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Possible information on High Level enemies in starting zones

Posted: Sun Oct 02, 2011 9:32 pm
by edge2054
This is in relation to things like level 25 Ritches in the Ritch tunnels and other similar bugs.

Working on some new NPCs I found something interesting. Not sure if it'll lead to a fix for this bug or not but considering the behavior I thought it worth sharing.

Specifically I was playing with a couple of different escorts and found that this always worked...

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	make_escort = {
		{type = "spiderkin", name="weaver young", number=2, no_subescort=true}, -- level 7 monster
	},
And this wouldn't...

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	make_escort = {
		{type = "spiderkin", name="weaver patriarch", number=2, no_subescort=true}, -- level 27 monster
	},
I was testing these monsters in the trollmire and didn't consider that the zone cap for the patriarch was to blame. I was able to spawn them with the debug console without issue.

When I took the second escort code to the east it generated the escorts without issue.

Anecdotal evidence... the summon code would only spawn the young in the trollmire. But that could have just been raw chance.

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	summon = {
		{type = "spiderkin", subtype = "spider", name="weaver young", number=2, hasxp=false},
		{type = "spiderkin", subtype = "spider", name="weaver patriarch", number=1, hasxp=false},
	},

Re: Possible information on High Level enemies in starting z

Posted: Mon Oct 03, 2011 12:23 am
by Aussiemon
So if I'm reading this correctly, the Trollmire wouldn't spawn monsters above a certain level? Does that mean that the Ritch Tunnels have an erroneous level range for monsters?

Re: Possible information on High Level enemies in starting z

Posted: Mon Oct 03, 2011 1:32 am
by bricks
I don't think so, Aussiemon. Trollmire has the same precautions in place. I'd guess that the combination of two things is causing the high-level Ritches.

From ritch-tunnels/npcs.lua:

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load("/data/general/npcs/ritch.lua", rarity(0))
There's no need to load this if all of the zone creatures are already in this file. Second, from ritch-tunnels/zone.lua:

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rooms_config = {forest_clearing={pit_chance=5, filters={{type="insect", subtype="ritch"}}}},
I'm not certain how this code works, but I suspect that the "pit" generator doesn't check out-of-depth protection. It doesn't look like any other starting zones use this code, so it would explain why we've only observed this in the Ritch Tunnels (except for the occasional high-level Cultist near the boss in the Rhaloren Camp, which was caused by a similar problem).

Ritch pits really shouldn't generate anyway, that's way too mean for a starting zone. (Nothing new to Yeeks, though :P)

Edit: Actually, if the rarity(0) code actually works, then I don't think that line is doing anything. But the pit code is a place to check anyway. :)

Re: Possible information on High Level enemies in starting z

Posted: Mon Oct 03, 2011 8:00 am
by darkgod
Well spotted! Fixed

Re: Possible information on High Level enemies in starting z

Posted: Mon Oct 03, 2011 2:20 pm
by bricks
:D