fixed items

The tale of the siblings Althea and Shea https://www.winterwolves.com/seasonsofthewolf.htm
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yayswords
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Re: fixed items

Post by yayswords »

fabulaparva wrote:You just want to finish Act 3 first, don't you?
Yes.

Anyway, I'm gonna give the cloth heavy magic set a go. Once we've agreed on "reasonable bonuses", we'll have a framework for the other sets. Preliminary name: Enchanter's Trappings. This is the level 12 version. Unlike weapons, the stats are compared to having 0 in each, not bonuses over the base items. Else I'd have to figure out the base items... cough. So I'll probably just define total stats for the weapons too. Anyway...

Headpiece
+1 threshold
+1 attack
+5 defense
+8 magic
+4 speed

Chestpiece
+2 threshold
+1 attack
+9 defense
+5 magic
+3 speed

Pants
+1 threshold
+0 attack
+3 defense
+5 magic
+2 speed

Shoulderpads
+1 threshold
+1 attack
+6 defense
+7 magic
+2 speed

Bracers
+1 threshold
+1 attack
+3 defense
+5 magic
+2 speed

Boots
+1 threshold
+1 attack
+4 defense
+6 magic
+3 speed

There was a lot of gut feeling here, rather than maths. Anyway, whatcha say? I think I held back too much, my casinodruid would wear one item only :P I guess they should be uninteresting compared to the those items, but I looked at Rowinda and these items feel pretty much the same as her randomized starting gear.
If at first try it doesn't explode, it ain't Jack who wrote the code.
renke_
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Re: fixed items

Post by renke_ »

Else I'd have to figure out the base items
Jack, would you mind if I upload the item sheets?
There was a lot of gut feeling here, rather than maths.
imho this is the way to go, the properties of the base items may or may not helpful, but the more important part are fixed items that are (more or less) harmoniously integrated in the random generator gear.

currently not able to check (my only working act 2 save is lvl 6...) but I don't see outliers compared to my party equipment w/o mousewheeling (if I remember correctly). later today I will do a cloth set for my current party (fixed items for the first round of shopping in Dingirra)
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jack1974
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Re: fixed items

Post by jack1974 »

No go ahead, there's nothing secret in that doc, is just the "database" of the game in practice. You need openoffice to see it correctly though (I think I hid some column/field because don't use them in SOTW).
renke_
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Re: fixed items

Post by renke_ »

cool, thanks - I placed a link in the first post
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yayswords
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Re: fixed items

Post by yayswords »

Somehow I find myself more excited about making items I can come up with lore for...

Necklace: Carzanna's Radiance
+2 SPR, +10 to physical resistances

Carzanna "Suntouch" was a woman of little beauty but much charisma. Her dominant nature earned her both rivals and suitors. Eventually, she gained the particular attentions of a lowly commoner, a nobleman and the Grand Mogul himself. The struggle was brief, but the end uncertain. Some bards say she and the commoner fled into the desert, others that Rafik had her placed in his harem. Yet they all agree that the lovelorn nobleman, who never saw her again, had this necklace crafted as a tribute to the queen of his heart.
Spoiler:
Leggings: Unusually Repulsive Pants
+nothing
What Morran briefly wasn't wearing the night you were conceived.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: fixed items

Post by jack1974 »

ROFL those pants are the ultimate twins EPIC ITEM! :lol:
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yayswords
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Re: fixed items

Post by yayswords »

jack1974 wrote:ROFL those pants are the ultimate twins EPIC ITEM! :lol:
Yeah it's a shame they can't wear them at the same time, now they're gonna have to take turns. ^^

Necklace: Lizardblood Talisman
+4 HPR, +25 water resistance
Probably more stats, maybe just more HPR, as I said I don't think HPR is as exciting as SPR. Could also have negative fire resistance if possible.

The fruits of a most uncommon joint effort between the Galanna and the Kiduu, where only 19 of the 21 craftsmen involved were assassinated during the process. The owner is advised not to wear it near lizardmen.

Necklace: Euphoria
+7 HPR
Again probably more stats in some form.

The sensation of being healed can be addictive. The closer to death, the more ecstatic the recovery. Aged warriors often covet this talisman for that reason. They do however not tend to own it for long, as giving in to the addiction means playing more and more recklessly with death. Possessing this necklace for over a month is considered a sign of great self-control.

Taking the chance to say it: If Jariel gets an epic quest weapon, it should be a harp that can be used as a bow. Right, Rhapsody?
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: fixed items

Post by jack1974 »

A small question :mrgreen:
Someone (renke?) is going to add those items posted in forums in the .ods right? because when I told was fine if you added the new items, I meant adding them directly in a format that I can easily import in the game. Just wanted to make sure :) thanks
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yayswords
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Re: fixed items

Post by yayswords »

Well yes, but I'm just throwing items out right now to see what people think. I will nerdify the info when it's final.

How do we add the lore text though? Because you are adding that button, right? :P
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jack1974
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Re: fixed items

Post by jack1974 »

Yes there's already the field, is "Description", currently is unused for the randomized items, but for the unique I'll read that text and display it.
Only thing to remember is that since it goes all in one line in the .ods file you must format it using escape keys. In other word, \n means carriage return:

Code: Select all

The ultimate item\n\nMorran's pants
will be displayed as:

Code: Select all

The ultimate item

Morran's pants
8)
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