Randomized Items Remastered
Changes the item randomization system to more consistently produce useful items instead of fuel for the item forge.
To explain the changes in this mod, I first have to explain that item randomization is done using the same system as the item forge, meaning that in order to change how items are randomized, I had to place restrictions on the item forge, but I think you’ll find that the restrictions I placed aren’t very restrictive at all in practice.
The 4 big changes are:
1.
Making it so that items can’t be generated with anti-synergistic effects. For instance, no more Poisonous Undead Slayer weapons (Undead are immune to Poison). This also means you can’t forge an item like that anymore unfortunately, but I think that’s fine.
Slayer effects are also restricted to only be compatible with other slayer effects when there are units that share both tags. For instance, Animal Slayer & Fiend Slayer are compatible because there are 4 units that are Animals and are Fiends. However, Construct Slayer & Fiend Slayer are incompatible because there are no units that are both Constructs & Fiends.
Crowd-Control effects are generally incompatible as well since they are anti-synergistic, e.g. Taunt & Stun on a weapon means the Stun effectively overrides the Taunt. There are exceptions, for instance Blind & Immobilize are still compatible.
* I am aware that Dragon Lords can be many of these types, but that is too specific to justify not having the restriction here, especially since you can always stack Dragon Slayer + Hero Slayer to focus Dragon Lords
2.
Boots, Chest Armor, Helmets & Shields can no longer be generated with 2 or more of Elemental/Status Resistances, e.g. No Frost & Spirit Resistance, or Blight & Status Resistance. This makes it significantly more likely you’ll get more useful pieces of armor instead of the +2 Blight, Fire, & Frost Resistance trash that keeps generating currently. Note that Rings have not been changed, and can still generate with multiple Elemental/Status Resistances
3.
When a random item is generated, it is done so by selecting randomly from all the item templates available in the item forge; as a result, weapons are very common because there are so many weapon templates, while helmets are super rare because there are only 6 helmet templates available in the Item Forge at the start of the game. I added a lot of hidden copies of item templates to up the spawn rates for everything except weapons, shields, & trinkets, to make it so the random items generated aren’t so overwhelmingly weapons.
4.
The random system makes it so that almost all weapons generated are elemental weapons; I removed the multiple element type enchantments from physical weapons (Arcfire, Death, & Radiant; they still exist on Staves & Orbs) and changed how elemental damage enchantments work on physical weapons;
They cost 2 points now. They no longer reduce the physical damage of the weapon. They immediately increase the damage of the weapon in the chosen channel (e.g. making a flaming sword immediately gives it +2 fire damage) and changes the damage increase the weapon gets from leveling up to only be in that channel.
The effects are 1. Elemental Weapons are rarer, since it costs an attunement point to make a weapon elemental and 2. Low tier elemental weapons are still mostly physical damage, and only tier 4 weapons get close to doing as much elemental damage as physical damage.
To go along with this, Magelocks can no longer be generated with elemental damage enchantments, since the Piercing property (ignore 50% of Defense) means that elemental magelocks kind of suck.
Finally, a really small bonus; I think the vanilla values for Status Resistance on items are pretty weak, so I gave them a minor buff, going from +1/2/3 to +1/3/4.