Spielerando

A balance patch changes the experience curve and players land in the wrong level

After a patch changes how much experience each level needs, stored totals suddenly mean different levels, and some players drop back while others jump ahead. Here is how to move everyone to the new curve so each keeps their level and their progress toward the next one.

Why this works

A player's progress is a position within a stretch, and the stretch can be rescaled while keeping the position. Rounding down means nobody lands past a boundary they had not crossed, so a patch changes the numbers without changing who deserves what.

When not to use it

Skip it when the change is meant to reset or reshuffle everyone, such as a new season, or when the old and new scales have a different number of levels. Then say plainly what happens and give a fresh start instead of a quiet conversion.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 15 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "A balance patch changes the experience curve and players land in the wrong level" (read_entry keep-each-players-place-in-a-level-when-the-curve-is-patched) 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