more, but we had no desync issues for several hours AFAIK, and the only two weird occurrences so far both centered around Mimics. Well, other than the couple times I pointed out a breakable and there was nothing on his screen... he'd already broken it or never had it to begin with. The presence of _loot_ was not the issue there, but the presence of the actual breakable. I guess it's possible that since there are so many breakables, that every now and again the commands to break something for all players do not get sent (or something).
I'm surprised there is a limit of just two boards. It seems it's a lot higher, but I am guessing this is because boards beget more boards. I would guess then a crate only _seems_ to produce four boards, because the initial two break and produce two more, and then those four sometimes produce their own. I know that I can "ignore" the boards, but if you have breakables turned on in the Item Display Filter, sometimes nearly half the screen can be covered in the board text if you are in a spot with many crates.
I've only looked at it briefly, but it seems just removing the display text for anything will prevent the text from showing. I will probably just do this for various things. To be honest I may turn off Breakable items entirely in the Item Display Filter options, but then that doesn't cover the stuff that some breakables generate... Is there any reason boards/rocks are lootables instead of breakables?
Also, I'm curious, other than the couple items you add, can pretty much anything be changed or removed without any ill effect? I think the game may reroll the maps automatically when a mod changes, but I'd probably reroll it manually just to be safe. If we keep having weird stuff with Mimics, I may want to temporarily try removing all the Mimic stuff... I assume Ctrl+Shift+F all files for "mimic" would do the trick...
Lootables vs. Breakables: Some players were having targeting issues with certain breakables like the boards, so I switched them to allow looting "by hand" like the rocks in the game already do. I like it both ways, but the latter seemed more consistent. You could change their unittype back to "breakable trigger" to revert to the old behavior (and make them filterable).
The only down side of removing an item in the game is when it's part of a unittype or spawnclass that picks an item randomly by weight. For example, if you removed identify and waypoint scrolls, every time a "scroll" spawned you'd get a (normally very rare) Vendor Boon Scroll. Otherwise, the game's pretty forgiving. Map progress only gets reset when the list of mods changes (something added or removed), and it's still the same map, it doesn't reroll.
I'm very interested in fixing mimics if there's an issue with multiplayer, so please keep me posted with your observations—especially stuff that happens the same every time—while I do some testing of my own. When you mention some breakables failing to sync, that would seem to indicate some data getting dropped from the netcode which could potentially explain your mimic observations. To revert to the original mimics, simply remove mimic_rare.layout and mimic_standard.layout (and their .animation files) from this mod.
So we definitely continue getting separate Mimics... One killed him, which I finished off, but when he came back "his" was still alive and he continued fighting it. This never happens for other enemies, esp. ones where it would be apparent (uniques with high health).
As for some of the stuff that spawns from breakables / smashables, it appears that 100% of the time they are unique to our players. Meaning I repeatedly asked him whether this brazier or that brazier (and other smashables) dropped Rock piles for him, and they did not. He would get debris from things and I would not, and I would get debris from things and he would not.
I am guessing the way in which they are spawned, it is just how it works. It may be the same reason the Mimic is continually unique to each player.
If you get a different number of rocks or splintered boards when those appear from smashing other objects, that would be consistent with this, since those get spawned as loot also.
Bones & teeth are mostly there as another "vendor trash" item to give you a predictable drop from bone piles and skulls. At least they're stackable so it's an easy bit of income if nothing else, and some players just ignore them.
This mod is about a more interactive game world, which essentially means more stuff dropping, so if you don't like picking stuff up this mod may not be for you! :) However, I'm always willing to adjust drop rates if you feel something needs adjusting for better balance and consistency with the rest of the game world. For example, as common as the bowl-style braziers are, I think their current chance to drop a flame ember is too high and will be toning that down in the next build.
On another note, I think I'll enjoy this mod thoroughly... always had crap luck finding scrolls of any kind... maybe now it'll suck less. :)