The only options that are "XP cost multipliers" are the settings for melee and wimpy weapons; by default those level up faster to counterbalance the fact that they're harder/more dangerous to use (in addition to getting some unique upgrades). The actual mechanic is that the amount of XP needed to level up those weapons is reduced, so higher values == slower leveling
for those weapons, with 1.0 being "no change from the default".
If you want to change the rate at which you level up for
everything, you basically have two options:
- adjust the "XP gain from damage" and "XP gain from score" settings. High values == faster leveling. These are mostly for tuning the relationship between how much XP you get from killing things vs. how much XP you get from scoring points in mods like Reelism or LazyPoints, but you can also use them as just a general purpose XP gain rate setting.
- adjust the "base level up cost" value. This is how much XP it takes to reach level 1 (with XP for higher levels being multiples of that). Higher values == slower leveling. Default is 1200.
MsrSgtShooterPerson wrote: ↑Wed Sep 21, 2022 7:20 pm
I did some testing, I was able to limit the unusual interaction to just deal with a specific monster from silentzora's Zagemod - the Blind Mech (variant of a Demon)
After successfully reviving the monster in question and the monster is culled from inactivity, I end up getting a near-lethal amount damage (or absolutely lethal at times) a few ticks after. I was able to reliably try it by just repeatedly spawning and killing a Blind Mech.
[...]
Well, that's a charmingly weird bug. And yeah, Revivification sets the revived creatures to have the player as their master, as well as setting the +FRIENDLY flag on them. I'll see if it works with no master instead and if so, that's an easy fix.
Netheritor wrote: ↑Thu Sep 22, 2022 11:32 pm
Before I forget again. Make the hud has transparency options.
Will do.