Developer postOriginal post (opens in a new tab)

Experimental (0.3.15.0)

EXPERIMENTAL BUILD (0.3.15.0)

This is an update to the experimental opt-in build.

The primary change in this patch is dynamic loot generation and magic item effects.

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Player: Dynamic loot generation system implemented
Player: Magic weapons now have visual effects when they have a suffix enchantment
Player: Added impact sound effects when weapon has suffix enchantment
Player: Campaign: Extended Withering Dead storyline
Player: Campaign: Added start of Gladefolk storyline and portal linked new map ‘The Glade’
Player: F1..F9 single press now only selected hero, double press to zoom camera to them
Player: Single clicking on hero portrait now selects, double click to pan the camera to that hero
Assets: Added defeated animations to some heroes in preparation for future functionality
Assets: Added 11 more NPC portraits, 3 missing ability icons
Assets: Added 2 new sets of Scale armor icons (Glacian and Cult Of Pyros)
Assets: Added new factional jewellery items (rings, necklaces and trinkets)
Assets: Added 39 new weapons inc. models and textures
Workbench: Added OrderMoveToObject node to avoid having to create 'Position' and 'Rotation' nodes
Workbench: Added close button
Fix: Keys and Quest Items are no longer salvageable
Fix: Cooldown data is now cleared when a party is moved to a new location
Fix: Workbench: Fixed special case where the default value of an input could be used instead of the value of the node output that was connected to the input

Known Issues:
Sometimes it’s not possible to talk to key NPCs.
Weapon VFX (e.g. Flames) are stacking each time you portal to a different map.
Loot drop probabilities need tweaking - rare items are dropping too early.

Developer Notes:
Up until this point loot hasn’t played a big role and didn’t scale well. The new system gives us a solution that fits campaign levels, sandbox levels, and community levels.

Magic items potentially receive a prefix which boosts attributes (strength, agility, vitality and mind), and a suffix which can be anything from special damage (fire, cold, shadow, poison etc..) to critical hit bonuses. Each prefix and suffix has four levels of bonus with unique names, for example “Burning”, “Flaming”, “Scorching”, “Immolation”. An example might be an Agile Bow Of Scorching. Economy magic bonuses have not yet been implemented.

In a future patch we will be adding Workbench nodes to be able to create and assign specific magic items to characters. It is envisaged these will mostly be named epic items.

Useful console commands for testing:
Magic items with visual effects don’t start dropping until later character levels (e.g. 10+). To shortcut this, you can cheat and use the following console commands.

levelup 5 (levels up all selected characters by 5 levels)
genloot 3 glacian (generates 3 loot items as if dropped by a Glacian faction character)
Notes:
don’t generate more than 3 otherwise as you’ll probably just get non-faction fillers
The list of faction names for use with console are :

cultofpyros
dwarven
glacian
gladefolk
goblin
orderofthefang
toadkin
undead