Towers that gain levels by damage should not farm experience from overkill
If a tower levels up from damage dealt, a huge hit on a nearly dead enemy, or several towers shooting at the same moment, pays far more than the enemy was worth. Strong towers rise too fast and the balance drifts away. This entry shows how to credit only what was needed and who gets it when many hit at once.
Why this works
Experience should measure work that mattered. Damage beyond what an enemy had left did nothing, so crediting it rewards luck and big numbers instead of skill. Going through the hits in a fixed order gives each one a clear, repeatable share.
When not to use it
Skip it when experience is meant to reward effort or time on the field, such as in a relaxed game where every tower should slowly grow no matter how it shoots. Then give a flat amount per shot or per wave.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 28 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 "Towers that gain levels by damage should not farm experience from overkill" (read_entry tower-experience-counts-damage-that-was-really-needed) 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