A werdich knowledge #1 - How to increase game difficulty without upping max level

fido67

Appreciated member
Content Creator
Guide Author
I) Introduction

Hello I will start a tutorial series about my Allods server side knowledges.
I saw nothing about many things that we can do in server side or a documentation of XDB and java structure to have a better understood of how works all mechanics.
The things that you will see in my tutorial is many many hours of opening xdb folder to understand mechanics.

So you must to be carefull on how to increase difficulty , you can do a chain reaction with all coeff on paper.
You have 3 differents way to increase difficulty :
-by putting coef on one monster
-by putting coef on an entire map spawner
- Only for astral , by putting a coeff on isle parametters.

II) Monster difficulty :
The easiest one : search your dream's monster and add this line in the file :

<runeLevel type="gameMechanics.elements.calcers.FloatData">
<value>5</value>
</runeLevel>

III) Map difficulty :
pretty ez :p
You must to go on your XDB_maps.Server.pak
Search for your map ( take the map that you want) per exemple I 'll use the Elemental Plateu map :
Maps\ElementalPlateu\.

Now you must to open the "MapResource.xdb" files. It's will look like this :
<?xml version="1.0" encoding="UTF-8" ?>
<mapLoader.MapResource>
<Header>
<resourceId>202513507</resourceId>
</Header>
<minimapLight>
<AmbientFactor>0.5</AmbientFactor>
<FogStart>100</FogStart>
<FogEnd>500</FogEnd>
<SunLightYaw>45</SunLightYaw>
<SunLightPitch>0</SunLightPitch>
<AmbientColor>2017861120</AmbientColor>
<DiffuseColor>2017861120</DiffuseColor>
<FogColor>2017861120</FogColor>
<SpecularColor>0</SpecularColor>
<ContourColor>0</ContourColor>
<SpecularWaterColor>0</SpecularWaterColor>
<WaterGradientStart>-1</WaterGradientStart>
<WaterGradientEnd>-1</WaterGradientEnd>
<TerrainSpecularColor>0</TerrainSpecularColor>
<TerrainContourColor>0</TerrainContourColor>
</minimapLight>
<name href="Name.txt" />
<exit type="mapLoader.pointer.MapPointerPos">
<pointer>
<scriptID>AG1_HS1</scriptID>
<map href="/Maps/ArchipelagoGipatsShard/MapResource.xdb#xpointer(/mapLoader.MapResource)" />
</pointer>
<yaw type="constructor.basicElements.AngleRadians">
<value>3</value>
</yaw>
</exit>
<mapTemplate href="/System/MapTemplates/Continent.xdb#xpointer(/mapLoader.MapTemplate)" />
<globalObjects>
<Item href="GlobalObjects/Tours/Isle_N_to_HS_L.(Tour).xdb#xpointer(/gameMechanics.map.tour.Tour)" />
<Item href="GlobalObjects/Tours/Isle_N_to_HS_E.(Tour).xdb#xpointer(/gameMechanics.map.tour.Tour)" />
<Item href="GlobalObjects/Tours/HS_L_to_Isle_S.(Tour).xdb#xpointer(/gameMechanics.map.tour.Tour)" />
<Item href="GlobalObjects/Tours/HS_L_to_Isle_N.(Tour).xdb#xpointer(/gameMechanics.map.tour.Tour)" />
<Item href="GlobalObjects/Tours/Isle_S_to_HS_L.(Tour).xdb#xpointer(/gameMechanics.map.tour.Tour)" />
<Item href="GlobalObjects/Tours/Isle_S_to_HS_E.(Tour).xdb#xpointer(/gameMechanics.map.tour.Tour)" />
<Item href="GlobalObjects/Tours/HS_E_to_Isle_S.(Tour).xdb#xpointer(/gameMechanics.map.tour.Tour)" />
<Item href="GlobalObjects/Tours/HS_E_to_Isle_N.(Tour).xdb#xpointer(/gameMechanics.map.tour.Tour)" />
</globalObjects>
</mapLoader.MapResource>


Now you must to add this line :

<?xml version="1.0" encoding="UTF-8" ?>
<mapLoader.MapResource>
<Header>
<resourceId>202513507</resourceId>
</Header>
<minimapLight>
<AmbientFactor>0.5</AmbientFactor>
<FogStart>100</FogStart>
<FogEnd>500</FogEnd>
<SunLightYaw>45</SunLightYaw>
<SunLightPitch>0</SunLightPitch>
<AmbientColor>2017861120</AmbientColor>
<DiffuseColor>2017861120</DiffuseColor>
<FogColor>2017861120</FogColor>
<SpecularColor>0</SpecularColor>
<ContourColor>0</ContourColor>
<SpecularWaterColor>0</SpecularWaterColor>
<WaterGradientStart>-1</WaterGradientStart>
<WaterGradientEnd>-1</WaterGradientEnd>
<TerrainSpecularColor>0</TerrainSpecularColor>
<TerrainContourColor>0</TerrainContourColor>
</minimapLight>
<name href="Name.txt" />
<exit type="mapLoader.pointer.MapPointerPos">
<pointer>
<scriptID>AG1_HS1</scriptID>
<map href="/Maps/ArchipelagoGipatsShard/MapResource.xdb#xpointer(/mapLoader.MapResource)" />
</pointer>
<yaw type="constructor.basicElements.AngleRadians">
<value>3</value>
</yaw>
</exit>
<mapTemplate href="/System/MapTemplates/Continent.xdb#xpointer(/mapLoader.MapTemplate)" />
<spawnSettings>

<runeLevel>500</runeLevel>
</spawnSettings>
<globalObjects>
<Item href="GlobalObjects/Tours/Isle_N_to_HS_L.(Tour).xdb#xpointer(/gameMechanics.map.tour.Tour)" />
<Item href="GlobalObjects/Tours/Isle_N_to_HS_E.(Tour).xdb#xpointer(/gameMechanics.map.tour.Tour)" />
<Item href="GlobalObjects/Tours/HS_L_to_Isle_S.(Tour).xdb#xpointer(/gameMechanics.map.tour.Tour)" />
<Item href="GlobalObjects/Tours/HS_L_to_Isle_N.(Tour).xdb#xpointer(/gameMechanics.map.tour.Tour)" />
<Item href="GlobalObjects/Tours/Isle_S_to_HS_L.(Tour).xdb#xpointer(/gameMechanics.map.tour.Tour)" />
<Item href="GlobalObjects/Tours/Isle_S_to_HS_E.(Tour).xdb#xpointer(/gameMechanics.map.tour.Tour)" />
<Item href="GlobalObjects/Tours/HS_E_to_Isle_S.(Tour).xdb#xpointer(/gameMechanics.map.tour.Tour)" />
<Item href="GlobalObjects/Tours/HS_E_to_Isle_N.(Tour).xdb#xpointer(/gameMechanics.map.tour.Tour)" />
</globalObjects>
</mapLoader.MapResource>


Now your monster will spawns with x 500 coef ( dont put this xddd) and destroy all on your map , even level 52



IV) Astral difficulty :
You must to go in you XDB_Mechanics.Server.pak.
Search for Astral/addons.
Now you will see 3 addon folders.
Addon01 -Astral isle for level 40 and 45 ( Sector I on your map)
Addon02 -Astral isle for level 51 (51 gears - Sector II on your map)
Addon03 -Astral isle for level 55 (Gem sector -Sector III on your map)

Enter in the addon that you wish for exemple I'll use Addon01 :
You must look for a file named "Mechanics\Astral\Addons\Addon01\TierOldAstralAvatarTier.xdb" ( 40 isle)
open it and you will see :

<?xml version="1.0" encoding="UTF-8" ?>
<gameMechanics.world.bigAstral.AvatarTierLevel>
<Header>
<resourceId>261971975</resourceId>
</Header>
<mobLevelAdjustment>-4</mobLevelAdjustment>
<quality href="/Mechanics/ItemQualities/Common.xdb#xpointer(/gameMechanics.constructor.schemes.item.ItemQuality)" />
</gameMechanics.world.bigAstral.AvatarTierLevel>


Now you must to add this line to increase the difficulty :

<?xml version="1.0" encoding="UTF-8" ?>
<gameMechanics.world.bigAstral.AvatarTierLevel>
<Header>
<resourceId>261971975</resourceId>
</Header>
<mobLevelAdjustment>-4</mobLevelAdjustment>
<runeLevel>25</runeLevel>
<quality href="/Mechanics/ItemQualities/Common.xdb#xpointer(/gameMechanics.constructor.schemes.item.ItemQuality)" />
</gameMechanics.world.bigAstral.AvatarTierLevel>


and its done ! on next reboot the monster will be boost by 250% attack (I guess) and for defense i dont know the coeff
If you want to modify the others addon you must to add this line on each "AstralAvatarTier" files. On Addon02 and 03 there is 3 or 4 "AstralAvatarTier" files because they cut astral maps by sector

Yous must also know that addon 03 has a difficulty by default :

<runeLevel>25</runeLevel>

The default coef is 25.


V) Perhaps chain reaction :
I don't really know it but you must take in count that if a monster has a coeff on a map that have a coeff on spawners he can become insane on paper. I never tested this in game

So now enjoy and have a good game :) PS : I think that x50 is enought and take in count the average rune levels of your players on your server , if its 8 dont put x50 , if its 13 you can :)
 
Last edited:
Good job my friend ..
We look forward to your wonderful Guides .. (y)
 
I would like to add that
<spawnSettings>
<runeLevel>500</runeLevel>
</spawnSettings>
adding before <globalObjects> breaks the mechanics of transporting ships. this should be written after <globalObjects>
 
Last edited:

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