[crossfire] Proposal to fix experience inflation due to random
maps
Todd Mitchell
temitchell at sympatico.ca
Fri Jun 3 19:44:52 CDT 2005
On Fri, 2005-03-06 at 14:33 -0500, ERACC wrote:
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On Tuesday 31 May 2005 09:32 pm
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Todd Mitchell wrote:
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>
> monster density - I think part of the problem with the monster density
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> is that terrain is either blocked or not. [...]
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>
I am looking at the Valriel random map settings (within the map
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/scorn/temples/valriel3) in anticipation of reducing the number of
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levels, reducing monster density, adding some "new", tougher monsters
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called "saints" using existing NPC arches and making the random maps
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larger. One question I have but haven't been able to resolve: is
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random map monster density determined by /styles/monsterstyles/* or
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is it elsewhere? I asked this on IRC this morning (here) but
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apparently everyone is dead there today. :-)
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I believe it is determined by the monsterstyles but not sure how it
functions.
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> Boss monsters - good idea
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>
This would mean making a final map (like the one for Titan Quest) and
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adding these boss monsters. Maybe for the Valriel one have one fight
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the Avatar of Valriel (a customized Arch Angel perhaps). Should these
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bosses drop or guard some sort of special treasure or is the
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experience gained reward enough?
Well the final map is one thing but Boss monsters would have to be done
in the code I think - something to figure out what monsters are being
placed and then constructing a suped up version for that level. Like if
the map is placing many giants, adding a custom giant of higher level
with more hp and xp as a boss.
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> One point - the random map styles are very ripe for development and
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> adjustment. This alone would really improve the random maps and allow
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> more control - especially with the difficulty stepping code that was
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> recently added.
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Well, I am looking in the map /styles directory for information on
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how to work on these. Is there somewhere else I should be looking as
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well? If it is a code problem then I'm not the one that can fix that.
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If it is all handled with map settings then I just need to know what
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to tweak. How does one use the "difficulty stepping code" in defining
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random maps or is that automagical?
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>
Gene
There's a document on random maps in the server package which gives you
info on the paramaters.
Just making new monsterstyles which give good progression would be a
great start.
--
Todd Mitchell <
temitchell at sympatico.ca
>
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