![]() ![]() Also contrast Beef Gate, which relies on an aversion of this trope. Contrast Sorting Algorithm of Evil, where the enemies get tougher as you go along, regardless of your own level. Compare Hard Mode Mook, which is when enemies appear based on difficulty level. This is becoming more common in RPGs, especially sandbox-style RPGs, as it makes it easier to keep the player challenged, while limiting the need for predicting the level the player will be at when they reach a certain point.Ĭompare Kill One, Others Get Stronger, where killing foes makes others stronger. It can also lead to, (usually) unintentional cases of Improbable Power Discrepancy, depending on when a player first enters an area. Underleveling (purposefully keeping yourself or your party at a low level) can become a viable tactic (and, under certain circumstances, a Gamebreaker) if this trope is in effect. Otherwise, it can head straight into Empty Levels and cause situations where leveling your character can actually make the game more difficult, such as by having things like regular enemies outleveling friendly NPCs in the game, making things like escort and defense missions a lot more difficult at higher levels. ![]() When done well, it does exactly as intended, providing a constant challenge that keeps the game fun, and will keep itself largely unobtrusive. Most games employing level scaling also make use of a level cap for certain enemies and/or certain areas, so the cellar in the first tavern you enter isn't going to filled with level 100 rats when you return later. There may also be a combination of the three, so you may encounter wolves that progressively get stronger and increase in number, up until a certain point, where they'll be joined by dire wolves (with dire wolves growing more common at higher levels) or replaced by bears who also progressively get stronger as you level up. In the third system, the wolf will be replaced by a dire wolf or a bear after a certain level is reached. In the second system, an entire pack of wolves will be encountered at higher levels. Taking an encounter with a 25 hitpoint wolf in its den as an example - In the first system, the same wolf may have 100 hitpoints at a later level. The third is a system where weaker enemies are replaced by different, stronger ones. Another is a system where the number of enemies are increased. One is where enemies simply have their stats and/or equipment improved. There are three kinds of foe level scaling systems that are commonly used. Level Scaling is where the world (or specific areas) levels up with you to provide a constant challenge, primarily by upping your foes' stats. Yeah I die a lot but it's challenging.A specific form of Anti-Grinding, usually seen in RPGs and Roguelikes, though it could potentially be used in any game with Character Levels. I also play on Master difficulty and only wear light armor. Better Stealth AI for Followers - No Torch while Sneaking I have 4 followers: Vilja (not controlled by AFT obviously), Inigo, Zora (from iNPCs), and Jenassa ![]() Skyrim Immersive Creatures (though I haven't turned on the Monster Hunter portion of the mod) High Level Enemies ("Normal" version and also the Dawnguard/Dragonborn/Falskaar optional choices) ACE Combat Skills (all modules except archery) I have tons of combat mods and follower/ AI installed which have worked together well: My game is really stable with only about 1 CTD every 10 hours of play (usually while I'm actively in a modded zone like Moonpath to Elsweyr or Into the Depths). It seems to be compatible with about everything else I have about 310 mods installed and about 240 plugins. I've used High Level Enemies since I started my last playthough (about 6 months ago) and had no problems at all. ![]()
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