As of 1.6.2017 the danger values for non-eternals are calculated dynamically like this:
if enemy:IsVulnerableEnemy() then
--If Enemy is vulnerable
danger = enemy.MaxHitPoints + 5
else
--If Enemy is invincible set danger to 5
danger = 5
end
if enemy.CollisionDamage == 0 then
--If the Enemy doesn't damage on touch
danger = danger * 0.5
end
Here is a list of non-eternal danger-values for orientation:
Fly = 4 (Halved because a Fly doesn't damage you on touch)
Attack Fly = 10
Spider = 11.5
Horf = 15
Small Crazy Long Legs = 17
Crazy Long Legs = 21
(Red/Drowned) Boom Fly = 25
Eternals should normally have a higher danger-value than their normal counterparts.
But make it too high and the FairnessSystem will probably never spawn it.
As of 1.6.2017 the danger values for non-eternals are calculated dynamically like this:
Here is a list of non-eternal danger-values for orientation:
Eternals should normally have a higher danger-value than their normal counterparts. But make it too high and the FairnessSystem will probably never spawn it.
Here is an example for the Eternal Spider.
I gave it a danger-value which is just 2.5 higher than a normal spider because the Eternal Spider isn't much more dangerous.
Now the Eternal Boom Fly is something else entirely. It is much more dangerous than a normal Boom Fly.
I gave it a danger-value which is 9 higher than a normal Boom Fly.
I will further tweak the FairnessSystem so values will probably change and other factors like floor-type will play a role in the future.