minmay wrote:Grant experience for all kills
In the base game the party only gains experience from a monster's death if they were the ones to deal the killing blow. Monsters killed by environmental hazards, telefragging, crushing, other monsters' projectiles, etc. do not award experience.
It is pretty easy in Grimrock 2 to make all monster deaths award experience instead, even environmental ones.
It's also easy to make experience be awarded to dead/petrified champions, if that is also desired.
I personally support this change quite strongly, it's not fun to lose xp, especially as a punishment for using the environment to your advantage.
I thought about this idea again recently, and would like to implement it. I see you have in mind an easy way to do it. So before I start playing with onDie events the wrong way, I would like to know how you would do it?
I would also like to add this system to my remake of Isle of Nex, in addition to changes I made to the experience curve and monsters scaling for the next version. Maybe it could fit in orrr3 too;
- Required experience to reach next level at current level n is now n*1000 for any integer n, with n>0.
- Monsters gain 5% damage, 5% health, and award 5% more experience per level above level 1.
So with those specific values, you could say that the required kills to reach the next level at level omega are 20 times the kills required to reach level 2. The original game requires 1000 times those kills. I am not sure my numbers are the best they could be, but so far in Isle of Nex, it is fine. I should test with a very very high level party to see if combat does not become stupidly easy or hard. Remember champions also scale with the classes changes I posted in a previous post. (Except the knight's damage output, it could need a fix)...
edit: also, is it possible to change experience farmers get from food?