Language: 
To browser these website, it's necessary to store cookies on your computer.
The cookies contain no personal information, they are required for program control.
  the storage of cookies while browsing this website, on Login and Register.

Author Topic:  Procedural dungeon scaling changes  (Read 1560 times)

0 Members and 1 Guest are viewing this topic.

_people_

« on: 21, July 2025, 00:15:00 »
I've been working on some changes to how procedural dungeon loot scaling works. The current system isn't really sustainable at high tiers both on a technical and a game balance basis.

Currently each tier adds a treasurelist call to every monster in the dungeon. There is a very limited list of possible treasurelist calls, but a good amount of variety in the treasurelists themselves. However, it relies on quantity of loot generations which results in a bad ratio of junk loot to good loot.

With the new loot generation, each dungeon tier has a chance to perform an additional treasurelist call. However, the odds of adding another TL call go down severely with higher tiers, so players at the highest accessible tiers will generally see a maximum of around 8-10 TL calls on each mob.

Each of these TL calls may randomly be equipment, money, generic wealth, etc. Each of these categories then has "Loot Vectors" which scale the TL call. Equipment has Loot Vectors for drop chance, artifact chance, magic chance/magic, and material. Money's only Loot Vectors are drop chance and stack size.

Each tier scales a random Loot Vector for a random TL call on each mob. This, combined with the diminishing returns on the number of TL calls, results in biasing loot towards a much, much smaller number of better equipment items at higher tiers.

The changes thus far are live on Main now, so please provide feedback as you play through procedural dungeons. I've reset all procedural dungeon progress, as difficulty scaling has also been adjusted (most importantly, mob spell damage scales with tier now) and I would like to see what tier players can get to with the new scaling.
-- _people_ :)

_people_

« Reply #1 on: 23, July 2025, 04:56:45 »
For the sake of preserving player achievements I've added the leaderboards as they were before the reset to a poster in Bobariz's house. I'll also list them below:

1. Dusk - Tier 170
2. Husavik - Tier 93
3. Rtt - Tier 67
4. Sladr - Tier 48
5. Flippa - Tier 44
6. Kellz - Tier 32
7. Whereisclobber - Tier 31
8. Hunt - Tier 28
9. Namjies - Tier 9
10. Dolfo - Tier 3
-- _people_ :)

petarkiller

« Reply #2 on: 23, July 2025, 12:48:09 »
I was hoping to bait Rtt into playing again so he would try get to tier 170 or even 200, now its no longer possible.

With the loot changes, I am all for them because there was too much worthless loot that took space, mostly basic armors and copper but I am wondering does this influence weapon drops negatively? One of the main reasons I was farming dungeons was for superior attack weapons and other random drops.

From what I remember but it may be wrong, when basic items drop they get a roll for a stat so it would be quite bad If we couldn't get rolls for these items as much with new loot system because they are quite rare.

clobber

« Reply #3 on: 23, July 2025, 20:07:13 »
Here is clobber.
Posted by Clobber

Collector Of Burnt out torches, 0 and Counting.

,-.  ___ ,-.
 \/ .   .  \ / 
(___O___)
 /  \      /   )
 ( ||       || )
  000     000
Woof, Woof!

Quote from: Longir
I use caution, fear is a distraction

_people_

« Reply #4 on: 24, July 2025, 08:25:12 »
Hi Clobber :) Glad we've found you.

Well I've got a few more updates I'm working on so maybe Rtt will come back when I've done a bit more. :) No, as a whole this change should result in better equipment drops than previously. Obviously the game doesn't know that you want a forged meteoric steel greatsword +5 of superior damage, but you'll see more similar gear.

Let's say you're in tier 50.

Previously, you'd get 50 chances at random drops which were only slightly better than loot you could get in Maus, GT, UC, wherever. A lot of these random drops were also just copper and/or silver, or other junk. This effectively meant killing mobs at high tiers was just multiplying the number of mobs you killed versus at lower tiers or in the rest of the game.

Under the new system, you get 50 "Loot Points". I don't know the exact numbers, but this probably correlates with something like 6 extra "Bonus Drops" (with some random variance). Your 50 Loot Points are spent randomly upgrading your 6 Bonus Drops. Some of your bonus drops may be coins or junk, but if you roll 1 or more weapons in your Bonus Drops, approximately 8 Loot Points will be put towards improving the drop chance, artifact chance, magic chance/magic bonus, and material for each of those weapons.

We can also give multiplicative scaling to loot generation, so I can for example add a side boss or loot chest which drops, on average, significantly better weapons (or, significantly more weapons, or even better pants) than would likely be found elsewhere in the dungeon.

Right now I'm working on a big update to biome generation, since I've been putting off adding more dungeons until multi-biome generation works better.
« Last Edit: 24, July 2025, 08:29:33 by _people_ »
-- _people_ :)

Tags:
 

Related Topics

  Subject / Started by Replies Last post
7 Replies
4850 Views
Last post 19, February 2005, 16:32:27
by red
75 Replies
175167 Views
Last post 08, February 2013, 02:14:04
by B5_Misidian
26 Replies
26831 Views
Last post 24, March 2012, 23:09:48
by smacky
3 Replies
4524 Views
Last post 08, August 2012, 02:29:01
by killall559
0 Replies
280 Views
Last post 28, June 2021, 18:16:53
by Clort