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KMOD 4 exp and attributes

Mon, 07 Mar 2011 14:19:12

RambOrc

Can you post the current numbers for following lists? - exp needed to reach next level - exp for killing a monster - exact modification of in-game values by RPG attributes
Fri, 18 Mar 2011 11:46:55

borsuk

That would be nice, especially that there's no readme. I think I won't assign stats for several levels until there's a description for each.
Fri, 18 Mar 2011 12:41:47

RambOrc

Well there is a description of what they do here: <!-- l --><a class="postlink-local" href="http://www.korax-heritage.com/board/viewtopic.php?f=20&t=2167">viewtopic.php?f=20&t=2167</a><!-- l --> (3rd post details the D&D attributes). It just doesn't say by how much and which ones are not yet implemented (I would guess poison resistance and shopping discounts, but only a programmer can say for sure).
Fri, 18 Mar 2011 13:00:20

Crimson Wizard

Should this be determined by some kind of design document? I suspect current leveling system is quite unbalanced. Anyway, exp needed to reach next level = 1000 * (next level number) exp for killing a monster - calculated using some really weird formulae (seriously have no idea how Firebrand invented it), but depends on monster health in general: (Monster Health) * ((90.0 + ( random between 0 and 255 ) / 255 * 21) / 100) * ((Game Skill < 2) then 125 else ((Game Skill < 3) then 100 else 80)) / 100) * skill modifier)
Fri, 18 Mar 2011 13:52:35

RambOrc

1) That means that you start at lvl 1 and need 2k exp for lvl 2, then another 3k exp for lvl 3, then another 4k exp for lvl 4, right? 2) Can I give you a table that lists all monsters and how much exp they give when killed? The exp calculated based on monster health is a leftover from the original KMOD 1.0
Fri, 18 Mar 2011 14:28:14

borsuk

Before it crashed in Dungeons (something about Getstate method), I killed Heresiarch with 10 shots of Sapphire Wand. He didn't have enough time to cast his second spell (first was teleport outside of Deathwind Chapel entrance). Why use other weapons ? I would have to put who knows how much points into who knows what stats. I can put everything into intelligence instead. And it's not like I had that much experience - I started playing by "map map13", in other words I skipped hub1.
Fri, 18 Mar 2011 14:42:36

RambOrc

I guess the attribute modifiers are off, the idea is that every 10 levels your power should roughly double. This is probably due to the formula I gave FB, i.e. you gain a total of 60 attribute points in 10 levels, but 10 attribute points double your initial power and another 20 double it again, then another 40 double it a third time (i.e. 8x the original). Meaning you get about a 6-8x power increase instead of a 2x from gaining the first 10 levels. I'll go over the math, but the quickest solution is probably to add a zero to the initial values, i.e. instead of 10, it'd be 100 that would correspond to the original Hexen values.
Fri, 18 Mar 2011 14:48:29

borsuk

[quote="RambOrc":e1b2ruxp]I guess the attribute modifiers are off, the idea is that every 10 levels your power should roughly double. Well, I had 110 Intelligence when I met Heresiarch ! And I skipped hub1 !
Fri, 18 Mar 2011 15:30:06

RambOrc

Exactly. meaning since baseline is currently 10x, you were 11x stronger than a mage in Hexen was. With what I proposed in my previous post (baseline 100), you'd have been only 2x stronger than a mage in Hexen (and probably 3x if you'd have done Seven Portals). That along with stronger and more varied spells/weapons means the stronger monsters should pose a more gradual challenge.
Tue, 29 Mar 2011 14:57:53

Firebrand

Those formulas came from the original KMOD source code, so whoever designed those are kept in their original state, we never discussed anything about formulas, because at the time this was designed we didn't have an idea of "balance" for maps in KRPG. If you give me new formulas for this, I can start playing with the numbers and try to implement them.
Thu, 31 Mar 2011 13:53:31

RambOrc

I'll assume that an average map has 100 monsters, and that there are 30 maps. Clearing a map should give the player 1-2 levels on average. For a starter, let's implement following very simple formula: exp needed for next level: current level * 1000 That means from lvl 1 to lvl 2, you need 1000. From lvl 2 to 3, you need another 2000 (exp counter starts from 0 every new level, but experience overflow is carried over to add to the new zeroed counter). From level 5 to 6, you need 5000 exp. From level 30 to 31, you need 30'000 exp. exp granted by monsters: ettin: 100 afrit: 100 green chaos serpent: 200 wendigo: 200 centaur: 150 stalker: 200 reaver: 300 death wyvern: 5000 heresiarch: 20'000 order bosses: 10'000 korax: 50'000 a higher version of a monster grants 2x/3x/4x exp, current version order is the one on the bestiary page. Examples: slaughtaurs grant 300 exp, ettin commanders grant 400 exp.
Mon, 04 Apr 2011 15:56:07

Firebrand

I'll try to work on implementing the experience as defined in this list, it will require a bit of work, but it's possible it's done by the end of the week (or a bit earlier <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->).
Mon, 11 Apr 2011 22:19:35

Firebrand

I've committed the EXP value changes, basically, monsters now use the EXP value that Ramborc wrote in the small table above, it works better IMHO now. I hope to upload a new internal test version early tomorrow before leaving for work <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 12 Apr 2011 10:58:26

Firebrand

As promised, the build is on KDev now, the formula used for giving EXP points is the same as above, previously monsters got the experience value from their health value, I've made DECORATE recognize the experience property to make it something different and removed the setting of experience point OnSpawn, this also makes destructible decorations not to give any exp points at all, I like it better this way, I feel that leveling up has become slower in a good way <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, I've tried using only the experience points and experience modifier before this one and I didn't liked it that much, it feels more RPG this way IMHO. EDIT: I forgot to place the link to the upload it's here: [url:2dbjslp2]http://orcishweb.com/downloads/koraxdev/KMod4/KoraxRPG_20110411.zip Let me know if you have any problems with it <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Wed, 13 Apr 2011 13:46:35

Firebrand

I've been thinking about how to implement "leveled actors" for the game, and I've come up with a nice method, I'll try to implement a test version of them and upload a test version for you to test, if you all think it works fine and it's useful we can use my implementation (or fix whatever doesn't suits the game). I'll work on it to have a test version ready for the weekend.
Wed, 13 Apr 2011 15:52:50

Crimson Wizard

[quote="Firebrand":2fq6csou]I've been thinking about how to implement "leveled actors" for the game, and I've come up with a nice method, I'll try to implement a test version of them and upload a test version for you to test, if you all think it works fine and it's useful we can use my implementation (or fix whatever doesn't suits the game). RambOrc said no levelled monsters.
Wed, 13 Apr 2011 19:37:57

RambOrc

Yep, that approach is what killed e.g. Oblivion's gameplay.
Wed, 13 Apr 2011 22:12:27

RambOrc

The OpenAL32.dll in this new package doesn't work for me, game can't start up. Using a previous (smaller in size) version, I can start the game without any problems. I see you speeded up not only ettins but also centaurs, I think I also saw centaurs jumping at me from a distance?
Wed, 13 Apr 2011 23:26:24

Crimson Wizard

[quote="RambOrc":weburke6]I think I also saw centaurs jumping at me from a distance? ^^
Thu, 14 Apr 2011 13:13:29

Firebrand

Could you please tell me which version of OpenAL32.dll you are using? Thanks! As for no leveled actors, it's ok then <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, I'm working on fixing some crashes I'm getting with CanReach method, it seems I've found the cause, but I'm not sure yet. What's needed for the next beta?
Thu, 14 Apr 2011 14:21:14

RambOrc

Some weapons/spells to choose from if possible. Regarding spells, I am not sure what you have already implemented, but the old SP (Magic/Faith/Rage) is not used as excessively as it was in KMOD 1-3. All offensive spells should use different amounts of the colored mana, the SP is only for a few signature abilities (Fighter's berserking, Cleric's healing, Mage's mana creation).
Thu, 14 Apr 2011 19:18:36

Firebrand

In the original KMOD after reaching a certain level the mage and cleric received new spells IIRC, but this isn't implemented in the current version as of now, I'll try to see what new weapons we have and which could be interesting for KMOD. In good news, I've found the cause of the bug that has haunted both KMOD and KARENA for a while, it's been fixed now, but I would like everyone testing the change to see if the crash is really solved, tonight I'll upload a new internal version with the updated Vavoom executable, so that everyone can test it.
Thu, 14 Apr 2011 21:33:57

Crimson Wizard

Original code:
dist = CRTRData.finalPos.z + Height / 2.0  + MaxPassableStep;

if (TargetEntity.Origin.z - TargetEntity.Height / 2.0 > dist)
New code:
dist = CRTRData.finalPos.z + (Height / 2.0) + MaxPassableStep;

if (TargetEntity.Origin.z - (TargetEntity.Height / 2.0) > dist)
Some info: <!-- m --><a class="postlink" href="http://en.wikipedia.org/wiki/Operator_precedence_in_C#Operator_precedence">http://en.wikipedia.org/wiki/Operator_p ... precedence</a><!-- m -->
Fri, 15 Apr 2011 07:45:38

RambOrc

Just add any spells/weapons to the game as such so they can be played around, we'll use gimme weapons for the moment.

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