There is no idea or suggestion here from me, but I was curious about what exactly difficulty level affects in the current build, and I made some notes while searching through all the getdifficulty uses in the files.
I have made a few underlined Notes of interesting things, but all make sense, I'm not suggesting any changes.
These may be useful if someone else wants to look at difficulty level effects in the future. (note, does not include minor difficulty level effects, like most hints or small changes in side quests)
As difficulty goes up, the following occurs:
LAi_boarding
HP boost to enemies (may be overwritten by leveling system);
hp cap on insanely high enemy hp for below swashbuckler
Reduce surrender chance
quests_common
Reduces money gained from cargo and fetch quests
makes the potion fetch quest a little harder
Here is the cargo delivery quest payment formula:
iTradeMoney = pow((0.5*Goods[iTradeGoods].Cost + iCargoType)*(1.0+(5.0-GetDifficulty())/5.0),0.5) * 0.05 * pow(irank ,0.5) * pow(distancedestination,1.2);
Leveling
gives more xp to persistent npcs on daily update
slows down all xp gain for player
Increases HP of non-friendly
Decreases HP of friendly (ie, officers)
Note: in-game effects indicate the player gets more HP as difficulty level increases, the opposite of his officers
LAi_Fightparams
Slows down xp gain from combat
Landlubber only gets some combat bonuses
Enemies idle less often in combat
Note: combined with Leveling reduction, is a double effect on combat XP, more dramatic than other skills
characterutilite
Increase salary costs player needs to pay
Increase player share of money (divide the plunder I think)
Reduce amount of gold carried by random characters
Increase player fame rating
Note: it appears then easier to become more famous on higher dificulty levels, you get a higher share, and your score is increased by a multiple
Note: the old formula in the seperate Salary file did also increase player salary for higher difficulty levels, but the current one does not
CreateCaptain
Increases captain level
CreateOfficer
Increase not friendly level
Decrease friendly level
skills_util
item boost bonus divided by level
Lenc monsters
makes bandits more likely in towns
AI ship
starting hull and sail damage larger for lower difficulty levels
hulldmg *= (1.5 - 0.2 * makefloat(GetDifficulty()));
saildmg *= (1.5 - 0.2 * makefloat(GetDifficulty()));
Smuggling.c
Lots of smuggling effects
Towntable.c
increases troops in town
decreases crew for hire
Encwalker
no notifications for pickpocketed at higher levels
nations.c
Increase chance of false flag being detected
Summary observations:
- In general, difficulty level makes you face slightly higher level enemies, with slightly higher HP (more if that boarding effect isn't overwritten, not sure), and reduces your own team's HP a little bit.
- Difficulty level makes you earn a bit less from looting random enemies and from doing cargo or fetch quests, but you earn as much from other sources, including normal trading
- Difficulty level increase crew costs a little bit, but they still aren't much of a major burden
- Higher difficulty levels should have a much easier time building fame, because they get higher personal shares and a multiple to score
Anyway, no suggestions for changes from me, just sharing the above reference notes in case anyone else is working on anything that involves difficulty level balance.
I have made a few underlined Notes of interesting things, but all make sense, I'm not suggesting any changes.
These may be useful if someone else wants to look at difficulty level effects in the future. (note, does not include minor difficulty level effects, like most hints or small changes in side quests)
As difficulty goes up, the following occurs:
LAi_boarding
HP boost to enemies (may be overwritten by leveling system);
hp cap on insanely high enemy hp for below swashbuckler
Reduce surrender chance
quests_common
Reduces money gained from cargo and fetch quests
makes the potion fetch quest a little harder
Here is the cargo delivery quest payment formula:
iTradeMoney = pow((0.5*Goods[iTradeGoods].Cost + iCargoType)*(1.0+(5.0-GetDifficulty())/5.0),0.5) * 0.05 * pow(irank ,0.5) * pow(distancedestination,1.2);
Leveling
gives more xp to persistent npcs on daily update
slows down all xp gain for player
Increases HP of non-friendly
Decreases HP of friendly (ie, officers)
Note: in-game effects indicate the player gets more HP as difficulty level increases, the opposite of his officers
LAi_Fightparams
Slows down xp gain from combat
Landlubber only gets some combat bonuses
Enemies idle less often in combat
Note: combined with Leveling reduction, is a double effect on combat XP, more dramatic than other skills
characterutilite
Increase salary costs player needs to pay
Increase player share of money (divide the plunder I think)
Reduce amount of gold carried by random characters
Increase player fame rating
Note: it appears then easier to become more famous on higher dificulty levels, you get a higher share, and your score is increased by a multiple
Note: the old formula in the seperate Salary file did also increase player salary for higher difficulty levels, but the current one does not
CreateCaptain
Increases captain level
CreateOfficer
Increase not friendly level
Decrease friendly level
skills_util
item boost bonus divided by level
Lenc monsters
makes bandits more likely in towns
AI ship
starting hull and sail damage larger for lower difficulty levels
hulldmg *= (1.5 - 0.2 * makefloat(GetDifficulty()));
saildmg *= (1.5 - 0.2 * makefloat(GetDifficulty()));
Smuggling.c
Lots of smuggling effects
Towntable.c
increases troops in town
decreases crew for hire
Encwalker
no notifications for pickpocketed at higher levels
nations.c
Increase chance of false flag being detected
Summary observations:
- In general, difficulty level makes you face slightly higher level enemies, with slightly higher HP (more if that boarding effect isn't overwritten, not sure), and reduces your own team's HP a little bit.
- Difficulty level makes you earn a bit less from looting random enemies and from doing cargo or fetch quests, but you earn as much from other sources, including normal trading
- Difficulty level increase crew costs a little bit, but they still aren't much of a major burden
- Higher difficulty levels should have a much easier time building fame, because they get higher personal shares and a multiple to score
Anyway, no suggestions for changes from me, just sharing the above reference notes in case anyone else is working on anything that involves difficulty level balance.
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