Euh... Most of these monsters (evil masters, kobolds and necro pets) really were supposed to be high level. They need that level to maintain their hitting-rate and ability to damage high level players. I mean *someone* has to defend those artifacts like wdsm and magic cloak in pupland... You are right that the exp given for many of those monsters didn't quite match the level. The reason is, in most pupland maps you can already get enough exp and you get fine treasure too when killing the boss monsters. Not entirely sure what I should do now. I have an urge to raise those levels back up, but I could do it on a per-map basis. OTOH, most of these monsters are meant to be unique, so it seems "cleaner" to set levels in the arches. I won't do it unless you (Mark) agree with my reasoning though. :-) Andreas > -----Original Message----- > From: crossfire-cvs-admin at lists.sourceforge.net > [mailto: crossfire-cvs-admin at lists.sourceforge.net ] > Sent: Donnerstag, 29. August 2002 07:17 > To: crossfire-cvs at lists.sourceforge.net > Subject: [Crossfire-cvs] CVS commit: arch/monster > > > > Module Name: arch > Committed By: mwedel > Date: Thu Aug 29 05:17:18 UTC 2002 > > Modified Files: > arch/monster/acid: pet_necro.arc > arch/monster/demon: evil_master1.arc evil_master2.arc > evil_master3.arc > evil_master4.arc > arch/monster/goblin: ologhi.arc > arch/monster/goblin/Kobold: h_kobold.arc unusual_kobold.arc > arch/monster/undead: dave.arc > > Log Message: > Fix the level/exp for some monsters - these all had levels which > was much higher than the actually difficulty the monster should be. > MSW 2002-08-28