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Hound hotfix


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@Coraxes, Before (started at 1 hound, scaled to 1-2 hounds):


	intro={warnduration= function() return 120 end, numhounds = function() return 1 end},	light={warnduration= function() return 60 end, numhounds = function() return 1 end},	med={warnduration= function() return 45 end, numhounds = function() return 1 + math.floor(math.random()+0.5) end},	heavy={warnduration= function() return 30 end, numhounds = function() return 1 + math.floor(math.random()+0.5) end},	crazy={warnduration= function() return 30 end, numhounds = function() return 1 + math.floor(math.random()+0.5) end},

After (starts at 2 hounds, scales to 7-10 hounds):

	intro={warnduration= function() return 120 end, numhounds = function() return 2 end},	light={warnduration= function() return 60 end, numhounds = function() return 2 + math.random(2) end},	med={warnduration= function() return 45 end, numhounds = function() return 3 + math.random(3) end},	heavy={warnduration= function() return 30 end, numhounds = function() return 4 + math.random(3) end},	crazy={warnduration= function() return 30 end, numhounds = function() return 6 + math.random(4) end},

Edit: All of this is per-player

@rezecib, that's what I'm thinking. In single player, I'm on day 144 and have a decent supply of teeth, but I hadn't realized the drop rate was so low. I thought it was more like 1/4, but no biggie. My Walking Cane in DST can wait a little longer lol.

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