Enchanted loot changes
TL/DR: More enchants for enemy drops in NG+, a bit more variety in item drops, slightly reduced loot amount in NG+.Changes to enemy item enchants logic:
- Previously if an enemy had any equipped items (weapon, trinket etc), only those items could get enchanted. Now non-equipped items have an equal chance to be enchanted. Enchanted items are prioritized for drop, so this indirectly gives a higher drop chance for non-equipped items.
- Max number of enchants for enemies is now the same for equipped and inventory items. Previously inventory items could have only up to 2 enchants.
- Changed enemy item enchant power limit calculation in NG+. (Technical details: Enchants require between 2-8 power each, so e.g. a 13-power item could have enchants with 7, 4 and 2 power. Previously the maximum total enchant power ranged from 3-9 based on chapter number and didn't take NG+ cycle into account. Now in NG+1 the power is 10-13 based on chapter, and increases by 2 for each NG+ cycle.)
Reduced number of enemy loot drops in NG+ by roughty 25% to fill inventory less with random stuff and to compensate for loot having better enchants than previously.
Notes:
- Item drops in NG+ are now much more likely to have 3 enchants, so the Enchant Overload achievement requires less RNG luck.
- Enemies also benefit from enchants in equipped items, so some enemies are stronger in NG+.
Changed files in this update