Here’s a nice little breakdown!
[spoiler][quote=“vache, post:1, topic:5856”]Item spawn rate
Monster spawn rate[/quote]
Definitely to both of these (as you may have noticed already)
- Separate rates for specific categories of items (100% fewer guns, for example)
- Separate rates for specific monsters (0% zombears, 200% hulks)
But for these it is going to be just about as easy for you to just download a good text editor (I suggest Notepad++ for windows) and crack open the JSON files yourself (they are fairly self-explanatory). Thus it's highly unlikely they will ever be an option.
Map special spawn rate (corpse clusters)
Definitely.
Ratio of special to normal monsters
This ones another JSON thing I think. What you want to do is change how much the various specials are "worth" or something like that.
Monster toughness scaling (HP, armor)
Monster damage scaling (melee ability, melee damage, power of specials, rate of specials)
Movement penalty scaling (lower movement rate penalties for monsters)
Definitely.
"Hive" world generation rates (triffids, fungals, ants, bees)
This ones tied up with mapgen, so it's a bit more tricky IIRC. It's theoretically possible, but I'm not quite sure how to pull it off.
"Hostility" scale (increase sensory distance, increase chance for non-hostile monsters to turn hostile (ants?))
This one should probably wait until we get a better attitude system (because trust me,the one we have right now is really, really kludgy).
Increase monster difficulty over time
Decrease item spawn rate over time
Monster difficulty, probably not. We do have some plans for maybe working on making there be more specials over time, but I'm not sure what's going on with it. Reducing item spawn rate over time is probably going to be part of the mainline, to represent other scavengers scavenging and various things rotting/breaking.
Movement scaling (all moves cost +10% turns, etc)
Movement penalty scaling (bushes now cost +10% turns, etc)
These would be interesting. I don't think they would be that hard to implement either.
Skill learn rate scaling
Damage scaling
HP scaling
These are all pretty much included in the traits system already.
Success rates for bionic installation/mutations
Ideally I'd like for bionic difficulty to be moved out to the JSON files eventually, at which point you could edit it there. Mutations are probably a trait thing (and we need a "Bad genetics" trait that increases your chance of a bad mutation).[/spoiler]