AzuredreamsXT Posted April 28, 2015 Share Posted April 28, 2015 Hound attacks, chance of treeguard spawning, numbers of frogs in frog rain, and I'm sure other things all get worse as the days go by, but to a point. The wiki lists some of these, but I'm wondering what the final day is that these variable factors cut off at, like what is the day in the game where everything the game throws at you is at it's maximum occurrence/intensity level. Anyone know? Link to comment Share on other sites More sharing options...
bountygiver Posted April 28, 2015 Share Posted April 28, 2015 according to the wikia, it's day 70 Link to comment Share on other sites More sharing options...
Ridley Posted April 28, 2015 Share Posted April 28, 2015 Unless it has changed, you will get more hounds after day 70 on the default setting, rather than the "lots" setting. For some possibly now fixed reason, the "lots" setting wouldn't reach the highest hound spawn amount. Changing world settings has always had side effects like this. Link to comment Share on other sites More sharing options...
ryouryou Posted April 29, 2015 Share Posted April 29, 2015 It's because changing the hounds makes them no longer escalate, they start and end at a fixed amount. Day 100+ would be when hounds reach their maximum in combined number and frequency, at least in vanilla DS.I think treeguards max out in potential number at day 80 but might be wrong. Link to comment Share on other sites More sharing options...
Michi01 Posted April 29, 2015 Share Posted April 29, 2015 I'm not sure but I think there was something that reaches its maximum on day 150... Link to comment Share on other sites More sharing options...
toine2638 Posted April 29, 2015 Share Posted April 29, 2015 What? Link to comment Share on other sites More sharing options...
XirmiX Posted April 29, 2015 Share Posted April 29, 2015 What?It's programming and maths. A little too early for you to understand (jk). Link to comment Share on other sites More sharing options...
Pyromailmann Posted April 29, 2015 Share Posted April 29, 2015 Day 100. Link to comment Share on other sites More sharing options...
Zinglon Posted April 30, 2015 Share Posted April 30, 2015 Hound attacks, chance of treeguard spawning, numbers of frogs in frog rain, and I'm sure other things all get worse as the days go by, but to a point. The wiki lists some of these, but I'm wondering what the final day is that these variable factors cut off at, like what is the day in the game where everything the game throws at you is at it's maximum occurrence/intensity level. Anyone know? 100 I guess. Chances of enraged Birchnut tree or Treeguard generation and hound generation, Krampus generation, meeting Ewecus/Varg at the end of trail got maximized at that time. But most hard season is summer, yeah, with Hellfire hounds. Link to comment Share on other sites More sharing options...
Flare2V Posted April 30, 2015 Share Posted April 30, 2015 To repeat everyone above me, 100 is the max for both hound attack strength/frequency and chance for warg in singleplayer, but I remember reading somewhere something about it being changed to 150 for DST. Link to comment Share on other sites More sharing options...
rezecib Posted April 30, 2015 Share Posted April 30, 2015 It's still 100 for hounds:local function CalcPlayerAttackSize(player) local day = player.components.age:GetAgeInDays() local attacksize = 0 if day < 10 then attacksize = attack_levels.intro.numhounds() elseif day < 25 then attacksize = attack_levels.light.numhounds() elseif day < 50 then attacksize = attack_levels.med.numhounds() elseif day < 100 then attacksize = attack_levels.heavy.numhounds() else attacksize= attack_levels.crazy.numhounds() end return attacksizeend Treeguards cap out at day 80: local days_survived = TheWorld.state.cycles if days_survived >= TUNING.LEIF_MIN_DAY then if math.random() <= TUNING.LEIF_PERCENT_CHANCE then local numleifs = 1 if days_survived > 30 then numleifs = math.random(2) elseif days_survived > 80 then numleifs = math.random(3) end for k = 1,numleifs do local target = FindEntity(inst, TUNING.LEIF_MAXSPAWNDIST, find_leif_spawn_target) if target ~= nil then target.noleif = true target.leifscale = growth_stages[target.components.growable.stage].leifscale or 1 target.chopper = chopper target:DoTaskInTime(1 + math.random() * 3, spawn_leif) end end end end I just found this out now, but birchnut drake spawn chances are changed. They can no longer spawn in the first 20 days, and then have a spawn rate for each season: -- Birchnut monster chances have been reduced and tied to seasons instead of the number of days to balance things out for dedicated servers (which may be running for extremely long times) DECID_MONSTER_MIN_DAY = 20, -- No monsters during the first autumn DECID_MONSTER_SPAWN_CHANCE_AUTUMN = .15, -- high chance of monsters in autumn to cancel out double birchnut and general easyness of autumn DECID_MONSTER_SPAWN_CHANCE_SPRING = .08, -- next highest in spring because everything attacks in spring DECID_MONSTER_SPAWN_CHANCE_SUMMER = .033, -- low chance in summer since summer is hard anyway DECID_MONSTER_SPAWN_CHANCE_WINTER = 0, -- can't make monsters in winter, they have to have leaves Varg/Ewecus chances still cap out at 100 days:local function GetAlternateBeastChance() local day = GetTime()/TUNING.TOTAL_DAY_TIME local chance = Lerp(TUNING.HUNT_ALTERNATE_BEAST_CHANCE_MIN, TUNING.HUNT_ALTERNATE_BEAST_CHANCE_MAX, day/100) chance = math.clamp(chance, TUNING.HUNT_ALTERNATE_BEAST_CHANCE_MIN, TUNING.HUNT_ALTERNATE_BEAST_CHANCE_MAX) return chanceend Krampus may have been intended to ramp up to max levels past day 100, but the way the code is written only pre-day-50 and post-day-50 actually get used:-- from scripts/tuning.lua KRAMPUS_INCREASE_LVL1 = 50, KRAMPUS_INCREASE_LVL2 = 100,-- from scripts/components/kramped.lua if day > TUNING.KRAMPUS_INCREASE_LVL1 then num_krampii = num_krampii + math.random(TUNING.KRAMPUS_INCREASE_RAMP) elseif day > TUNING.KRAMPUS_INCREASE_LVL2 then num_krampii = num_krampii + 1 + math.random(TUNING.KRAMPUS_INCREASE_RAMP) end I can't find anything about frog rain increasing the number of frogs over time. As far as I can tell it's always random in the same ranges. I did a find-in-files search for "150" and found that depth worms reach maximum levels then, but that could get revisited when caves actually get in. It's possible that the other thing didn't get set to 150 days exactly, but I'm not sure what it would be... I covered everything that ramps up that I could think of. Link to comment Share on other sites More sharing options...
Ridley Posted April 30, 2015 Share Posted April 30, 2015 Birchnut trees were changed in ROG beta before DST due to complaints about day one homicidal forests. I rarely see them any more because pine trees are superior to use. Link to comment Share on other sites More sharing options...
toine2638 Posted April 30, 2015 Share Posted April 30, 2015 It's still 100 for hounds:local function CalcPlayerAttackSize(player) local day = player.components.age:GetAgeInDays() local attacksize = 0 if day < 10 then attacksize = attack_levels.intro.numhounds() elseif day < 25 then attacksize = attack_levels.light.numhounds() elseif day < 50 then attacksize = attack_levels.med.numhounds() elseif day < 100 then attacksize = attack_levels.heavy.numhounds() else attacksize= attack_levels.crazy.numhounds() end return attacksizeend Treeguards cap out at day 80: local days_survived = TheWorld.state.cycles if days_survived >= TUNING.LEIF_MIN_DAY then if math.random() <= TUNING.LEIF_PERCENT_CHANCE then local numleifs = 1 if days_survived > 30 then numleifs = math.random(2) elseif days_survived > 80 then numleifs = math.random(3) end for k = 1,numleifs do local target = FindEntity(inst, TUNING.LEIF_MAXSPAWNDIST, find_leif_spawn_target) if target ~= nil then target.noleif = true target.leifscale = growth_stages[target.components.growable.stage].leifscale or 1 target.chopper = chopper target:DoTaskInTime(1 + math.random() * 3, spawn_leif) end end end end I just found this out now, but birchnut drake spawn chances are changed. They can no longer spawn in the first 20 days, and then have a spawn rate for each season: -- Birchnut monster chances have been reduced and tied to seasons instead of the number of days to balance things out for dedicated servers (which may be running for extremely long times) DECID_MONSTER_MIN_DAY = 20, -- No monsters during the first autumn DECID_MONSTER_SPAWN_CHANCE_AUTUMN = .15, -- high chance of monsters in autumn to cancel out double birchnut and general easyness of autumn DECID_MONSTER_SPAWN_CHANCE_SPRING = .08, -- next highest in spring because everything attacks in spring DECID_MONSTER_SPAWN_CHANCE_SUMMER = .033, -- low chance in summer since summer is hard anyway DECID_MONSTER_SPAWN_CHANCE_WINTER = 0, -- can't make monsters in winter, they have to have leaves Varg/Ewecus chances still cap out at 100 days:local function GetAlternateBeastChance() local day = GetTime()/TUNING.TOTAL_DAY_TIME local chance = Lerp(TUNING.HUNT_ALTERNATE_BEAST_CHANCE_MIN, TUNING.HUNT_ALTERNATE_BEAST_CHANCE_MAX, day/100) chance = math.clamp(chance, TUNING.HUNT_ALTERNATE_BEAST_CHANCE_MIN, TUNING.HUNT_ALTERNATE_BEAST_CHANCE_MAX) return chanceend Krampus may have been intended to ramp up to max levels past day 100, but the way the code is written only pre-day-50 and post-day-50 actually get used:-- from scripts/tuning.lua KRAMPUS_INCREASE_LVL1 = 50, KRAMPUS_INCREASE_LVL2 = 100,-- from scripts/components/kramped.lua if day > TUNING.KRAMPUS_INCREASE_LVL1 then num_krampii = num_krampii + math.random(TUNING.KRAMPUS_INCREASE_RAMP) elseif day > TUNING.KRAMPUS_INCREASE_LVL2 then num_krampii = num_krampii + 1 + math.random(TUNING.KRAMPUS_INCREASE_RAMP) end I can't find anything about frog rain increasing the number of frogs over time. As far as I can tell it's always random in the same ranges. I did a find-in-files search for "150" and found that depth worms reach maximum levels then, but that could get revisited when caves actually get in. It's possible that the other thing didn't get set to 150 days exactly, but I'm not sure what it would be... I covered everything that ramps up that I could think of. What is the "other thing"? Link to comment Share on other sites More sharing options...
rezecib Posted April 30, 2015 Share Posted April 30, 2015 What is the "other thing"? Several people in the thread have said that they think something was changed to scale to 150 days. So whatever that thing is, I didn't find it, if it exists at all. Link to comment Share on other sites More sharing options...
toine2638 Posted May 2, 2015 Share Posted May 2, 2015 Several people in the thread have said that they think something was changed to scale to 150 days. So whatever that thing is, I didn't find it, if it exists at all. Mmmmh... OK...Mysterious thing... Old secret... Forbidden knowledge... Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.
Please be aware that the content of this thread may be outdated and no longer applicable.