Comments (2)
- A square root function works well for scaling experience from easy to hard. Something like sqrt(xy) where x is the stat level and y is a coefficient. By increasing y, you can increase the starting amount and the rate at which you increase. You can look at the maxWeight equation for an example.
- Right now, monsters scale up but that is just remnant code from before Hawk. I'm not sure if that's what we actually want to do. That makes it easy, but it also means less risk for players. They'll never stumble across a boss which can be half the fun. At the same time, areas with high level monsters is going to be hard seeing as mapping out the world is pain and not being done.
- I was thinking that you increase your stats and a combination of your stats determines your level. Like an average of all your stats or a median of them.
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implemented now.
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Related Issues (20)
- NPC health carries over when reverting save HOT 8
- Selling to guide and then killing him causes negative gold drop HOT 5
- Creating new profiles deletes equipped armors in all other profiles HOT 2
- Saving after killing an NPC on one profile saves NPC death on all profiles HOT 1
- Items should cost more when you sell them to the npc HOT 4
- Merge json/ and json/original_data HOT 1
- Conversation menu infinite loop HOT 5
- when buy things with Guide,it will always loop.[BUG] HOT 1
- Standalone jar doesn't recognize external libraries HOT 4
- Use Adapt for Intent Parsing HOT 2
- i lost my file HOT 3
- prices display while selling HOT 1
- Save Selection Should be Clearer HOT 1
- Debug Error Reporting
- Link github pages site on title HOT 2
- Small amount of Dead code in Main Menu class HOT 4
- QueueProvider rework suggestion HOT 3
- Trading into menus package
- Jacoco breaks build
- Cucumber tests
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