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Scaling dungeon difficulty

Posted: Sun May 04, 2014 12:30 pm
by terkio
When importing too strong champions, RTC does a dungeon adjustement.

Is it possible to design a dungeon, where at some progress in the game, the dungeon is made more difficult.
I am afraid not, but there is no risk to ask.

Re: Scaling dungeon difficulty

Posted: Mon May 05, 2014 9:05 am
by Gambit37
There's no automatic way of doing that. RTC only applies difficulty scaling upon import.

However, you could build a system in the editor that swaps out monsters for stronger versions when the party passes a trigger. That could be quite complex to manage but would give you control of the effect.

Re: Scaling dungeon difficulty

Posted: Mon May 05, 2014 3:47 pm
by terkio
Too bad...... a workaround, again :shock:
Frustrating, the code is there tought. :cry:

Re: Scaling dungeon difficulty

Posted: Tue May 06, 2014 9:02 am
by Seriously Unserious
Actually, that method would not be difficult to implement, a trigger set to activate a relay, conditional upon the highest level of the party that activates actions that swap out certain monsters for more powerful versions shouldn't be too hard or complicated to set up. There would be 3 basic objects you'd need, the trigger, the conditional relay, and the action "global swap fast". You could then, for example, swap out a beholder for a flying eyeball (similar but more powerful monster) if any party member has a level greater then, say, Expert.

Re: Scaling dungeon difficulty

Posted: Tue May 06, 2014 1:59 pm
by Chaos-Shaman
Actually, that method would not be difficult to implement, a trigger set to activate a relay, conditional upon the highest level of the party that activates actions that swap out certain monsters for more powerful versions shouldn't be too hard or complicated to set up.
hmmm, I thought when a creature is swapped that they keep their stats like health etc... I am not sure on this, I'd really really like to know that answer.

definition of work around is, more programming, it's all programming.

Re: Scaling dungeon difficulty

Posted: Tue May 06, 2014 2:19 pm
by terkio
Chaos-Shaman wrote: hmmm, I thought when a creature is swapped that they keep their stats like health etc... I am not sure on this, I'd really really like to know that answer.
I presume a creature can be swapped with a clone that has better health and other stats.
definition of work around is, more programming, it's all programming.
Agree it is all programming, wether visual or line.
IMO a work around is a warf on clunky programming. So is a patch.

Re: Scaling dungeon difficulty

Posted: Tue May 06, 2014 4:42 pm
by Chaos-Shaman
clunky translates into refined, or plasmic thought pasted to an idea projection under white light.

Re: Scaling dungeon difficulty

Posted: Tue May 06, 2014 4:53 pm
by terkio
As far I know, clunky means: cumbersome, awkward, clumsy. Ham fisted. :D
I like the way clunky sounds, it make me think of an animated armor.

Re: Scaling dungeon difficulty

Posted: Tue May 06, 2014 7:20 pm
by Seriously Unserious
hahaha, those guys are definitely old clunkers... :P

clunky can also mean, in poor repair, as in a cat that's an old clunker that barely runs.

Re: Scaling dungeon difficulty

Posted: Tue May 06, 2014 8:29 pm
by terkio
Seriously Unserious wrote:
clunky can also mean, in poor repair, as in a cat that's an old clunker that barely runs.
Image

Re: Scaling dungeon difficulty

Posted: Tue May 06, 2014 9:19 pm
by ebeneezergude
'The Meaning of Clunky: Discuss' needs its own thread coz this is getting waaay off topic.... ;-)

Re: Scaling dungeon difficulty

Posted: Tue May 06, 2014 9:32 pm
by terkio
You are right eb.
All was said anyway in Gambit' s answer, this thread can be closed.