PC Difficulty settings what do they mean?

Drunkwolf

New member
im guessing insane is the hardest, and nomad says default. but what does Warrior, Scavenger, Survivalist mean?

and does it explain it anywhere in the game and im just missing it?

 
From stomynz

Code:
int @int = GameStats.GetInt(EnumGameStats.GameDifficulty);
   if (_attacker.IsClientControlled() && !_target.IsClientControlled() && EntityClass.list[_target.entityClass].bIsEnemyEntity)
   {
       switch (@int)
       {
       case 0:
           _strength = Mathf.RoundToInt((float)_strength * 2f);
           break;
       case 1:
           _strength = Mathf.RoundToInt((float)_strength * 1.5f);
           break;
       case 3:
           _strength = Mathf.RoundToInt((float)_strength * 0.83f);
           break;
       case 4:
           _strength = Mathf.RoundToInt((float)_strength * 0.66f);
           break;
       case 5:
           _strength = Mathf.RoundToInt((float)_strength * 0.5f);
           break;
       }
   }
   else
   {
       switch (@int)
       {
       case 0:
           _strength = Mathf.RoundToInt((float)_strength * 0.5f);
           break;
       case 1:
           _strength = Mathf.RoundToInt((float)_strength * 0.75f);
           break;
       case 3:
           _strength = Mathf.RoundToInt((float)_strength * 1.5f);
           break;
       case 4:
           _strength = Mathf.RoundToInt((float)_strength * 2f);
           break;
       case 5:
           _strength = Mathf.RoundToInt((float)_strength * 2.5f);
           break;
       }
   }
 
From stomynz

Code:
int @int = GameStats.GetInt(EnumGameStats.GameDifficulty);
   if (_attacker.IsClientControlled() && !_target.IsClientControlled() && EntityClass.list[_target.entityClass].bIsEnemyEntity)
   {
       switch (@int)
       {
       case 0:
           _strength = Mathf.RoundToInt((float)_strength * 2f);
           break;
       case 1:
           _strength = Mathf.RoundToInt((float)_strength * 1.5f);
           break;
       case 3:
           _strength = Mathf.RoundToInt((float)_strength * 0.83f);
           break;
       case 4:
           _strength = Mathf.RoundToInt((float)_strength * 0.66f);
           break;
       case 5:
           _strength = Mathf.RoundToInt((float)_strength * 0.5f);
           break;
       }
   }
   else
   {
       switch (@int)
       {
       case 0:
           _strength = Mathf.RoundToInt((float)_strength * 0.5f);
           break;
       case 1:
           _strength = Mathf.RoundToInt((float)_strength * 0.75f);
           break;
       case 3:
           _strength = Mathf.RoundToInt((float)_strength * 1.5f);
           break;
       case 4:
           _strength = Mathf.RoundToInt((float)_strength * 2f);
           break;
       case 5:
           _strength = Mathf.RoundToInt((float)_strength * 2.5f);
           break;
       }
   }
I appreciate the help but i dont know what any of that means.

 
Oh, sorry. It was the most info I had handy at the time.

Basically the different levels apply a different multiple to different aspects, like zombie hit points.

Easy is half of normal, hardest is 2.5 times normal.

 
Oh, sorry. It was the most info I had handy at the time.
Basically the different levels apply a different multiple to different aspects, like zombie hit points.

Easy is half of normal, hardest is 2.5 times normal.
nevermind i had to mouse over it and it told me ! haha ok thanks for trying to help me

 
Oh, sorry. It was the most info I had handy at the time.
Basically the different levels apply a different multiple to different aspects, like zombie hit points.

Easy is half of normal, hardest is 2.5 times normal.
O-o nomad is not 100% dmg? Intersting.

 
Oh, sorry. It was the most info I had handy at the time.
Basically the different levels apply a different multiple to different aspects, like zombie hit points.

Easy is half of normal, hardest is 2.5 times normal.

Does game difficulty affect the numbers of randomly spawning zombies ..or are we just stuck with very many?

 
I'm not 100% sure, but I don't think so.

When you look at say, the trailer parks sleeper volume spawns, you see this:

Code:
<?xml version="1.0" encoding="UTF-8"?>
<prefab>
   <property name="CopyAirBlocks" value="True" />
   <property name="AllowTopSoilDecorations" value="False" />
   <property name="Zoning" value="ResidentialOld" />
   <property name="RotationToFaceNorth" value="2" />
   <property name="AllowedTownships" value="city,town,rural,wilderness" />
   <property name="YOffset" value="-1" />
   <property name="TraderArea" value="False" />
   <property name="ExcludeDistantPOIMesh" value="False" />
   <property name="SleeperVolumeSize" value="44, 8, 44#15, 6, 7#15, 5, 7#15, 6, 7#15, 6, 7#15, 7, 7#15, 6, 7" />
   <property name="SleeperVolumeStart" value="0, 0, 0#3, 1, 6#3, 1, 20#26, 1, 3#26, 1, 17#3, 0, 34#26, 1, 31" />
   <property name="SleeperVolumeGroup" value="S_-Group_Generic_Zombie,5,6,S_-Group_Generic_Zombie,3,4,S_-Group_Generic_Zombie,3,4,S_-Group_Generic_Zombie,3,4,S_-Group_Generic_Zombie,3,4,S_-Group_Generic_Zombie,3,4,S_-Group_Generic_Zombie,3,4" />
   <property name="SleeperVolumeGameStageAdjust" value=",,,,,," />
   <property name="SleeperIsLootVolume" value="False,True,True,True,True,True,True" />
   <property name="DistantPOIYOffset" value="0" />
   <property name="EditorGroups" value="house old" />
   <property name="SleeperIsBossVolume" value="False,False,False,False,False,False,False" />
   <property name="DifficultyTier" value="1" />
   <property name="ExcludePOICulling" value="False" />
</prefab>
...so it has 7 volumes (separated by the # sign) designating their size, then coordinates. If you're facing north towards the prefab, 0,0,0 is the lowest corner on the southwest of the prefab. So the volume that starts there goes x 44, y 8 and z 44 (y is up/down).

What's KEY is the line that talks about which groups to call, in this case, each volume uses "S_-Group_Generic_Zombie".

THAT group calls SleeperGSList, which is a generic list of zombies that you'll get, depending on your gamestage.

Now, what's new are those numbers next to the group name, and my best guess is the min/max count. Gazz hasn't updated that section of xml.txt yet.

Bottom line, I don't see anything that would make difficulty level affect the NUMBER of zombies in a volume, just the type, due to the gamestage calculation, which is:

gameStage = ( playerLevel + daysSurvived ) * gameDifficultyMultiplier

used with:

daysAliveChangeWhenKilled="2"

scavengerGameDifficultyBonus="1.0"

adventurerGameDifficultyBonus="1.2"

nomadGameDifficultyBonus="1.5"

warriorGameDifficultyBonus="1.7"

survivalistGameDifficultyBonus="2.0"

insaneGameDifficultyBonus="2.5"

startingWeight ="1"

diminishingReturns ="0.2"

 
it's 90% forum e-peening and about 10% about boosting the games' gamestage which only affects horde night, wandering hordes, and the craziness of the clowns you wake up in the back room of the salon.

 
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