N/A

N/A

7,425 views 7 replies
Reply #1 Top

 

With that change they should drop from uncommon lairs, and would be more frequent form those lairs (there are less uncommon items than common items).  But the items were inteded to come from common lairs.

Reply #4 Top

Fixed, thanks!

The problem was with the rng.  It adds up the likelihood of all the items that match the criteria and then picks a random number in that total weighting.  An int is used to perform that and there were enough items that the total weighting was larger than the maximum int size (so the later objects were never getting selected).  Essentially if each item has a likelihood of 400 then we can only have 87 that qualify to pick from, with all the DLC we were passing that number.

It will be fixed in the next patch by simply reducing the likelihood values by 10, so they have a base of about 40 and we can have about 870 items possible from any specifics goodie hut before we run into issues.

Reply #5 Top

Is this connected to the trend whereas certain loot tends to drop in clumps? Some games I get 4-5 bracers in a row....other games I get assassin gear out the yingyang.....etc etc. ??

Reply #6 Top

Yay custom common items for the masses! Good job Primal & Derek.

(does a graceful feline dance to celebrate)

 

Reply #7 Top

Derek - did you mean that you were reducing each likelihood by 10, or by a factor of 10?

I'm assuming by your 400 --> 40 example you meant the latter; it implies that any mods that add discoverable items should likewise divide their probabilities by 10, or they're going to be over-represented in found loot (and potentially risk overflowing the RNG buffer.)