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(done) > 15 Experience Levels
Posted: Fri Mar 09, 2007 7:37 pm
by TheMormegil
Is 15 levels of experience hardcoded?
I added new levels in global.lua
xp_levelnames = { etc
but after archmaster they don't get used.
Posted: Sat Mar 10, 2007 10:41 pm
by Sophia
Right now it is.
It could be changed without a whole lot of effort, though... hmm.

Posted: Sun Mar 11, 2007 12:22 am
by TheMormegil
What might be nice is to have :
Code: Select all
xp_levelnames = { "NEOPHYTE", "NOVICE", "APPRENTICE",
"JOURNEYMAN", "CRAFTSMAN", "ARTISAN", "ADEPT",
"EXPERT", "a MASTER", "b MASTER", "c MASTER",
"d MASTER", "e MASTER", "f MASTER", "ARCHMASTER", "UBERMASTER" }
xp_levelamounts = { 500, 1000, 2000,
4000, 8000, 16000, 32000,
64000, 128000, 256000, 512000,
1024000, 2048000, 4096000, 8192000,
16384000}
i.e. you can specify how many/what levels there are and the xp required.
The idea I had was to have more levels and make the xp needed not so exponential. Leveling is very satisfying but pretty much doesn't occur without tedious lengths of training at high levels. Obviously the rewards on level up would need tweaking or it would be too easy but it could be fun to
play with this idea.
Posted: Sun Mar 11, 2007 12:10 pm
by Joramun
In this vein, i recommand to make most of those obvious features that people will want to mod actually modable [like skills name and whatever is written in the interface or pops-up in a message]
Also, is it possible to pop messages about hidden skills etc. (ie having a full "dsb & dungeon debug mode" that gives a lot of information)
PS: Original DM dungeon dev. is evolving

(see previous post)
Posted: Sun Mar 11, 2007 2:45 pm
by TheMormegil
I think most of that is probably possible allready Joramund.

Posted: Sun Mar 11, 2007 4:55 pm
by Joramun
Well, I knew it was possible for most things, but I suspect we can find a few things that are still silently hardcoded so that they can't be changed.
It will probably be revealed once highly custom dungeon are made.
Eh, "HIT POINTS" and "ENDURANCE" are too long !
Posted: Sun Mar 11, 2007 5:35 pm
by TheMormegil
Eh, "HIT POINTS" and "ENDURANCE" are too long !
Yes they are too long. Wether they can be made to fit is one of the questions that is found as we go along as you mention.
Posted: Sun Mar 11, 2007 5:52 pm
by beowuuf
Don't I remember that the font is independant or over-writable so you could make it smaller?
Posted: Sun Mar 11, 2007 9:38 pm
by zoom
Sophia, do the values of health or stamina get over 999 by levelling up or the like?
just interested in what you do about it. IF there are more levels than 15 then it would make sense to increase it maybe.
Posted: Sun Mar 11, 2007 10:11 pm
by Sophia
beowuuf wrote:Don't I remember that the font is independant or over-writable so you could make it smaller?
You could replace the font, but right now it's not easy.
If anyone has serious interest in doing this, I'll try to make it easier.
zoooom wrote:Sophia, do the values of health or stamina get over 999 by levelling up or the like?
just interested in what you do about it. IF there are more levels than 15 then it would make sense to increase it maybe.
Right now they're capped off at 999. It seems like kind of an extreme case. Do you think it will matter?
Posted: Sun Mar 11, 2007 11:01 pm
by zoom
Difficult question. personally, I like the starting phase of the game for it is the most rewarding. I like the middle phase of the game best, because it gives you freedom and yet some room for improvement still. The end phase of the game (levelling up until the level cap) is not very rewarding. The health is not the problem here, it is the stamina. I think i have posted this already , but if you take DEMA (pretty high starting STamina) and level up you get to 960 or so very very soon. (even in mid game) I don't know. If I see some guys like lunever who play RTC on hardcore rules I deem to think it could matter. THere really has to be an incentive to make high values actually have a sense(like falling down pits and getting 1020 damage or sth.)
It soon gets ridiculous.
The only reason for needing more health or stamina would be
a) insane damage sources(new power rune or what know I
b)high constant damage sources (lava level anyone)
c) network capabilities(other parties maybe multiple damage sources)
d)blah blah blah [enter text here]
Posted: Tue Mar 13, 2007 8:51 pm
by Sophia
Ok, I've added the ability to have more than 15 xp levels to 0.8
Posted: Sat Mar 17, 2007 11:01 am
by TheMormegil
The idea I had was to ... make the xp needed not so exponential.
I just realised that this could of course be achieved with exponential experience multipliers.
I.E for levels 0,1,2,3,4,...,n multplier = 2^0, 2^1, 2^2, 2^3, 2^4, ....., 2^n