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Index » Muelsfell Game Forum » Bug Reports Muelsfell World v1.0 Forums
AuthorThread: loot on mountain giant
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NomNomNom
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Posts: 41
Location: Hans Mina
Magus Age: 116 years old
Message #39064 Posted: Nov 12, 2009, 9:21 pm
Maybe I understand loot wrong, but I was under the impression that all creatures should guarantee some form of loot independent of free golem capacity (to allow loot when fighting the dragons). I have been attacking the mountain giant with a 0 pounds free golem and getting no loot...am I completely wrong or is this a bug?
laidan
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Posts: 1158
Location: Mottonsborough
Magus Age: 90 years old
Clan: OASIS
Message #39066 Posted: Nov 12, 2009, 10:52 pm
0 free=0 loot, pretty much always.
Semaj
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Posts: 273
Location: Shuul
Magus Age: 90 years old
Real Name: Semaj
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Email: thegreatsemaj@hotmail.com
Message #39093 Posted: Nov 13, 2009, 3:44 am
laidan said:

0 free=0 loot, pretty much always.


That used to be true.

Arkham said:

To support higher level creatures, a capacity-related treasure tweak went live today.

Previously, capacity could reduce the loot scored from a kill to potentially zero. Now you are guaranteed 50% of the random roll regardless of capacity. The remaining 50% can be reduced to nothing depending on capacity.

This was done because there are some powerful upcoming creatures that will require golems to be loaded down with weaponry and armour. It hardly seemed fair to make players go through that effort only to drag back a pittance afterwards!

This change ONLY affects loot from creatures. Looting a player's workshop continues to work as before (meaning you can still get little to none if your golem has no room for carrying treasure).

In addition, there were some minor bug fixes (empty ammo weapons firing once) and messaging adjustments.

Kep


I am sure this is the reason for the question being raised.
Necaria
Posts: 505
Location: Rildesjan
Magus Age: 92 years old
Clan: OASIS
Message #39106 Posted: Nov 13, 2009, 6:18 am
In a later thread he added:

"The other issue is that the guaranteed half can still be reduced to zero if the golem is overburdened (which is actually intentional -- a golem with zero carrying capacity SHOULD return with nothing).

Kep"

So 0 capacity should result in 0 loot still.

(Was in this thread: http://www.muelsfell.com/world/map_community.php?msg=37192 )
Yamikuronue
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Posts: 1288
Location: Mottonsborough
Magus Age: 93 years old
Real Name: Bay
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Message #39107 Posted: Nov 13, 2009, 6:25 am
The issue is that Kep is confusing.
Semaj
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Posts: 273
Location: Shuul
Magus Age: 90 years old
Real Name: Semaj
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Email: thegreatsemaj@hotmail.com
Message #39120 Posted: Nov 13, 2009, 3:28 pm
That it could very well be.

In any case I would try just leaving a few pounds free and see how it works. Maybe the code is written with an if 100% load then 0 loot statement somewhere.
NomNomNom
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Posts: 41
Location: Hans Mina
Magus Age: 116 years old
Message #39166 Posted: Nov 14, 2009, 4:26 am
Thanks for the reference Necaria, always handy to see where something originated. Poor turtle golems never have any fun.
 
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