Posted October 29, 2022 by EugeneLoza
WARNING: It may be better to use previous, non-experimental build (0.32.2646). Currently the latest build may generate dungeons either too easy or too hard to be enjoyable, it needs one heaven of balancing and testing.
So, the logic of monsters generation has been significantly reworked (not that much change in the code, but a lot in balancing). Now maps can (and most likely will) contain a limited number of monster types.
First, it allows to have “special” levels that contain several or maybe even just a single monster type. Which in turn can create more diverse experiences, like fighting only with Tickling Slimes or getting a level full of Binder Aspheroids. This will also allow the Player to adapt strategy, e.g. fighting Twinkles is trivial if the heroine is naked, while fighting Web Shooters is exactly the opposite.
Another less fun but important feature: it will allow to significantly optimize rendering of the enemies, especially when they’ll start being animated. We’re aiming at a potato mobile phone :)
For now monsters that spawn on the level can come in patrols, and also a random (but also limited) number of other monster kinds is possible. Maybe providing information on what monsters to expect in patrols on this level would be very beneficial for adjusting resting strategy :D
Also quantity of the spawned monsters is now determined by their danger level: from “1” - trivial (Gray/Blue slimes) to “5” - deadly (like Archimedicus, Bug Shooter or White Aspheroid). I.e. you won’t accidentally get 8 Archimedicuses in patrol or trap spawn, while on the other hand, weaker opponents can come in a much larger batch.
Changelog: