I really like the new Daily Challenge editor in the game, but the random challenge generator isn't too reliable when it comes to making possible challenges.

I've briefly mentioned it on the Discord server, but I'll explain everything there is to know about the challenge generator after going through over 200 iterations myself.

The starting cash is determined by taking a random number between 300 and 500, then multiplies it by the round number. Map difficulty does not affect it.

This means that if you have a challenge that starts on an early round (around < 30), you'll have way more starting cash than if you played to that round normally. Likewise, if you get one that starts after round 40, more likely than not you'll have less cash. Since this lies true with every difficulty, deflation challenges are mostly impossible due to the crippled starting cash. Round 30-40 challenges are the 'sweet spot' for random challenges as of now.

The starting round is a random number between 1 and 50, and the end round is between 20 and 60 rounds after the starting round.

The modifiers have a (fairly high) chance to be set anywhere from 50% to 200%.

Max towers can be anywhere between 2-9, and it has a 30% chance of showing up in a random challenge. For x of y tower, it can be from 1-5 or infinite, haven't looked much into the probability for it yet. It is possible to see an x of y tower that is greater than the max tower limit in some cases.

I also haven't looked too much into how it picks how many tower types are allowed in the DC, or whether or not the hero counts as a 'tower' in the algorithm. Assuming this is false, there's a (roughly) 70-75% chance that your challenge will have a hero. In general, most or your challenge rolls will have 3-5 towers, although I have gotten the extremes of both sides.

For instance, in a few rolls I had only one tower and no hero, and in a few others vice versa. I assumed that because this was happening so often maybe the game would choose the number of towers in a uniform matter and I somehow got 1 tower rolls as often as I'd get 10 tower rolls (which also happened to me once).

There's more, but it's not too relevant to what I want to share about how I think this random challenge algorithm could be improved.

I've briefly mentioned it on the Discord server, but I'll explain everything there is to know about the challenge generator after going through over 200 iterations myself.

The starting cash is determined by taking a random number between 300 and 500, then multiplies it by the round number. Map difficulty does not affect it.

This means that if you have a challenge that starts on an early round (around < 30), you'll have way more starting cash than if you played to that round normally. Likewise, if you get one that starts after round 40, more likely than not you'll have less cash. Since this lies true with every difficulty, deflation challenges are mostly impossible due to the crippled starting cash. Round 30-40 challenges are the 'sweet spot' for random challenges as of now.

The starting round is a random number between 1 and 50, and the end round is between 20 and 60 rounds after the starting round.

The modifiers have a (fairly high) chance to be set anywhere from 50% to 200%.

Max towers can be anywhere between 2-9, and it has a 30% chance of showing up in a random challenge. For x of y tower, it can be from 1-5 or infinite, haven't looked much into the probability for it yet. It is possible to see an x of y tower that is greater than the max tower limit in some cases.

I also haven't looked too much into how it picks how many tower types are allowed in the DC, or whether or not the hero counts as a 'tower' in the algorithm. Assuming this is false, there's a (roughly) 70-75% chance that your challenge will have a hero. In general, most or your challenge rolls will have 3-5 towers, although I have gotten the extremes of both sides.

For instance, in a few rolls I had only one tower and no hero, and in a few others vice versa. I assumed that because this was happening so often maybe the game would choose the number of towers in a uniform matter and I somehow got 1 tower rolls as often as I'd get 10 tower rolls (which also happened to me once).

There's more, but it's not too relevant to what I want to share about how I think this random challenge algorithm could be improved.

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