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Also a few corrections, give me a second.
Weapons:
-A weapon must have one each of the following:
1. Have 0 max ammo OR dropped by the player OR (have more than 0 current ammo AND not be in the bag) OR (have more than 0 current ammo AND less than max ammo AND be in the bag)
2. Have more than 12 durability OR have 1 or less maximum durability OR succeed on the raiders 15% roll OR be saved by the Blacksmith follower OR (not dropped by player AND is a named item) OR is Legendary)
3. Was dropped by the player OR succeed on the raiders 15% roll OR is Named OR is Legendary OR succeed on a 90% roll
Armour:
-Armour must have the following:
1. (Must have more than 10 durability AND dropped by player) OR (more than 30 durability AND more than 25% max durability) OR (not dropped by player AND is Named) OR is Legendary OR saved by the blacksmith.
Shields:
-A shield must have one each of the following:
1. Be saved by the blacksmith OR have more than 6 durability
2. Dropped by player OR have over 25% durability
3. Dropped by player OR northern raider roll OR saved by blacksmith OR (not dropped by player AND is Named) OR is Legendary OR succeed a 90% roll
Helmets:
-A helmet must have the following:
1. (Must have more than 15 durability AND dropped by player) OR (more than 30 durability AND more than 25% max durability AND (northern raider roll OR succeed a 70% roll OR (not dropped by player AND is Named) OR is Legendary OR saved by blacksmith)
The general rule is you ALWAYS get named equipment from enemies, regardless of condition, the only exception being Named Shields.
The randomness comes from the special checks made for helmets, shields and weapons (but not armor!). Helmets have a 30% of being lost no matter what, whereas weapons and shields have a 10% chance of being lost. Armor always drops if you meet the threshold conditions.
Famed and Legendary gear always drops as long as you don't destroy it (and Legendary stuff maybe even survives that, not sure).
The dagger party strategy is still the best way to get gear, but you don't have to be anywhere near as careful as you probably have been. It's okay to do some damage to that sweet looking armor, it doesn't hurt your chances at all unless you drop below threshold. You don't have to be careful at all if the gear is famed! Just don't totally destroy it with your hammer bro.
Calandro has pointed out some wonkiness in the code with regards to drops. Sometimes the game won't generate a corpse from a fallen enemy. No corpse means no loot. This can happen if the victim has no open tiles adjacent to him AND if the killer already has a corpse in his hex. This is the probable reason for reports of famed gear not dropping. It's easy to avoid if you're aware of it.
Low level gear is harder to retrieve because the flat value threshold becomes so important. In the early game, even things like a Blotched Gamebson (70 point armor) is worth trying to capture. The capture threshold for armor is 30 flat AND 25%. The 30 flat is what is important here, because 70 is such a low number. It's very easy to drop the gamebson below 30, even with random chip damage.
But for higher tier gear, like a Coat of Scales (300), it's much easier. You can afford to whack the guy with your mace a few time to stun him without being scared that you might lose that armor. You can inflict 225 points of armor damage on that thing and still be fine.
It's worth focusing down Thralls that have their throwing weapons out in the early game. You have a 90% of capturing the throwing stack if they die while wielding it, and few things boost the power of an early company than quick access to throwing weapons.
I obviously meant JCSato, come on my dude.
Weapons:
-A weapon must have all of the following
One each of the following:
1. Have 0 max ammo OR dropped by the player OR (have more than 0 current ammo AND not be in the bag) OR (have more than 0 current ammo AND less than max ammo AND be in the bag)
2. Have more than 12 durability OR have 1 or less maximum durability OR succeed on the raiders 15% roll OR be saved by the Blacksmith follower OR (not dropped by player AND is a named item) OR is Legendary)
3. Was dropped by the player OR succeed on the raiders 15% roll OR is Named OR is Legendary OR succeed on a 90% roll [/quote]
The thing with 1. is that I think it also checks for condition > 12. Which makes no sense wrt throwing weapons. Am I reading the paratheses incorrectly?
2) I left out the "must have more than 0 max durability" because there aren't any player-usable weapons that are like that. I think that rule is there so that dire wolves don't drop their bit attack or something silly like that
3) Don't see how that isn't already contained in what I wrote.
(Calandro and I are both editing our posts and it makes the emerging conversation kind of weird to read)
I appreciate the double checking, but most of what you writing is just a literal dump of the code and is logically equivalent to what I wrote, but a bit harder to parse. I'm interested in bagged throwing weapon thing, though.
Let's let it sit for a week to work out any bugs or errors first. Someone might yet find a block of code that makes nonsense out of all of this :)
1. Throwing weapon code is basically just
((have more than 0 current ammo AND not be in the bag) OR (have more than 0 current ammo AND less than max ammo AND be in the bag))
2. Just being specific, converting code to normal English
3. In the weapons sections you specifically say "Not sure about bagged throwing weapons, the code is confusing"
Err, what? Do you have a source for that, regarding the 5 times per fight cap?
No, I get that, and I appreciate it, but I was talking about things like this:
1. (Must have more than 10 durability AND dropped by player) OR (more than 30 durability AND more than 25% max durability) OR (not dropped by player AND is Named) OR is Legendary OR saved by the blacksmith.
which is equivalent to what I already wrote, but in my opinion, harder to parse for a human
Cat® and JCSato both independently asserted it in the original thread. I haven't found the relevant code, but I find the two corroborating reports to be credible.
I'm decompiling the code again, to be sure I'm not out of date, but this is the first I've heard of it.
I can't find a mention of that in the other thread?
Still at work so catching up to this will be slow, but, uh. . .where? This does not sound correct at all.
I'm not against pinning this information, but there are too many pins already. Might make more sense to codify it in the wiki.
Separately, and because he called me out on it elsewhere, Calandro is the one who first uncovered the corpse spawning thing - my info on that was just regurgitated from him. :D
Cat@ mentioned a five item limit and I remembered you agreeing with him, but looking back at it, you say it's "mostly correct," which is more ambiguous than I remember it being. I'll remove mentions of the limit for now.
Will also edit the OP to give Calandro credit
Also, I figured out the throwing weapon thing. I was reading the grouping wrong. It makes sense now. Will correct OP and credit Calandro for the editor work
That's my final form.