TGMC:Xenomorph Mechanics

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Here you can check out xenomorph mechanics more in-depth, with formulas and rules taken directly from the source code.

Health and Armor

Regen is pretty complicated. It always works on weeds (or off weeds if you have CASTE_INNATE_HEALING), and changes according to several things:

  • Doesn't work if you're on fire.
  • Base regen is 1+3.75% max HP.
  • On resting weeds (white), regen increased 20% (after all modifiers, so it's always 1.2 times faster). But you only gain the bonus if you rest.
  • When standing, a major debuff (modifier is 1.1 resting vs 0.2 standing, so about 5 times as slow).
  • When you have Queen of Shrike alive (on same z-level) any regen is doubled.
  • Pheromones increase regen by % of max HP, depending on aura level.

Formula:

REGEN = (1 + (maxHealth * (0.0375 + 0.01*Regen_aura_level))) * Multipliers

Multipliers = (0.2*Standing + 1.1*Resting) * (1+Ruler_alive) * (1+Resting*Resting_weeds*0.2)

Regen works with a delay.

  • If under regen aura, delay is small.
  • Without aura, it gradually double every tick until reaches max as given by formula above. So it is worth resting for a while, but also note that timer starts working if you're standing up. So you can stand alert, wait for regen to ramp up, and then rest.

Sunder

regens a little different.

  • Activation of regen is under same rules.
  • Base is 0.5% per tick.
  • Resting doubles regen.
  • Resting weeds double again.
  • +10% per regen aura level.

Sunder_regen = 0.5 * (1+resting) * (1+resting_weeds) * (1+0.1*Regen_aura_level)

Among other things, healing abilities (Psychic cure) also give 5% of HP restored to sunder heal.

Critical

After getting smacked well enough, xeno goes to critical condition. He cannot perform actions, but still affected by regen mechanics. Also, off weeds he loses 5 health per tick.

Plasma

  • Resting doubles regen
  • Resting weeds give +20%.
Pheromones Effect

Recovery
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Warding
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Frenzy
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