Modifying formulas based on difficulty mode

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Postby Vetokend on Fri May 07, 2010 12:51 pm

The title says it all - I'm curious if there's a way to adjust formulas (variables in formulas.gas, basically), depending on the difficulty mode of the map the player selects (which is an entire separate resource module).

BTW, I'm stoked that posting is still possible here. Too bad I got into the mod development so late, I have a feeling I'll be talking to myself for a while. Worry not, though. When I finish the mod I'm working on, I'll provide it for everybody else to use. In a nutshell, it rebalances veteran and elite mode so those wimpy krug raiders won't do more damage than some enemies at the end, it adds some higher difficulty modes, it extends the level cap to something ridiculous (probably 9999), it removes some spell level caps, and it softens the experience curve to be a bit more forgiving than the original. New weapons and armor will be added to support all this. So yeah, a bit of a tall order, but maybe I'll actually finish this one.

Anyway, still curious on that question. Thanks for any help you can provide,

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Postby sjr on Fri May 07, 2010 11:33 pm

Vetokend wrote:The title says it all - I'm curious if there's a way to adjust formulas (variables in formulas.gas, basically), depending on the difficulty mode of the map the player selects (which is an entire separate resource module).


Yes it is. We had a couple means of doing this in the Abstraction mod. Take a look here: Abstraction Untanked dsres file. It is a combination of setting it so monsters would spawn based on the players level (if in a group the first player into the monsters fustrum) and making 2 levels and monsters accordingly. I forget the exact cutoffs but the first level was to like 75-80 and the second was to 150. The first level capped monsters so they would not get bigger than the 70ish level range while the second level there was no cap (for most monsters I don't think we set all of them up at last working on it).
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