Possible information on High Level enemies in starting zones

Where bugs go to lie down and rest

Moderator: Moderator

Post Reply
Message
Author
edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Possible information on High Level enemies in starting zones

#1 Post 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...

Code: Select all

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

Code: Select all

	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.

Code: Select all

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

Aussiemon
Higher
Posts: 59
Joined: Sun Sep 18, 2011 12:23 am

Re: Possible information on High Level enemies in starting z

#2 Post 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?

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Possible information on High Level enemies in starting z

#3 Post 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:

Code: Select all

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:

Code: Select all

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. :)
Sorry about all the parentheses (sometimes I like to clarify things).

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Possible information on High Level enemies in starting z

#4 Post by darkgod »

Well spotted! Fixed
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Possible information on High Level enemies in starting z

#5 Post by bricks »

:D
Sorry about all the parentheses (sometimes I like to clarify things).

Post Reply