On Fri, 2005-03-06 at 14:33 -0500, ERACC wrote: > On Tuesday 31 May 2005 09:32 pm > Todd Mitchell wrote: > > > monster density - I think part of the problem with the monster density > > is that terrain is either blocked or not. [...] > > I am looking at the Valriel random map settings (within the map > /scorn/temples/valriel3) in anticipation of reducing the number of > levels, reducing monster density, adding some "new", tougher monsters > called "saints" using existing NPC arches and making the random maps > larger. One question I have but haven't been able to resolve: is > random map monster density determined by /styles/monsterstyles/* or > is it elsewhere? I asked this on IRC this morning (here) but > apparently everyone is dead there today. :-) > I believe it is determined by the monsterstyles but not sure how it functions. > > Boss monsters - good idea > > This would mean making a final map (like the one for Titan Quest) and > adding these boss monsters. Maybe for the Valriel one have one fight > the Avatar of Valriel (a customized Arch Angel perhaps). Should these > bosses drop or guard some sort of special treasure or is the > 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. > > > One point - the random map styles are very ripe for development and > > adjustment. This alone would really improve the random maps and allow > > more control - especially with the difficulty stepping code that was > > recently added. > > Well, I am looking in the map /styles directory for information on > how to work on these. Is there somewhere else I should be looking as > well? If it is a code problem then I'm not the one that can fix that. > If it is all handled with map settings then I just need to know what > to tweak. How does one use the "difficulty stepping code" in defining > random maps or is that automagical? > > 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 >