Version 2.1.3

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Barbieduck
Posts: 3

Re: Version 2.1.3

Post by Barbieduck » Thu Oct 11, 2012 6:39 am

Thanks wizard, great tips. I saw the post from Mario about 1% boost to drop rate per enemy. I go buy healing potions in annsharbour so I don't waste sp on healing and have a paladin with about 500 sp for resurrection. I will incorporate your ideas and see what I get for the inferno.

I have seen reasonable drops in the mines and cave. It's the inferno that gets me. I go through the maze and typically will get the large ( or not so large) encounter when you first get into the maze. After the encounters start dwindling, I will leave and come back into the inferno to reset. That means I've gone through maybe 50 -75 fights in the inferno and have yet to see a drop. I might have gotten a chest or two but only gold. I'm not complaining just giving my opinion on drop rates and think the rate in the inferno is a bit low, especially given the rarities of encounters there.

That being said, for me it doesn't change the fact that this game rocks!!! And also thanks for the walk through wizard, I tried to stay away from using it too much but there were a few times I was stuck and it was invaluable.

Cheers

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icetear
Site Admin
Posts: 1337

Re: Version 2.1.3

Post by icetear » Thu Oct 11, 2012 10:22 am

Hello!

I will address this issue as soon as possible.
The loot system needs some tweaks indeed. Although it's the inferno, its inhabitants shouldn't be so greedy ;-)

Regards
Mario
Silversword - the CRPG for iPhone+iPad now on the AppStore!
Please visit us on http://www.silversword-rpg.com
iTunes Link: http://itunes.com/apps/silversword

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icetear
Site Admin
Posts: 1337

Re: Version 2.1.3

Post by icetear » Thu Oct 11, 2012 2:43 pm

Loot System (new)


This is about items, not gold. Gold loot is always given.

Base Loot Chance: 20%

Chance for Chest after a dungeon fight: 15%
Chance for Chest having a trap: 30%

Loot-Chance modifier if Chest: +20%
Loot-Chance modifier if Chest is trapped: +20%

Chance for additional consumable loot: 20% (healing potions, harmonic splinters, ingredients for alchemy (expansion skill))

No more chance adjustment for the number of creatures in an encounter.

What do you think?
Regards
Mario
Silversword - the CRPG for iPhone+iPad now on the AppStore!
Please visit us on http://www.silversword-rpg.com
iTunes Link: http://itunes.com/apps/silversword

Barbieduck
Posts: 3

Re: Version 2.1.3

Post by Barbieduck » Fri Oct 12, 2012 2:07 am

I like that Mario. Fair but not overkill. I Ike the idea of the consumable loot being seperate loot percentage. Update I got a harmonic gem in the inferno today whoot.

wizardz
Posts: 363

Re: Version 2.1.3

Post by wizardz » Sat Oct 13, 2012 7:15 am

At first glance, the consumable loot might be high. And I'm hoping divine powder is NOT included in the consumable loot list. Otherwise, it looks like a good mod.

Cheers!
wizardz

On second thought I think maybe the loot percent chance should also reflect the chest pick lock chance as well. In other words, the more difficult the chest the better the loot...

Devener
Posts: 3

Re: Version 2.1.3

Post by Devener » Tue Oct 16, 2012 8:55 pm

Well, I think something has to be done about loot. Since Teraszpassage I fail at getting any useful loot. My Casters, my hunter and my rogue are still runinng around in bronze-lvl armor and weapon drops have been awful, too. So far I only got upgrades from build in chests and the drops in dungeons drops are mainly useless throwing weapons which I just ditch. I am at the dredanat caves at the moment and after four gained lvls I got 1 Andursteel throwing star as loot and some harmonic gems/splinters. That´s not quite satisfying. :-(

Benedict
Posts: 4

Re: Version 2.1.3

Post by Benedict » Thu Oct 18, 2012 9:22 am

Barbieduck wrote:
I'm on ver 2.14 and I have seen a very low drop rate. Have about lvl 40 folks and some of my guys still have chainmail. Been through the inferno about 8 times. Till my casters run out of sp ~700 each and I have yet to see any drops.
Same here, drop rate is effectively zero for me even grinding for ages, I would love to get a couple of hours playing with a high drop rate for a change! Is there an update planned to restore some kind of manageable drop rate and if so how do I update, will it just happen automatically?

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icetear
Site Admin
Posts: 1337

Re: Version 2.1.3

Post by icetear » Thu Oct 18, 2012 9:26 am

The next update will correct some loot issues.
It will happen automatically ;-)

The chance for loot should be somewhere between 20 - 50% per fight then.
Most levels after Savage Crossing should benefit from this and will give more loot (predominantly weapons and armour).

Regards
Mario
Silversword - the CRPG for iPhone+iPad now on the AppStore!
Please visit us on http://www.silversword-rpg.com
iTunes Link: http://itunes.com/apps/silversword

Benedict
Posts: 4

Re: Version 2.1.3

Post by Benedict » Thu Oct 18, 2012 6:05 pm

Thanks for the info Mario (and great game btw, lovely nostalgia). I don't suppose you have a rough ETA for the update? If it's going to be a few weeks I might play something else for a while & come back to this.

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icetear
Site Admin
Posts: 1337

Re: Version 2.1.3

Post by icetear » Thu Oct 18, 2012 6:35 pm

I think I will release the update soon so that everybody gets decent loot again ;-)

Should be within the next 14 days.

Kind regards
Mario
Silversword - the CRPG for iPhone+iPad now on the AppStore!
Please visit us on http://www.silversword-rpg.com
iTunes Link: http://itunes.com/apps/silversword

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