Encounter scaling issues
ajwz
Member Posts: 4,122
I'm not sure if this is a bug or a feature request:
BUG: Monster encounters (in bg2 in particular, Im not sure whether this is relevent to baldurs gate 1) often scale depending on the level of the characters. For example, the planar sphere golem encounters are likely to scale up to iron golems or even adamantite golems if you do them at high enough levels.
However, this scaling is dependent on the highest level of all party members. OK, fair enough, but this means if you have a fast levelling character in your party such as a pure class thief (yoshimo) or bard (Haer Dalis) the scaling is based off level rather than total experience, which means having one of these classes in your party can severly imbalance the game for you in some of the ealier dungeons.
EXPECTED BEHAVIOUR: I would expect the encounter scaling to be based purely off the highest accumulated xp of a character rather than a character's level.
BUG: Monster encounters (in bg2 in particular, Im not sure whether this is relevent to baldurs gate 1) often scale depending on the level of the characters. For example, the planar sphere golem encounters are likely to scale up to iron golems or even adamantite golems if you do them at high enough levels.
However, this scaling is dependent on the highest level of all party members. OK, fair enough, but this means if you have a fast levelling character in your party such as a pure class thief (yoshimo) or bard (Haer Dalis) the scaling is based off level rather than total experience, which means having one of these classes in your party can severly imbalance the game for you in some of the ealier dungeons.
EXPECTED BEHAVIOUR: I would expect the encounter scaling to be based purely off the highest accumulated xp of a character rather than a character's level.
2
Comments
XPLT(Player1,400000)
Entered([ANYONE])
THEN
RESPONSE #100
CreateCreature("golsto01",[-1.-1],0) // Stone Golem
END
IF
XPGT(Player1,399999)
XPLT(Player1,1000000)
Entered([ANYONE])
THEN
RESPONSE #100
CreateCreature("golsto01",[-1.-1],0) // Stone Golem
CreateCreature("golsto01",[-1.-1],0) // Stone Golem
END
IF
XPGT(Player1,999999)
XPLT(Player1,2000000)
Entered([ANYONE])
THEN
RESPONSE #100
CreateCreature("golsto01",[-1.-1],0) // Stone Golem
CreateCreature("golsto01",[-1.-1],0) // Stone Golem
CreateCreature("golcla01",[-1.-1],0) // Clay Golem
CreateCreature("goliro01",[-1.-1],0) // Iron Golem
END
IF
XPGT(Player1,1999999)
Entered([ANYONE])
THEN
RESPONSE #100
CreateCreature("golada01",[-1.-1],0) // Adamantite Golem
CreateCreature("golsto01",[-1.-1],0) // Stone Golem
CreateCreature("golsto01",[-1.-1],0) // Stone Golem
END
It already checks total experience range of your main char, which is almost what you are asking.
There are places where the LevelParty() trigger is used, but it doesn't work as the IESDP says. I asked here and Scott Brooks gave details about it.