Spielerando

After rebalancing experience, old heroes drop a level or jump up several

You make leveling faster or slower in an update. Saves that stored only the experience total suddenly show a different level, and players feel robbed or handed a free gift. Here is how to keep the level and carry the progress toward the next one over fairly.

Why this works

What a player feels is where they stand within their level, not the raw points. Keeping the level and the share of the way through it respects the effort they put in, whatever the new scale is, so nobody sinks or leaps.

When not to use it

Do not keep levels when the rebalance exists to fix a broken, exploited curve and the levels themselves were unfair, for example after a bug gave quick levels. Then reset deliberately and tell the players why.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 24 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 "After rebalancing experience, old heroes drop a level or jump up several" (read_entry rpg-xp-curve-changed-keep-level) 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