DRL > Discussion
Wiki: Reactivation
Aki:
Update: Added Mod slots, Altfire, Damagetype to Weapons. Mod slots, Altfire, Accuracy to MWeapons.
It's a sloooow process, but at least it's getting done...
Aki:
Kornel, a list of what I'll need for the 9.9 release:
That can't be achieved through playtesting easily:
-Minimum level for Random Weapon spawns (Includes BFG and Chainsword for Ao100 and Uniques.)
-Enemy information (Damage Die, ToHit, Melee Die, Melee ToHit, Action Speed, {Health, Inbuilt Armor, Resistances barring HK and Baron ToAcid, Inventory for Cyber and his evil counterpart}, ect)
That would be nice to have, but achievable through Playtesting
-Mod Slots for all Weapons/Armor
-Effect of Berserk/Invunerability on Action Time and Knockback; Effect of Berserk on Armor Decay
Stuff I have no Clue on how easy playtesting would be:
-Special Level Spawn chance and effecting that chance
-Level type Spawn Chance and effecting that chance
-Minimum Enemy DLevel on different difficulties (Excepting Special Levels).
Kornel Kisielewicz:
--- Quote from: Aki on September 27, 2009, 21:23 ----Minimum level for Random Weapon spawns (Includes BFG and Chainsword for Ao100 and Uniques.)
--- End quote ---
This is hard to pinpoint, for the minimum level is a number, but then is modified by many things (Difficulty, vaults, special places, etc...)
--- Quote from: Aki on September 27, 2009, 21:23 ----Enemy information (Damage Die, ToHit, Melee Die, Melee ToHit, Action Speed, {Health, Inbuilt Armor, Resistances barring HK and Baron ToAcid, Inventory for Cyber and his evil counterpart}, ect)
--- End quote ---
Hmm, should I? ;)
--- Quote from: Aki on September 27, 2009, 21:23 ----Mod Slots for all Weapons/Armor
--- End quote ---
Those are widely known?
If is non-modable unique then no mod.
If is modable unique then only a single mod (Minigun is not treated as unique in this regard).
The rest:
Normally one mod is possible. Each level of WhizKid adds +1. Now this amount is multiplied by 4 if weapon is possible. Max level for a single mod is 3 for weapons and 1 for armors.
Single-modable uniques : Blaster, Jackhammer, Assault Shotgun, Plasma Shotgun, Missile Launcher, Nuclear Plasma Rifle, Nuclear BFG 9000, BFG 10K, Railgun.
Multi-modable uniques : Minigun
--- Quote from: Aki on September 27, 2009, 21:23 ----Effect of Berserk/Invunerability on Action Time and Knockback; Effect of Berserk on Armor Decay
--- End quote ---
These I don't know myself :D
--- Quote from: Aki on September 27, 2009, 21:23 ----Special Level Spawn chance and effecting that chance
--- End quote ---
This is handled wierdly. Only Spiders, Skull and Armory have a spawn chance (40%), but additionaly some overwrite other. Each level has an assigned spawn range (or single level), the levels are loaded in the following order:
intro.lua (1)
boss.lua (25 and 26)
arena.lua (2-3)
fortress.lua (16)
lev13.lua // Chained (4-6), Carnage (11-14), Armory (9-10)
lev57.lua // Spiders (18-19), Skull (15), Wall (7-13)
vaults.lua (18-21)
mortuary.lua (22)
lavapits.lua (23)
So, the levels that can NOT appear on a given game are:
Halls of Carnage (if overwritten by Armory or Wall)
Hell's Armory (40%) (additionally can be overwritten by the Wall)
Spider's Lair (40%) (additionally can be overwritten by the Vaults)
City of Skulls (40%)
The rest of the levels are guaranteed.
You can probably calcualte the exact values based on the fact that the distribution is linear.
--- Quote from: Aki on September 27, 2009, 21:23 ----Level type Spawn Chance and effecting that chance
--- End quote ---
O.o -- the formula is very compilated...
--- Quote from: Aki on September 27, 2009, 21:23 ----Minimum Enemy DLevel on different difficulties (Excepting Special Levels).
--- End quote ---
I don't get that one.
Thomas:
--- Quote from: Kornel Kisielewicz on September 30, 2009, 08:30 ---So, the levels that can NOT appear on a given game are:
Halls of Carnage (if overwritten by Armory or Wall)
Hell's Armory (40%) (additionally can be overwritten by the Wall)
Spider's Lair (40%) (additionally can be overwritten by the Vaults)
City of Skulls (40%)
The rest of the levels are guaranteed.
You can probably calcualte the exact values based on the fact that the distribution is linear.
--- End quote ---
Halls of Carnage cannot be overwritten. If The Wall and the Halls of Carnage share a level, the wall will be the one that doesn't appear.
--- Quote ---
--- Quote from: Aki on September 27, 2009, 21:23 ----Minimum Enemy DLevel on different difficulties (Excepting Special Levels).
--- End quote ---
I don't get that one.
--- End quote ---
He means the level range of enemies.
eg. Hell Knights:
ITTYD Level 10-24
H,NTR Level 8-24
HMP About 6-24, I think...
UV Level 3-24
Nightmare Level 3-24 as well, I'm pretty sure.
Kornel Kisielewicz:
--- Quote from: Thomas on September 30, 2009, 08:56 ---He means the level range of enemies.
eg. Hell Knights:
ITTYD Level 10-24
H,NTR Level 8-24
HMP About 6-24, I think...
UV Level 3-24
Nightmare Level 3-24 as well, I'm pretty sure.
--- End quote ---
min max name
0 12 former human
2 15 former sergeant
0 17 imp
4 20 demon
5 15 former captain
6 16 lost soul
9 15 hell knight
10 - cacodemon
12 17 former commando
12 - baron of hell
12 20 pain elemental
13 - arachnotron
13 - revenant
15 - mancubus
16 - arch-vile
These are the nominal values, they are modified by difficulty level, and by special circumstances (e.g. vault, or level type)
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