Bloodmoon parties (which is now players within 80m of any other player added to the party) now cap the amount of enemies spawned at one time to 30 (subject to change) to improve FPS. An 8 player group with the default setting of 8 per player, would have gotten 64 active enemies. To compensate for less enemies, the game stage increases based on the ratio. The game has global enemy caps and game stage maxAlive caps, but this helps with the specific case of FPS tanking during blood moons for a BM party.
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 enemies (which, in turn, consists of life points multiplied by resistance)
3.) the multiplier of the count of the stronger enemies (which goes in both the attacks and the defenses, thus quadratically into the difficulty value)
Thus, IF the three different strength factors of the enemies would just linearly go up with gamestage (what it is not, but instead surpassing that linearity),
WHEN someone had set the number of maxalive to "64" for example, you spare them the whole 64 knocking side-by-side, but you smash them with a difficulty surplus by a factor of about 20 (!)
Do you realize what devastating effect that has?
Just look for yourself:
https://youtu.be/1f7BF2WecoQ?t=3875
Could you, please, make that @%$# undone?! ASAP.
It COMPLETELY throws off the balance of the game.
It has become harder than darkness falls - on average settings (!)
To ride the horse a little longer: What we got in our coop on day 14, when a horde of GS 97 was expected, was a horde of GS 271.
The hordes in vanilla 7 Days do scale just up to about GS 371, where they run into a cap.
Thus, we were confronted with a horde slightly beneath the absolute maximum vanilla difficulty on day 14.
Are you completely mad? Really?