Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
On the second equation:
L > CL >= L + 4
are the inequality signs correct? I believe as stated it will always resolve to false.
Enter Crock's hut, with 2 level-ups to go. I do not remember exactly the level it was.
Nothing was offered, I tried 20 times.
Then I took 1 level-up of the 2 available, and chose one L4 spell. Crock offered exactly this spell, and nothing else. I restarted the sequence a couple of times by reloading and talking to him again, same result.
Then I reloaded before the level-up, took another spell. Again Crock offered exactly the spell I had picked, nothing else. Tried this 5 times again, same result.
Then took the second level up, blam, Crock offered not all spells, but 5 of them or so.
I think these observations are in line with the described curio concept. The only thing not explained is why I got the spell I already had a couple of times.
I speculate there is some kind of bug in the item randomization. Sometimes I think the random roll is not clean when it comes to item selection. Otherwise it is not explainable why eg in Arnika, you get 3 Monstrances from the bank chests or none, 3 Stun Maces from the lockers in HLL Police HQ, but never one, same with mesh leggings and other items.
I also would add that there seems to be a maximum curio level. When Crock is visited too early at too low level, he offers L1 spellbooks, like Acid Splash (not 100% sure which one). Later they don't show up anymore.
Same with Ferro. Visiting him at L16 he only offers Summon Elemental (which I already had), Toxic Cloud and Body of Stone (both from the Queen's Chest), and nothing else of L5, but Elemental Shield, a L4 spell. At L18, I got everything L5 from him except Instant Death, which I do not know if it was just bad luck or you need to get it from somewhere else (eg Wilderness clearing or some random drops), but no Elemental Shield anymore.
This is very strange. I was doing my research on Braffit (I simply have a save file right next to him...) and saw nothing which would indicate this (I got a Book of Blessing and Book of Removal).I'll run to Crock tomorrow to double-check.
Huh, this actually sounds plausible.
Btw. A curious trivia about the loot drop. Every entry on the loot table has a weighted chance to drop. But the game doesn't decide everything with a single roll like it does for, say, chance to hit a certain body part. For body parts, if (theoretically) every part had the chance weight of 10 and you rolled 25, then the third part would be chosen (first part is 0-9, second is 10-19, third is 20-29). But in case of the loot drop the game makes a series of two rolls. First roll picks a random entry on the short list of items that can drop. Second roll checks whether the item dropped or not. So, if (theoretically) every item on the list have the weighted chance of 10 and you roll 25, nothing happens and the game proceeds to the next randomly chosen entry. Consdering that usually the chance is 1 or 2 out of ~120, it may take a small FOREVER for the game to actually bring together the drop from a monster.
Throughout this process of investigations into the code I have generally been more and more impressed by the code and formula designers who made this game. It is surprising that you have run across something so inefficient. It is not immediately clear why it is necessary. Combats, without mods, are slow, but (not using any mods) I always pinned the slowness on the game intentionally slowing down each action and movement of foes and especially allies so the player can see each one taking place. I never noticed delays surrounding the dropping of an item when a foe dies, but forever in code can also be faster than the blink of an eye on a macro scale.
Tough battles with "allies" can take over an hour of real time to play out. That, I notice.