Even the nominal values have bugs in the xml. They have entered the values by hand, as you can easily verify by collecting them: Here and there a digit is missing that changes the value by 20...30%. To be on the safe side, you have to write a mod script putting all values to the correct point...
They could have kept their hands off that nonsense, since the option to limit maxalive was always in the options menu - for everybody to access. The default setting (8) was even such that up to 4 players would have no more enemies alive than with the current nonsense. And people running servers...
Yes, got that: coincidences happen, especially if they are convincingly fitting. The three "data points" given are from my last two coop sessions. In the second one, we tested the setting before continuing with our game, in order to avoid being surprised again by a devastating horde. For the...
3 players, maxalive 64: exp ( ln ( 64*3 / 30 ) / 1.8 ) = 2.80 (as in the initial post; i don't know where you have your "84" from, sorry)
3 players, maxalive 16: exp ( ln ( 16*3 / 30 ) / 1.8 ) = 1.3 (actually in game: 1.36 - thus i still declare that formula as "approximate")
3 players...
The problem with this "fix" is that...
1.) You have to adjust it for every different coop game you play.
2.) You have a mechanic that is hidden and without real documentation, thus forcing you to a trial-and-error-series until the setting fits your coop setup.
3.) You cannot TEST that...
I expect nobody of the funpimp stuff had thought that through to the end...
What you do by multiplying the gamestage, is multiplying a factor of strength that consists of
1.) the multiplyer of the attack-value of the stronger enemies
2.) the multiplyer of the defense value of the stronger...
Hi folks, i do not know how to sort this in (if its a bug or a new feature or whatever), so i try to start a request for clarification here in the general area...
In my last coop session with friends, in a player-hosted game (not "dedicated"), after upgrading to version "1.2 (b27)", we...
@RipClaw: Yes, the principal dependency was told by TFP, but they "forgot" to implement an ingame description of those dependencies in about half the cases. The workbench, specifically, has not a single line of text describing its dependency on any perk point investments.
The only way to get...
Just to ride that horse a little longer: I carefully read all the perk point descriptions in the new alpha to get ANY hints on how they would influence the dice rolls.
Fact is, there is not a single line of description telling what perk actually would up the dice rolls for workbenches. Since...
Is that a kind of joke?
TFP have completely reinvented the skill/perk system with EVERY alpha out there since at least A15.
Every alpha, they have thrown every thing they had into the bin and completely redone the whole system.
How on earth would you better describe "time-consuming and...
The Skill system in A21 works out as a pure dice game. Well, guys: I was below 10 when i came out of the age of having fun rolling dice. I switched to chess in those years in the last millennium.
In my first run, i am now in week 4. And all the Avatar has learned is how to make steel tools...