AI Roguelite

AI Roguelite

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How does level scaling work?
As the title says, does it just refer to enemies? I can't tell a difference after turning it off or on, or switching the numbers.
Originally posted by AI Roguelite: AI-generated RPG:
Level scaling is a new feature in beta, and only applies to new games created with this feature (instructions for manually editing an old save to include this feature will be included in a future announcement). It can be thought of as: Making places/enemies/npcs closer to your level. It uses a "level diff cap". The lower the level diff cap, the stronger the level scaling. For example if level diff cap is 0, new areas you enter will be treated as the same as your own level, and new enemies that spawn will be within a couple levels of that. The UI in "Area level:" will still display the original unscaled area level.

Unrelated to this, sliders in event checks are called "event check sliders" or "event check biasing". It was a relic of old style of event checks which used token probabilities, but it still works for the new style of event checks, in the sense that you can drag something all the way to the left to turn off the feature completely.
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Showing 1-4 of 4 comments
John-Silver Jul 18, 2024 @ 9:02am 
Where are you turning level scaling off?
John-Silver Jul 18, 2024 @ 9:14am 
OH YOU MEAN THE SLIDERS IN THE SETTING. Their's an actual mechanic in game called level scaling LOL The slider's influences the bias-ness towards the slider's stated mechanic. The farther "enemy injury" is to the left the more likely the game will be to ignore damage stated in generated text where as full putting it to the left turns off the mechanic fully. I also don't notice the effect of some of the sliders unless you go all in left or right (fully off or on.)
The author of this thread has indicated that this post answers the original topic.
AI Roguelite: AI-generated RPG  [developer] Jul 18, 2024 @ 10:45am 
Level scaling is a new feature in beta, and only applies to new games created with this feature (instructions for manually editing an old save to include this feature will be included in a future announcement). It can be thought of as: Making places/enemies/npcs closer to your level. It uses a "level diff cap". The lower the level diff cap, the stronger the level scaling. For example if level diff cap is 0, new areas you enter will be treated as the same as your own level, and new enemies that spawn will be within a couple levels of that. The UI in "Area level:" will still display the original unscaled area level.

Unrelated to this, sliders in event checks are called "event check sliders" or "event check biasing". It was a relic of old style of event checks which used token probabilities, but it still works for the new style of event checks, in the sense that you can drag something all the way to the left to turn off the feature completely.
Last edited by AI Roguelite: AI-generated RPG; Jul 18, 2024 @ 10:46am
poobunsdudley0 Jul 18, 2024 @ 2:46pm 
Thank you for the clarification!
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Date Posted: Jul 17, 2024 @ 9:46pm
Posts: 4