The guaranteed rewards aren't "a big deal" since it can be a useless Unique or a poor Class-Specific, so it shouldn't break the balance of the game. Then again, this mod should override most of the Boss Chests even the ones from Mapworks. To be honest, I'm more interested about the common boss encounters you will see during the progression of the campaign, like the Manticore, the Estherian Regent or the Alchemist. If you can provide me with a screenshot of the place, the level of the dungeon and the boss you were fighting that may also help. If you see an Ornate or a Boss Chest dropping lesser loot, let me know by posting right here. Also I didn't touched Chillhoof's chest since I think it's a random dungeon, so it isn't very easy to find the layout for modding it. Please, keep in mind that due to the number of chests affected by this mod it is hard to do a proper testing, specially during the random Bosses spawning through Mapworks (But I think I managed to override this random Boss' Chests as well). So, I re-used an old one I had developed for a mod that never saw the light of day (So far), and tweaked it a little bit to maintain balance.Ī random Armor Piece (Can be a set item, but can't be Unique).Ī random Weapon (Can't be set nor Unique).Ī Trinket (Ring/Amulet/Belt) which can't be Unique.īetween 1 or 2 random Socketeables (Can be Blue or Unique) Most of them called 'Treasure_Chest_Huge' instead of 'Treasure_Chest_Boss' as spawnclass. In fact, most Boss' Chest with the exception of The Forgotten Chest (Chillhoof in the Icedeep Caverns) and another one I don't remember, didn't even have the proper spawnclass. This mod overrides most/all Boss' Chests spawnclasses because the original one wasn't "rewardable" enough. Thanks everyone for all the subs, you are the best guys!!** **Added the video preview recorded by Chewtoy.
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