@Grey Roger mentioned previously that he found the blacksmith costs under new sword prices too low. This seems a correct observation, and something we didn't account for when we did the 50% drop in weapon prices.
The attached file aims to correct this, by tripling the blacksmith profit percentage factor from 10 to 30:
#define BLACKSMITH_PROFITPERCENT 30 // INT - The blacksmith will add this percentage for his own profit //TY increasing to reflect new prices
This x3 is part of an additive factor, and doesn't operate on the entire price (ie, upgrades will NOT be 3 times as expensive). Here is the code this define goes into in items_utilite:
UpgradePrice = NewBladePrice - OldBladePrice;
IntermediatePrice = NewBladePrice - OldBladePrice;
UpgradePrice += (IntermediatePrice * pricemult) * BLACKSMITH_PROFITPERCENT;
Of course, this is a change only to a default define in InternalSettings, and can be freely changed by the player.
This is not a fix aimed just at the experimental version, it is a general fix, and it is already needed for the 50% weapon price reduction that was incorporated into the general mod to reduce land loot.
If anyone wants to suggest a different default number, feel free to do so. Otherwise, file attached.
I am leaving very soon, @Pieter Boelen , can you manage any further discussion on this and post to new content if agreed upon?
The attached file aims to correct this, by tripling the blacksmith profit percentage factor from 10 to 30:
#define BLACKSMITH_PROFITPERCENT 30 // INT - The blacksmith will add this percentage for his own profit //TY increasing to reflect new prices
This x3 is part of an additive factor, and doesn't operate on the entire price (ie, upgrades will NOT be 3 times as expensive). Here is the code this define goes into in items_utilite:
UpgradePrice = NewBladePrice - OldBladePrice;
IntermediatePrice = NewBladePrice - OldBladePrice;
UpgradePrice += (IntermediatePrice * pricemult) * BLACKSMITH_PROFITPERCENT;
Of course, this is a change only to a default define in InternalSettings, and can be freely changed by the player.
This is not a fix aimed just at the experimental version, it is a general fix, and it is already needed for the 50% weapon price reduction that was incorporated into the general mod to reduce land loot.
If anyone wants to suggest a different default number, feel free to do so. Otherwise, file attached.
I am leaving very soon, @Pieter Boelen , can you manage any further discussion on this and post to new content if agreed upon?