diff --git a/game.py b/game.py index 61b47d3..92fa1ff 100644 --- a/game.py +++ b/game.py @@ -654,8 +654,8 @@ BLOCK_CHANCE = 0.15 # a shield turns aside this share of hits REAGENT_COUNTS = {"helmet": 1, "legs": 2, "body": 3} REAGENT_NOUNS = {"heavy": "plating", "medium": "lacing", "light": "thread", "jewel": "shard"} REAGENT_ODDS = 0.10 # each of the area's four reagents, from any of its races -TROPHY_ODDS = 0.03 # rare: higher-tier weapons are hunted for -BOSS_TROPHY_ODDS = 0.06 # each of the four lines, so a boss is worth the longer fight +TROPHY_ODDS = 0.10 # weapons arm the town as well as the hunter, so as common as reagents +BOSS_TROPHY_ODDS = 0.20 # each of the four lines, so a boss is worth the longer fight def _slug(name: str) -> str: @@ -4471,6 +4471,7 @@ PATCH_NOTES = [ ("balance", "Gear: combat requirement adjusted to match the tier of crafting required to make it."), ("balance", "Combat XP reduced to keep it in line with professions. Eating now delays your next swing; eat higher tier food to reduce the impact."), ("balance", "Construction workbench now also affects labour on building sites."), + ("balance", "Weapon trophies drop more often, since the town needs weapons too: 3% → 10% from races, 6% → 20% per weapon type from bosses."), ]}, ]