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Strawberry Bose Translation and Gameplay Changing Patch Center

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Validon98:

I think I've finally figured it out, more or less. I went in and took the existing curve, took it out basically to the third derivative, and adjusted the values of the third derivative of the function to be more like a smooth exponential curve. The requires for element XP are still highish at the 40+ range, but the requirements, due to the new curve, are roughly 1/3rd that of the base game. The curve is slower than the half XP curve at first, but after level 10 it smooths out due to removing the large jump in needed XP, and eventually becomes faster than the half XP curve in places.



On the left is the original curve, on the right is the new adjusted curve. I'll post this up as a new patch shortly-ish. Also included will be a bit of a test of the detailed patch I was in the middle of making because I'm a little lazy to edit it back to being the old, not detailed patch. So that's a bonus? Maybe?

EDIT:

Though I put up the patch, I think I'm going to make one small edit. I started the required amount of XP for the first level as the same as base game, at 1000 element XP, but I think I'm going to quickly cut that to 500, same as is needed in the half XP patch. Ultimately this won't change much in the long run, but in the short run it'll make gaining element levels a little smoother. 1000 XP for the first level is just too high in general. I'm also going to make the initial increase in XP needed for the level after a bit smaller, but again, it will only mainly affect the early part of the curve.

SECOND EDIT:

Upon some more consideration, not going to change the initial requirements since that is caught up to fairly quickly in the normal level curve anyhow, so that won't change, but I did look again at the growth of the curve later on and saw it gets a little too high later on still, so I toned it down again. Going to post that up at least, but initial level is still going to be 1000.

THIRD EDIT (hopefully the last):

And link is updated with adjustments. Did some comparisons and basically while early on the requirements range from 50% to 100% depending on level, later on they're about 30%-40% of the original, for things like 30+ and up. So that ought to be good.

Validon98:

Hurray for a double post, but after a few months of having busied myself with a bunch of IRL stuff, and a bunch of different games, I decided to go ahead and do the drop patch for NoR. I wanted to make it a bit more (read: a lot more) interesting, like being able to make it so that each enemy drops only one type of item for either normal/silver/gold chests, but the way drops are programmed makes some enemies share drop tables and that just got a bit too confusing so instead it's just a general drop rate increase across the board, around double for most monsters and 1.5x for monsters that already have a high drop rate. The screw drop rate is also massively increased, up to 100% in some areas, due to the increased chest rate meaning screws otherwise might drop rarely.

There's some added in testing stuff for other English things I've pushed in, like field descriptions, etc., stuff I would like to add in to the other patches that don't change gameplay but I'll get to it. My plan is to maintain three versions of the patch: the detailed patch (because having all that information like in GoSV/DoDW is much better than not having it), the doppel rate up patch, and the drop and doppel rate up patch. Maybe make the drop rate one separate but I dunno. I imagine if you're using the drop patch you'd want better doppel rates anyhow so why not just a general "all things up" patch.

Serela:

Sounds like good times! Thanks for all the hard work, Validon <3 I've been using the DoD element level rate up patch.

Validon98:

Never got around to testing the most recent version of that patch, how's the progression on that been? I hope it strikes a better balance for getting levels.

Serela:

tbh I didn't get super far... I got distracted by all these other games coming out instead of playing DoD like a fourth time XDD

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