I'm making some progress on the new level adjustment code today. Hopefully I can finish it soon.
The way it will work is this:
All normal monster stats will adjust the same as before, except for Agility. Agility will adjust by half the difference it was adjusting before.
So, if a Monster normally had an agility score of 0x10, and the adjustment ratio would normally adjust it up to 0x20, then it will instead adjust to 0x18.
Likewise, if a Monster had an agility score of 0x10 and the ratio would adjust it down to 0x08, then it will adjust down to 0x0C instead.
So the agility changes will be half as drastic as all other stat changes.
As for Bosses...
If the boss monster's starting level is higher than the adjusted APL, then there will be no effect on the Monster's stats at all (boss monsters will not weaken under any circumstances).
If the boss monster's starting level is lower than the adjusted APL, then all stats will adjust as though the Boss was a normal monster (Weaker bosses will get significantly harder the higher your party's level).
I still have to debug the APL calculations before this is complete, but he new coding jumps to a subroutine to calculate APL, so making changes is easy to do without disturbing the rest of the code.
As for Exp adjustment...
I haven't begun that portion yet, but if I recall correctly, what the game does is look at the monster types and quantities and simply perform some calculations based on those figures to determine the total experience award.
This presents a bit of an issue with adjustments, since a different adjustment cannot be made for each individual monster.
SO, my plan is to save each monster's adjustment ratio in the unused stat bytes 2012,x and 2013,x (base wisdom and willpower). At the end of the battle, an average adjustment ratio will be calculated, and the total experience award will be multiplied by this number.
This will make things kinda weird if you fight a battle against, say, an Imp and an EvilMask (I know, this generally will never happen, but you get my point), because the adjustment average will be close to nothing.
For most normal battles, though, this will work nicely, I think...