Random items and properties

I'm working on a simple random item generator, and I am curious if anyone has any feedback on these weapon bonuses.

All weapons will receive a +10% bonus to attack. All items will be based on their "original", so for example an Arcane Longsword would have (23*(1.1+0.3)) attack. In addition, they'll be "tiered" according to their current availability in-game (strongest weapons =tier5). 33% of the items will have only a prefix, 33% will have only a suffix and the remaining will have both a prefix and a suffix. Also note that some bonuses are directly negative (for example, Freezing causing the user to require 3 AP to move instead of 2 in combat)

Planned sources for these items are goodiehuts and loot from new monsters.

Edit: Just to be clear, I don't plan on releasing the code, only the output.

Prefixes:

Accurate|UnitStat_Accuracy:7
Angelic|UnitStat_TacticalHealthRegen:3|UnitStat_Charisma:5
Arcane|UnitStat_Attack:30
Blistering|UnitStat_Defense:-5
Bloodthirsty|UnitStat_Assassination:20
Blunt|UnitStat_Attack:-30
Broken|UnitStat_Attack:-50
Brutal|UnitStat_Assassination:15
Cosmic|UnitStat_Dodge:5|UnitStat_Intelligence:5|UnitStat_Sight:3
Creeping|UnitStat_CombatSpeed:-1
Cruel|UnitStat_Daring:15
Demonic|UnitStat_CounterattackMultiplier:0.5|UnitStat_Accuracy:5
Dwarven-forged|Value:100|UnitStat_Attack:20
Empowered|UnitStat_Attack:50
Enchanted|UnitStat_Essence:1
Enfeebling|UnitStat_Moves:-1
Eternal|UnitStat_TacticalHealthRegen:5
Fine|UnitStat_Attack:15
Flaming|UnitStat_Attack:25
Freezing|UnitStat_TacticalMovementCostMultiplier:0.5
Gem-encrusted|Value:300
Gleaming|UnitStat_Defense:5
Golden|Value:100
Guardman's|UnitStat_Defense:5
Harbinger|UnitStat_Assassination:10|UnitStat_Attack:20
Heavy|UnitStat_Attack:25|UnitStat_CombatSpeed-1
Holy|UnitStat_HitPoints:10|UnitStat_Attack:10|UnitStat_MagicResist:50
Imperial
Lethal|UnitStat_Daring:15
Light|UnitStat_CombatSpeed:+1
Macabre|UnitStat_Assassination:25
Morbid:UnitStat_Assassination:10|UnitStat_Daring:10
Mana-charged|UnitStat_Essence:1
Perfect|UnitStat_Attack:20
Pestilential|UnitStat_MagicResist:-50|UnitStat_Charisma:-5
Runic|UnitStat_MagicResist:30|UnitStat_Accuracy:10
Savage|UnitStat_Assassination:10|UnitStat_Attack:20
Serrated|UnitStat_Assassination:15|UnitStat_Attack:15
Sharp|UnitStat_Attack:10
Sonic|UnitStat_Attack:20|UnitStat_Charisma:3|UnitStat_Accuracy:3
Standard
Tarnished|UnitStat_Attack:-20
Unholy|UnitStat_MagicResist:-30|UnitStat_Attack:30
Vorpal|UnitStat_Daring:25
Whirling|UnitStat_CombatSpeed:+1
Wooden|Value:-100|Attack:-70
Worn|Value:-30|Attack:-60

End of quote

suffixes

of Blood|UnitStat_Attack:10
of Chaos|UnitStat_Assassination:20
of Darkness|UnitStat_Sight:-2|UnitStat_Intelligence:5
of Death|UnitStat_Attack:30
of Decapitation|UnitStat_Assassination:10
of Defense:UnitStat_Defense:3
of Destruction|UnitStat_Accuracy:10|UnitStat_Attack:10
of Disembowlment|UnitStat_Attack:15
of Fate|UnitStat_Defense:3|UnitStat_Accuracy:5|UnitStat_Dodge-5
of Hope|UnitStat_Accuracy:10|UnitStat_Dodge:15
of Knowledge|UnitStat_Intelligence:5|UnitStat_Essence:1
of Life|UnitStat_HitPoints:20
of Love|UnitStat_HitPoints:10
of Mastery|UnitStat_Accuracy:10
of Murder|UnitStat_Attack:20
of Nevermore|UnitStat_Attack:50
of Obliteration|UnitStat_Daring:10
of Power|UnitStat_Attack:20
of Rebirth|UnitStat_TacticalHealthRegen:6|UnitStat_HealthRegen:20
of Restoration|UnitStat_HealthRegen:50
of Retaliation|UnitStat_CounterattackMultiplier:50
of Salvation|UnitStat_HitPoints:15|UnitStat_Dodge:10
of Shadow|UnitStat_Dodge:15
of Silence|UnitStat_Assassination:10
of Sorrows|UnitStat_Accuracy:-10
of Terror|UnitStat_Dodge:-15
of Vigour|UnitStat_Moves:1|UnitStat_CombatSpeed:1
of the Immortal|UnitStat_HitPoints:40
of the Master|UnitStat_Accuracy:50
of the Wilderness|UnitStat_Moves:1|UnitStat_Charisma:-3

End of quote

12,886 views 20 replies +1 Loading…
Reply #1 Top

Heavenfall,

A couple questions.

1. Will this list apply to the projected weapons as well? If so how about a range booster and detractor.

2. For hand to hand (HtH) weapons, how about a Thrown ability to give the weapon a 1 or 2 hex range. Also a Sweeping ability to hit more then one target.

Other then that, a very awesome list. Can't wait to see it in action.

 

Reply #2 Top

These are only the unit stat prefixes/suffixes. I intend to integrate with abilities as well. Bow weapons will be included, but won't have any specific abilities.

Reply #3 Top

Good idea.  Are you going to take pre-generated XML and put it together into a complete item?    I've started on an item editor, and should have something available soon.   However, I like your idea and it may be even better to just take some commonly desired attributes and mix them.  

 

Interesting...I'll have to keep an eye on this.

Reply #4 Top

Great idea...surprised SD hadn't implemented it already.

Reply #5 Top

Yes, these will be "pre-generated". The mod will add a large quantity of items (say 200+) and on certain monsters and goodiehuts there will be a chance that you get one of them.

The priority here is to vastly increase the quantity of magical items in the game. I realize that their individual quality may not be high, but it will make each game more unique.

Reply #6 Top

I really, really like this idea.    The depth of the game and the "just one more turn" element would be really enhanced.  

Reply #7 Top

I did some quick math and the number of possible weapons would exceed 400 000. I'll have to cut away some of the repeating stuff, there's no way the engine can handle that kind of randomization (and it would probably make the game take ages to load).

Actually, diversity is good. I'll just do ~50 of each weapon and then move on. That means you can't get every possible combination.

Reply #9 Top

While I like the idea, I don't exactly like the prefix-suffix name format. It's overdone since Diablo. Unfortunately, I don't have an idea to replace that model (I haven't exactly searched anyway).

Reply #10 Top

how bout a boomerang taht would be cool

Reply #11 Top

how long do you think for a workin mod to be available, nothing spcific to much like a week or a few days orr weeks looks pretty damn sweet

 

Reply #12 Top

Tomorrow, maybe day after.

Edit: Just to be clear, I don't plan on releasing the code, only the output.

Reply #13 Top

Kick arse!

Reply #14 Top

Great idea! I have to say that I don't generally download other people's mods, but this looks like a must have. I have a quick question, though. How do you handle random rewards from encounters. I'll take a look at the code when you publish, but if you have a free minute, and it's not too complicated...

Reply #15 Top

Check out any goodiehut file.

Reply #16 Top

Wow I really like this, Looking down the list all your prefixes and suffixes seem grand. This game is crying out for the excitement that comes from randomized content and this a great tried and tested way of doing this. I will download any weapon packs that come from this :)

Oh and a quick question, are these weapons going to be the default colours or are you going to edit the colours in the xml where appropriate... like the golden prefix could make the weapon golden in colour, ...of blood could be crimson, freezing could be ice blue etc. The big issue I suspect is when you have a prefix and suffix that both change the colour like "Golden Spear of Blood".

 

Ps the Golden Spear of Blood sounds sweet :)

Reply #17 Top

Some will be coloured according to what is "obvious". If there are overlapping colours one will be chosen (prefix).

Edit: Not all weapons are colourable.

Reply #18 Top

Quoting Heavenfall, reply 17
Some will be coloured according to what is "obvious". If there are overlapping colours one will be chosen (prefix).

Edit: Not all weapons are colourable.
End of Heavenfall's quote

Excellent, I look forward to seeing what is generated for your first pack.

Reply #19 Top

I really like this idea.   Great job yet again!    Maybe I should do something like this but for spells.  :)

Reply #20 Top

Anything that makes Elemental War of MAGIC more Magical, I'm all for it!  Great job.