tukkek / torchlight2-AdventureMode

Adventure Mode mod for Torchlight 2.
https://steamcommunity.com/sharedfiles/filedetails/?id=2553033153
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Scaling options for Tier 16 #2

Open tukkek opened 3 years ago

tukkek commented 3 years ago

More scaling options for Tier 16 maps, for players who want extra challenge at end-game.

tukkek commented 1 year ago

An idea is to have rarer Tier 16 drops, with a doubly-rare drop being either double mob density or double champion density (or triple maybe, by removing normal enemies)? Another doubling in rarity could be both (or 4x each).

Having a different color for the drops could be a way to differentiate them, since even longer names is probably impractical (using the description is fine though). If possible, could do the same for tiers 1-5, 6-10 and 11-15 as well!

This should be easy to implement by tweaking the spawning values of a dungeon. Whether its realistically balanced or there is enough champion variety for this is a matter of playtesting - but assuming it is, levels 80-100 offers plenty of possibility for players to choose their own balance. Creating a custom champion table is also doable (and done already).

One issue with this is that currently the memory limits of 32-bit GUTS are on the verge of breaking again (after multiple down-sizing passes to reward goals in 1.1). Each new rarity would effectively be more-or-less a new Tier (other than challenge and boss maps) and we perhaps can (or cannot) afford a couple more or so. Only testing will tell.

tukkek commented 1 year ago

Tiers 16 to 20 could be generated with the ideas above. Each doubling of champions, mob density or a +5 to level offset could count as a tier bump, achieving a full set of "end-game" tiers based on modifications of the existing Tier 16.

tukkek commented 1 year ago

Having a different color for the drops

Phanjam:
iirc, that |cFF part is constant whenever you use this method
(edit - vanilla files seem to use |c00 tho, but the effect is the same either way) 
it's the next 6 chars (like that EAAA15) which define the color[
then you have to close it off with |u after the text you are coloring

So something like |cFFEAAA15Any text here|u or |c00EAAA15Any text here|u. The 6-digit code is likely hexadecimal RGB.

The example given is a description but they seem to indicate it will work on the name as well (DISPLAYNAME)?