One thing that I would love to see that was a feature of the original DS1 but no longer seems supported in DS2/Broken World is the ability to randomize the equipment monsters and npcs could wear in the pcontent block as per this example for a skeleton mercenary ranger:
It would be great if something like this could be implemented easily. It was a great feature of Legends of Utrea but I can't get the same technique to work in DS2 or Broken World, no doubt due to the way the pcontent system has been overhauled - to it's detriment I'd say. Notice that uniques are no longer supported as such, they are preset.
Update# Did some more testing, trying out different variations to see if anything worked. The above code does generate a weapon at least (didn't try armor in the test case) but only when the monster is killed. It dies with the randomly produced weapon in its hand. Otherwise the weapon is invisible.
If the pcontent code is incorrect then the monster will disappear when killed.
So perhaps the differences in pcontent code between DS1 and DS2 is in DS1 pcontent is generated when the monster populates the game world while in DS2 pcontent is generated upon its death? Possibly for optimization reasons?
One thing that I would love to see that was a feature of the original DS1 but no longer seems supported in DS2/Broken World is the ability to randomize the equipment monsters and npcs could wear in the pcontent block as per this example for a skeleton mercenary ranger:
It would be great if something like this could be implemented easily. It was a great feature of Legends of Utrea but I can't get the same technique to work in DS2 or Broken World, no doubt due to the way the pcontent system has been overhauled - to it's detriment I'd say. Notice that uniques are no longer supported as such, they are preset.
Update# Did some more testing, trying out different variations to see if anything worked. The above code does generate a weapon at least (didn't try armor in the test case) but only when the monster is killed. It dies with the randomly produced weapon in its hand. Otherwise the weapon is invisible.
If the pcontent code is incorrect then the monster will disappear when killed.
So perhaps the differences in pcontent code between DS1 and DS2 is in DS1 pcontent is generated when the monster populates the game world while in DS2 pcontent is generated upon its death? Possibly for optimization reasons?