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No Hope Difficulty Settings

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No Hope Difficulty Settings

Item Difficulty Settings

As of writing there are 34 item categories in the game. No Hope alters some of the spawn rates for the categories to a degree depending on the players choice at the start of the game. These rates notably don't work with every type of item spawn rn. Below is each category's inclusion/exclusion along with any reasoning:

item_category_idincluded/excludedreasoning
gunsincluded
magazinesincluded
ammoincluded
weaponsincluded
toolsincluded
clothingincluded?Corpses with no clothes would be weird?
foodincluded
drugsincluded
manualsincluded
booksincluded?Small category of mostly fluff items.
mapsexcluded?The reduced working vehicles/fuel etc mean reducing maps would just be overkill.
modsincluded
mutagenexcludedMutagen is already a rare reward.
bionicsexcludedBionics are already a rare reward.
currencyexcludedCurrency is nigh useless anyway.
veh_partsincluded
otherincluded?Couldn't find much of note in this category despite it's size.
fuelincluded
seedsexcludedSeeds are nigh useless anyway.
ma_manualsexcluded?Martial art manuals are already rare, I think making dojos more dangerous would be better.
trapsexcluded
chemsexcludedThese are either rare already or not really useful to the player as far as I can see.
spare_partsincluded?This category is very broad but notably includes basic crafting ingredients and vehicle components that should be affected.
containerexcludedI'm not 100% on whether removing containers removes their contents or spills them but either way doesn't seem ideal. Finding lots of empty containers fits the theme.
artifactsexcludedArtifacts are already a rare reward.
keysexcluded?These are just id cards and are already reasonably rare and usually offer risk/reward.
corpsesexcluded
tool_magazineincluded
armorincluded
exosuitexcludedExosuits are already a rare reward.