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Wiki: Reactivation

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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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