Do monsters now gain levels when sitting idle?


Do the monsters now gain levels when they are sitting idle? I watched a stalker HP move from 18 to 22. I've also noticed this with other monsters. Also, the mites seem to have one unit that is uber mite with 33 hp instead of the standard 9. Who ever thought of this is a genius!

2,267 views 7 replies
Reply #1 Top

Yup, they grow as the world becomes more dangerous. It is why the environmental creatures remain somewhat of a challenge into the midgame.

 

Very well executed as far as I have seen.

Reply #2 Top

I'm a bit "meh" about it. All they gain is levels, which really only matters for the units with several members. A dragon isn't going to be more difficult just because he got +4 hitpoints, +2 spell resist and a touch of accuracy.

Reply #3 Top

Adding in per level traits to tougher beasties could spice things up. 

Reply #4 Top

Quoting Heavenfall, reply 2
I'm a bit "meh" about it. All they gain is levels, which really only matters for the units with several members. A dragon isn't going to be more difficult just because he got +4 hitpoints, +2 spell resist and a touch of accuracy.
End of Heavenfall's quote

 

Don't monsters get different bonuses? Otherwise what's the point of the level blocks in CoreMonsterUnitTypes?

 

i.e.

 

Code: xml
  1.         <LevelMilestone InternalName="L1">
  2.             <Level>1</Level>
  3.             <UnitStat_Accuracy>75</UnitStat_Accuracy>
  4.             <UnitStat_Attack_Blunt>17</UnitStat_Attack_Blunt>
  5.             <UnitStat_ChanceToCrit>1</UnitStat_ChanceToCrit>
  6.             <UnitStat_CombatSpeed>18</UnitStat_CombatSpeed>
  7.             <UnitStat_Defense_Cutting>10</UnitStat_Defense_Cutting>
  8.             <UnitStat_Defense_Pierce>10</UnitStat_Defense_Pierce>
  9.             <UnitStat_HitPoints>29</UnitStat_HitPoints>
  10.             <UnitStat_WeightCapacity>100</UnitStat_WeightCapacity>
  11.         </LevelMilestone>
  12.         <LevelMilestone InternalName="L2">
  13.             <Level>2</Level>
  14.             <UnitStat_Accuracy>75</UnitStat_Accuracy>
  15.             <UnitStat_Attack_Blunt>18</UnitStat_Attack_Blunt>
  16.             <UnitStat_ChanceToCrit>1</UnitStat_ChanceToCrit>
  17.             <UnitStat_CombatSpeed>18</UnitStat_CombatSpeed>
  18.             <UnitStat_Defense_Cutting>12</UnitStat_Defense_Cutting>
  19.             <UnitStat_Defense_Pierce>12</UnitStat_Defense_Pierce>
  20.             <UnitStat_HitPoints>35</UnitStat_HitPoints>
  21.             <UnitStat_WeightCapacity>100</UnitStat_WeightCapacity>
  22.         </LevelMilestone>
  23.         <LevelMilestone InternalName="L3">
  24.             <Level>3</Level>
  25.             <UnitStat_Accuracy>75</UnitStat_Accuracy>
  26.             <UnitStat_Attack_Blunt>19</UnitStat_Attack_Blunt>
  27.             <UnitStat_ChanceToCrit>1</UnitStat_ChanceToCrit>
  28.             <UnitStat_CombatSpeed>18</UnitStat_CombatSpeed>
  29.             <UnitStat_Defense_Cutting>14</UnitStat_Defense_Cutting>
  30.             <UnitStat_Defense_Pierce>14</UnitStat_Defense_Pierce>
  31.             <UnitStat_HitPoints>41</UnitStat_HitPoints>
  32.             <UnitStat_WeightCapacity>100</UnitStat_WeightCapacity>
  33.         </LevelMilestone>

Reply #5 Top

Oddly enough those are something different. Each monster has a spawn rating and a level. Those level milestones are the different spawn ratings a monster may have. The spawn rating is decided by a few tags just above the code you have displayed. This way you can specify the power of a unit in terms of level and spawn rating when either summoning or spawning. As far as I know, the only time a monster uses anything but the defined spawn rating you see here is when a player spawns units from a lair and quests. Quests can use any spawn rating. Lairs will use the min and max spawn ratings defined here.

I would like some per level bonuses to at least elementals so that they can do lots or little elemental damage based on level. It also would not hurt to have summoner traits increase the spawn rating if that is possible. It might be already, never tried. 

Reply #6 Top

Well that's a shame. Looks like they will need some kind of monster level-up bonus then, otherwise they'd do what they do now and become irrelevant quickly.

Reply #7 Top

Quoting Heavenfall, reply 2
I'm a bit "meh" about it. All they gain is levels, which really only matters for the units with several members. A dragon isn't going to be more difficult just because he got +4 hitpoints, +2 spell resist and a touch of accuracy.
End of Heavenfall's quote

 

yeah also now exp is definitely too fast

 

but scaling with lvl in general apart from this problem is to be buffed a bit

i think at least huge monsters should gaing some dmg/defense per lvl or something