Monster list tweaking
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Well, you are creating an variant I wont be playing, and hopefully nothing from it is coming to vanilla as it is (because nothing from it will be directly useful for vanilla) so feel free to do whatever you wish. Personally I feel that similar monster danger level at any given dlvl just makes game more boring. -
3) Some difficulties arise because moving some already powerful monsters deeper will make them significantly more powerful. I've already mentioned black reavers as a problem. Other problem monsters are angels, emperor wights, death knights, dark elven lords, nether wraiths. These monsters need to be handled with care, and perhaps they will satisfy your need for dangerous out of depth monsters, simply because the prospect of weakening them is not appealing to me.
Also to note that this is configurable, so we can stop any of these attacks being level-based and replace them with level-independent attacks, if we want to make any of these monsters deeper without becoming more dangerous.
Finally, I am working on moving this configurability of spells and effects from source code files into edit files, so it will be possible to test changes like this without needing to recompile. This is a sizeable project and won't be finished any time soon, but I am hoping to make good progress over the xmas holidays.
Just in case anyone has forgotten that this is the v4 forum, none of the above changes will be going into V, at least not for a long time.Leave a comment:
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2) To me problems occur when obviously stronger monsters appear earlier than weaker monsters. Dracolichs and great ice wyrms are an example here. Another problem is when monsters are given the illusion of being handleable due to prior experience when they are not. AMHDs are an example of this, judging by Ancient dragons, and the difference between mature elemental dragons and mature MHDs, a player will deduce incorrectly that an AMHD should be *much* weaker than they actually are. The solutions are to make AMHDs much deeper than elemental ancient dragons, or make elemental dragons stronger. Personally, I prefer the latter. But for the first run through, I'm going to avoid tweaking *anything* to monsters besides levels.
3) Some difficulties arise because moving some already powerful monsters deeper will make them significantly more powerful. I've already mentioned black reavers as a problem. Other problem monsters are angels, emperor wights, death knights, dark elven lords, nether wraiths. These monsters need to be handled with care, and perhaps they will satisfy your need for dangerous out of depth monsters, simply because the prospect of weakening them is not appealing to me.
4) I have no problem of increasing the variance in OoD monsters appearing. Assuming we use a normal distribution on the OoD side. Something like a 6 level standard deviation (after say level 40) seems reasonable. Then for every OoD monster, 68.2% are between 1 and 6 levels OoD. 26.8% are between 7 and 12 and 4.2% are between 13 and 18, and 0.2% are between 19 and 24. This will probably be my next task.Leave a comment:
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That's impossible goal. Even if you make dungeon two level deep with Morgoth waiting at dlvl 2 player would just play level 1 so long that he is ready to face Morgoth. You need variance. Without that no level would ever be dangerous (or to be more precise all levels would be equally boringly similar in danger level).Leave a comment:
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I've been thinking about doing some significant monster list tweaking for a while now, and I've started gathering my thoughts together. The main problem I wish to solve is that non-unique monsters top out at level 79. I'd like to move that to about dlevel 95, with the deepest monsters likely being the Pit fiend and the Great Wyrm of Balance.Leave a comment:
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That's impossible goal. Even if you make dungeon two level deep with Morgoth waiting at dlvl 2 player would just play level 1 so long that he is ready to face Morgoth. You need variance. Without that no level would ever be dangerous (or to be more precise all levels would be equally boringly similar in danger level).Leave a comment:
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Actually all monsters should be dangerous when encountered at depth. What we should avoid are massive discrepancies between the danger levels of monsters of the same native depth, which is what fizzix is trying to address. The discrepancies between the danger levels of monsters present on any given generated level should be roughly what it is now - but the more dangerous monsters should be varying degrees OOD.Leave a comment:
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Some monsters should be "dangerous when encountered at depth"
A.Leave a comment:
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So you prefer every monster being easy to predict and kill at their corresponding depth? You add boredom with smoothness, unless you also make sure that game creates very OoD monsters every now and then and pretty much every level has some OoD monster.Leave a comment:
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Also there are other unintended consequences with moving monsters deeper besides item drops. Deeper monsters can summon stronger monsters, but are harder to be summoned themselves. Deeper monsters have better to-hit on melee, and missile/ball/curse damage is higher. Only breaths, which depend on HP don't improve with added depth.Leave a comment:
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Another thing to keep in mind: the depth vs. monster danger level curve should not be smooth. In other words, there should be monsters that are significantly more dangerous than their in-depth brethren. Black reavers are an excellent example of this and should stay right where they are (at level 74).
Playing around with the deeper part of the dungeon today, this is what I have:
Code:level 77 Great storm wyrm great ice wyrm great swamp wyrm level 78 chaos hound feagwath archlich level 79 greater titan atlas bone golem level 80 glaurung great hell wyrm great bile wyrm level 81 nightcrawler great wyrm of thunder level 82 ungoliant gelugon level 83 time hound draugluin level 84 jabberwock witch-king level 85 pazuzu horned reaper level 86 greater quylthulgs level 87 aether hound maeglin level 88 master quylthulg cantoras level 89 qlzqqlzuup bronze golem level 90 nightwalker kronos level 91 great wyrm of law tarrasque level 92 great wyrm of chaos black reaver (will have to be moved) level 93 great wyrm of many colors lungorthin greater balrog level 94 huan carcharoth level 95 great wyrm of balance pit fiend level 96 vecna level 97 ancalagon level 98 gothmog level 99 sauron level 100 morgoth
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Another thing to keep in mind: the depth vs. monster danger level curve should not be smooth. In other words, there should be monsters that are significantly more dangerous than their in-depth brethren. Black reavers are an excellent example of this and should stay right where they are (at level 74).Leave a comment:
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Black Reavers may be too powerful if moved deeper because of their mana storm attack...at dlevel 92 they average 520 damage per mana storm. That's unacceptable, right?Leave a comment:
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ego-item and artifacts have already been significantly changed in v4. Both are much rarer. So really the concern is objects.
I agree with the suggestions of more midgame/endgame monsters. I'll check to see if any are poachable from Derakon's thread. But if you have more suggestions, it'd be great to hear them.Leave a comment:
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I agree with the suggestions of more midgame/endgame monsters. I'll check to see if any are poachable from Derakon's thread. But if you have more suggestions, it'd be great to hear them.Leave a comment:
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