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Monster Scaling

  • DJC
  • 04/16/2016 01:00 AM
  • 1610 views
New updates:

  • Controls page expanded. Now shows buttons for all modes, and shortcuts.

  • Changed the random encounters on several islands and isolated areas to rare battles
  • Option to scale monster difficulty; default, easy, and hard presets; or customize monster HP, AP, strength, defense, magic, and speed individually, ranging from 1% to 10,000% of default; auto balance option adjusts monsters for continuous challenge and rewards


  • Boss Rush option at Battle Arena after clearing game and defeating all optional bossess; fight each boss in sequence; no menu access
  • Banks now preset deposit and withdraw input to maximum possible
  • Changes to scene when first meeting Vetu


Auto monster scaling has some significant limitations. First, there's no way to universally adjust skill damage. I had to leave those formulas only marginally dependent on the user's STR and MAG. Second, scaling cannot be done on a per monster basis. Instead an average baseline for the current region is compared to an expected average. It should still make new game+, the boss rush, and playing with super powered heroes interesting, perhaps even challenging.

Posts

Pages: 1
wow, you added in the boss rush loof123 suggested? that's kinda incredible! The monster scaling was a nice surprise too; I thought I remember you saying that feature was cut. At any rate DJC, It's definitely interesting to keep up with the prolific development of your amazing game.
author=kalledemos
wow, you added in the boss rush loof123 suggested? that's kinda incredible! The monster scaling was a nice surprise too; I thought I remember you saying that feature was cut. At any rate DJC, It's definitely interesting to keep up with the prolific development of your amazing game.


I had planned a similar idea to a Boss Rush, but was going to cut it due to time constraints. I threw this together rather quickly, but wanted to do more. There was going to be an endless battle arena mode too, where players survived as long as they could, receiving handicaps after every battle.

I was going to cut the monster scaling because I couldn't realistically implement the automatic mode satisfactorily, but I decided on the current compromise since players often find the game too easy or too hard. Now they'll have the power to adjust the difficulty to a level they find fun.
Pages: 1