Lower Item drop rate
Now skills/items that increase drop rate of items actually matter.
- Lowers the base drop rate of items after battles to 0% (default was 40%!).
- AI gets higher drop rate depending on campaign difficulty
DifficultyDrop rate AIDrop rate Playernormal15%0%hard20%0%very hard25%0%legendary30%0%
- Max drop rate should be 30%70%. If you have any higher it will roll back. No reason to try to go higher with skills etc.
- Increases chances of rare items dropping when you DO get an item
Rarity chanceCommonUncommonRareDefault60%30%10%New50%30%20%
- Reduce the droprate of followers (ancillaries)
I’ve reduced the dropchance of followers to between 2-6% across the board. If there is a specific one you feel should drop more/less let me know!
Every type of Follower has a separate condition and dropchance, for instance winning a battle and leveling up will give you two instances of 1-3 checks on different follower drops:
The level up will trigger 1-3 checks on a selection depending on Race.
The won battle will trigger 1-3 checks on a selection depending on Race.
Each with around 10%-50% chance to drop. This is why you will normally drown in them.
Cpecific has all the vanilla followers and their drophance, effect and requirements listed here [cpecific.github.io]
Modifies: export_ancillaries__.lua and export_helpers.lua
conflicts with Very Hard = Legendary as it changes export_helpers.lua. Move this mod above it in Kaedrin’s mod manager to load it before his.
The chance of stealing items after battle is a separate database value(not a script) modified by skills, items and difficulty. This mod doesn’t change those values but it will affect how often the AI has anything to steal. The AI does get a higher item droprate than the player however, as you can see in the table.
Check out my other tiny qol mods:
=[NK]= Col. Jack O’Neil has a mod that limits the amount of basic runes to 1 instead of 3, Check it out here