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Commit a49c7186 authored by DarkGod's avatar DarkGod
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Merge branch 'Misc' into 'master'

Difficulty update

First time using the actual merge request feature, I might have done something incorrectly.

Just a quick update to difficulties that I've decided should be there regardless of what form the start zone rescaling takes.  The loss of stats on higher difficulties is very arbitrary and removing it helps simplify the ruleset which is good for balancing and player understanding.  Instakill immunity protects against a number of things that force turn skips, and absolutely nobody finds dying to Stone Touch fun or interesting.  Its just random and stupid.

Forced start zones allowing rares is almost certainly going to be a problem no matter how well scaling is addressed.
parents 6cbc30be 4f0ef697
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......@@ -220,7 +220,6 @@ newBirthDescriptor{
"Rare creatures are far more frequent and random bosses start to appear",
"Nonrandom bosses will have randomly selected talents",
"All enemies have 20% more life",
"Player rank is normal instead of elite",
"Player can earn Insane version of achievements if also playing in Roguelike or Adventure permadeath mode.",
},
descriptor_choices =
......@@ -229,8 +228,8 @@ newBirthDescriptor{
class = { ["Tutorial Adventurer"] = "forbid", },
},
copy = {
instakill_immune = 1,
__game_difficulty = 4,
rank = 2,
},
game_state = {
default_random_rare_chance = 3,
......@@ -251,7 +250,6 @@ newBirthDescriptor{
"Rare creatures are far more frequent and random bosses start to appear",
"Bosses will have randomly selected talents",
"Player is being hunted! Randomly all foes in a radius will get a feeling of where she/he is",
"Player rank is normal instead of elite",
"Player can earn Madness version of achievements if also playing in Roguelike or Adventure permadeath mode.",
},
descriptor_choices =
......@@ -263,8 +261,8 @@ newBirthDescriptor{
[ActorTalents.T_HUNTED_PLAYER] = 1,
},
copy = {
instakill_immune = 1,
__game_difficulty = 5,
rank = 2,
},
game_state = {
default_random_rare_chance = 3,
......
......@@ -48,7 +48,8 @@ return {
door = "DOOR",
},
actor = {
class = "mod.class.generator.actor.Random",
class = "engine.generator.actor.Random",
--class = "mod.class.generator.actor.Random",
nb_npc = {20, 30},
filters = { {max_ood=2}, },
guardian = "HALF_BONE_GIANT", guardian_level = 1,
......
......@@ -50,7 +50,8 @@ return {
door = "WATER_DOOR",
},
actor = {
class = "mod.class.generator.actor.Random",
class = "engine.generator.actor.Random",
--class = "mod.class.generator.actor.Random",
nb_npc = {20, 30},
filters = { {max_ood=2}, },
guardian = is_invaded and "NASHVA" or "MURGOL",
......
......@@ -45,7 +45,8 @@ return {
force_down = true,
},
actor = {
class = "mod.class.generator.actor.Random",
class = "engine.generator.actor.Random",
--class = "mod.class.generator.actor.Random",
nb_npc = {50, 60},
filters = { {max_ood=2}, },
nb_spots = 2, on_spot_chance = 35,
......
......@@ -47,7 +47,8 @@ return {
door = "UNDERGROUND_SAND",
},
actor = {
class = "mod.class.generator.actor.Random",
class = "engine.generator.actor.Random",
--class = "mod.class.generator.actor.Random",
nb_npc = {20, 30},
filters = { {max_ood=2}, },
randelite = 0,
......
......@@ -56,7 +56,8 @@ return {
-- lite_room_chance = 100,
},
actor = {
class = "mod.class.generator.actor.Random",
class = "engine.generator.actor.Random",
--class = "mod.class.generator.actor.Random",
nb_npc = {7, 10},
filters = { {max_ood=2}, },
randelite = 0,
......
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