A boss scaled for four players becomes broken when two of them leave
Enemies that grow tougher with more players need to keep their wounds in a form that survives the party changing, a save and a reload. Otherwise the boss heals, dies at once or ends up with more health than its maximum.
Why this works
A share survives a change of scale, while a count of points does not. Saying the boss is half beaten stays true however big the boss becomes. Working out the points only when needed means they can never drift out of step.
When not to use it
Do not scale at all when the fight is built around a fixed number, such as a puzzle boss that needs exactly three hits or a speedrun. Fixed health keeps it learnable. Pick a few fixed difficulty steps instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 18 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A boss scaled for four players becomes broken when two of them leave" (read_entry boss-health-when-the-party-changes) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP