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Bart: did you by chance turn OFF "IT_RPG_STYLE" ? That has a big affect on all item generation and sales. I highly doubt you turned it off, but I have to ask as a precautionary.<!--QuoteEnd--></div><!--QuoteEEnd-->
No - i dont turn anything of actualy, i'm more than pleased with all the mods the build has introduced and have been so from the start of testing it. [just saw your post Hat]
And no these are all 'random finds'(in barrels, behind trees, in long grass, in roof thatch etc).
From you description of the process there should be no way i should be finding these things? very weird!!
check my comments about needing to start a nw game maybe? But then even on the default numbers with my level 4 char with 2 luck - i should not have found those 'soligen rapiers'?
[I'd already posted the stuff below - you must have been posting as i was just about to].
Ok well i'm going to restart, as this is definately not playing as it should - even with my attempts at slaying the numbers <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid="

" border="0" alt="wink.gif" />
<b>The quest for rand-items balance(cont):</b>
Ok this is horrible - so i've done the following:
Most are in internalsettings.h:
#define IT_QUAL_ABOVESCL 2.5(was 1.0) - 2.5 was the old setting(so i'm hoping better?). Although is this just relating to the shops stores?
#define IT_OVER_RANDSPREAD 8(was 4) so its more 'curved'(what does it mean compared to 'flat'?) should i make this less to decrease the better rare goods rand item finds?
#define LUCK_RARE_MAX 1.0(was 1.5)
#define RARE_RAND_RETRIES 1(was 2)
#define RARE_MAXLEVEL_ABOVE 1(was 10) - (still found a master spyworks spyglass on this setting just by itself, so before i changed all the others here.)
#define RAND_ITEM_NOSKIP 0.3(?) - not sure so i left this as is.
#define OBJECTS_IN_BOX 2(was 3)
After i ran F11(the new better place for 'Initialise' <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="

" border="0" alt="smile.gif" /> ) - not sure if i need to and after my few hours playing today i'm begining to wonder if i actualy need to start a complete new game for these settings to work?
So with my new 'extreme' version on the rand-items numbers i think things improved. Instead of finding the best weapons/items falling out my ass in 30mins of playing - it became i little more drawn out, it took about 2 hours untill i had found a similar selection of awesome items like those listed in my first post on this issue. Thats with those new settings. So in that 2hours i found these items in rand pickups:
1x 'broken' nicholas sharps sword(cool - it is broken)
1x 'worn' needle (looking much better at this point - around 1hr 40mins)
1x 'worn' Atwood F100(oh oh! here we go!)
2x 'average' silver leaf(darn! what the ....!?)
So i can see some improvement, i was finding lots more normal stuff(potions/normal blades etc), compared to the build13's default - but its still way of for a game that potentialy the player can sink a few months into.
So maybe there are some lists that define all these items rareity? If so can someone point me in their direction please?
hmm maybe it might be easier to just copy/paste the numbers over from beta8/9 - i know the format for buildsettings+internalsettings.h has changed, but if i just move the old numbers across will it be ok?
Anyone else noticing this kind of thing? (you'll probably all keep quiet about it "shhh dont say anything - i want all my officers to have the best weapons at level 3" <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid="

" border="0" alt="wink.gif" /> ) <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="

" border="0" alt="icon_mrgreen1.gif" />