Star level values are being updated to match progression

 

 Timothy Cole

September 13, 2021

 Hey there Adventures 

This last week I have been mostly working on the Design Document. There are some small problems that I have noticed in the player characters and enemies alike. There are difficultly spikes going into simulation testing of characters and monsters. The problem was: characters stats were a static increase based on their star level, and monster not really having scaling. Meaning a full party of three start characters could and most likely would die to two hell hounds. 

To fix that we decided to put more work into enemy units and their scaling system. We would be giving them a limit of how high and low their stats can be, so they can have a similar system to match the star level rating of character/party. An example of this is three star characters (that we use as a base line), they have an over all stat range of 1500 to 2500 points to their stats. I use this base line to scale up or down character stats. So, we will make either enemy stats be randomly generated -- following the star level scaling -- or an overall nerf to enemy stats based on our testing/simulations.


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