DRL > Releases

The Inferno Module

<< < (24/28) > >>

Tormuse:
Oh, cool, you really did watch my video!  Thanks!  :D  I feel validated!  :D

Well, as for the blue text/enemy spawning issue, I guess as long as it doesn't hurt your kill count to not trigger the spawning, it's okay.  (Come to think of it, do the spawned enemies give you experience?  I don't think I ever checked)

tehtmi:
Currently they do give experience. I guess that's a point in favor of making them count for blue text.

Tormuse:
Ah, then yes, I suppose it could be potentially frustrating?  But then again, as it is, it could just be considered a bonus you get for exploring.  Your call, really.

Tormuse:
I have a question...


--- Quote from: tehtmi on April 26, 2017, 23:41 ---Also, it looks like the version you're playing has old placeholder experience values. I'd been meaning to do an experience revamp for this version. The experience curve in the version you played is exponential, which actually gives a lot of levels early, but will fall off badly later on.

--- End quote ---

I kind of thought you meant that you level up too slowly in the previous version and that you were changing that, but...  In the version that's up right now, (that I'm playing) I can complete the first two dungeon levels at UV without leveling up at all, (when I would have leveled up at least once on the first level) and I'm at character level 3 when I reach Spawning Pits.  (When I would've been level 4 or 5 in the previous version)  In other words, I'm leveling up even more slowly than the already slow pace.  I thought your above-quoted post was suggesting that you were going to make it so players level up faster, but the reverse seems to be true.  Is it a bug or did I just misunderstand?

tehtmi:
These values are rough estimates, and also not always consistent from run to run. (Although the current iteration of 0.16 should be more consistent than early 0.16 or previous versions.)

Early 0.16 numbers are clearly broken. It is basically impossible to get past level 8 or 9 even at the end of the game. UV gives quite a lot of levels early on, but later you basically stop leveling up. Lower difficulties give far less EXP, so it was basically impossible to level up. (Admittedly, these numbers are a bit conservative.)

Early 0.16 UV (not finished place-holder values):
EXP levelDungeon level22334455697148229never
Early 0.16 HNTR (not finished place-holder values):
EXP levelDungeon level2436495136197never
The current iteration spreads out the early levels more than UV in early 0.16, but HNTR is still faster early on. Both UV and HNTR are much faster to gain levels later on. There is much less of a different between UV and HNTR (meaning UV enemies give much less experience than HNTR enemies).

There's two possible things that could be wrong here. One: I'm being too mean, and players should gain more levels overall, or more levels early on, or whatever compared to what I've listed in these tables. (It sounds like this is probably true...) Two: Experience values could be falling short of these expected benchmarks.

Current 0.16 HNTR
EXP levelDungeon level2335475106127158179191022112412never
Current 0.16 UV
EXP levelDungeon level233547596117138159171019112112never
For 0.15, I'm reporting fairly conservative numbers again. HNTR numbers should only a bit more generous in 0.15, but the current numbers are spread out more evenly across dungeon levels. UV EXP levels for 0.15 will be much higher, as I wasn't doing any adjustment for the massive number of enemies. I believe that UV was giving out too much experience in this version.

0.15 HNTR
EXP levelDungeon level223245566871081391510181121122413never
0.15 UV
EXP levelDungeon level223243546577889101012111412151317141915221624

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version