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.
Also see: TGMC:Marine Mechanics
The Core Xenomorph Mechanics
Health Regeneration
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 (green), 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, Shrike, or King alive (on same z-level) any regen is doubled.
- Pheromones increase regen by % of max HP or flat, depending on pheromones level.
Formula:
REGEN = (1 + (maxHealth * (0.0375 + 0.01*Regen_aura_level))) * Multipliers * Ramp
Multipliers = (0.2*Standing + 1.1*Resting) * (1+Ruler_alive) * (1+Resting*Resting_weeds*0.2)
Regen works with a delay.
- If under recovery pheromones, delay is small.
Ramp=1
- Without pheromones, there is a 10 second delay to healing after taking damage. Then healing gradually increases from 0% to 100%. 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 Regeneration
- Activation of sunder regen is under same rules as Health Regen
- Base is 0.25% per tick.
- Resting multiplies regen by 2
- Resting multiplies regen by 2
- +10% per recover pheromones level.
Formula:
Sunder_regen = 0.5 * (0.5 * (1+resting) * (1+resting_weeds) * (1+0.1*Regen_aura_level))
Sunder Healing in Xenomorph Abilities
- Shrike's psychic cure heals a flat 10 sunder
- Hivemind's, Drone's, and Queen's acidic acidic salve heals for 10% of the total amount healed
Hivemind's and Queen's: 0.1 *(50 + (Regen_aura_level * xeno being healed's max health * 0.01))
- Drone's heal works the same way but heals for 3x if they are linked with their target and their target is within 10% of their total health
Critical Health
After their health goes below 0, a xenomorph enters a critical state. In this state, they cannot preform actions but can still be dragged by other xenomorphs to safety. In this critical state, every xenomorph no matter the tier has 100 health. This health is still affected by HP regeneration mechanics, however, if the xenomorph is off weeds the xenomorph loses 5 health per tick, meaning that if a xenomorph gets knocked into critical while offweeds its almost certainly a death sentence if you have no nearby teammate that can quickly respond.
If a critical xenomorph regenerates their HP to 100 HP or above, they will be restored into an active state where they can move and perform their abilities, if they are knocked below 0 HP while in critical, they will permanently die and have to join again as a larva.
Plasma Regeneration
- Resting doubles regeneration
- Resting weeds give +20%
- Recovery pheromones do NOT affect plasma
Fire and resin
Fire turns off pheromones and prohibits some abilities. Damage per tick is
(#fire_stacks + 3) * (1-fire_resist)
Resin jelly increases your fire defense by 100 flat and protects you from obtaining new fire stacks (making you immune to catching on fire). Existing fire stacks persist but stop damaging you without an extreme amount of sunder.
Walking over an acid trap that has atleast one level of acid will activate it, removing all fire from a xenomorph.
Speed
Speed for all mobs is calculated inversely, meaning a xenomorph with -1.0 speed is faster than a xenomorph with -0.4 speed. Each xenomorph has a custom speed stat that can be seen within their Caste Info Page or within either the Simplified Stats Chart or the Full Stats Chart.
Speed is effected by only a few aspects:
- Being on weeds provides a -0.4 for almost all castes
- Frenzy pheromones provide -0.06 speed per level of frenzy
- Some xenos have abilities which allow them to boost their movespeed, see this in their caste page or on Full Stats Chart
- Being hit by certain marine weapons will cause staggering and slowdown
Pheromones
PHEROMONES DO NOT STACK! Only the most powerful is taken for each pheromone.
Pheromone levels per Xenomorph
Drone - 2.0, Carrier - 2.5, Defiler Defiler - 2.6, Hivelord - 3.0, Shrike - 3.0, Hivemind - 4.0, Praetorian - 4.5, Queen and Pheromone Towers - 5.0, and finally King - 6.0.
Aura_range = round(6+Aura_level*2)
- Reminder that speed is calculated inversely
Aura (pheromone) level (strength) is on each xeno's page. Varies from 2.0 to 6.0
Queen mechanics
Hive leaders have Queen's pheromones (type and level). And of course they can choose their own if they posses this ability.
Rally minions summons minions nearby, note that activation sets behaviour to "aggressive". This patch Queen should get a rally point ability similar to that of Hive mind. Every minion will go there - including those who spawned after. Minions have low degree of independence, so if enemy is nearby they will aggro and attack.
Buildings
Resin wall. They regen on their own. Starts at 150 HP, regens at 3 HP per 5 secs, up to 300 HP. This maximum is same for all castes, starting health differs. Has 40% bullet resistance.
Resin Door. Has 100 HP for Drone with 1.5 Hardness and 160 HP for Hivelord with Hardness 2.
Before Containment SHitters are open, all weed costs only half as much.
Tier Slots
Tier 4 are limited to one each of: Queen, Shrike, King.
Tier 3:
Tier 3 = (NUM_XENOS-NUM_TIER_3)/3+1
Minimum one. If current number of T3 is higher than that, no xeno is devolved (the number stays until death of one of them).
Tier 2:
Tier 3 = NUM_TIER_0+NUM_TIER_1+NUM_TIER_4 + 1 - NUM_TIER_3
So if somebody evolves from T2 to T3, T2 slot is gone.
Tier 1 is unlimited
Tier 0 are larvas, see below.
Larva spawn formula
Points are given each minute, as below:
PTS = ((1.75 + SILOS) * (marines * 0.035 * (marines_on_ship * 3 + marines_on_planet * 2)) / (1+1.75)) * (1+Hijacked*2) + BUFF
So, taking BUFF as 0, with 1 silo you have multiplier of 2.75.
With 2 silos, you have multiplier of 3.75, which translates to 36% increase in larvas.
Buff base is 0. Updates once every 5 minutes.
Changes according to:
- Monitoring decides that balance is off.
- There is a stalemate.
- If live players are less than ghosts. Then there is
BUFF = GHOSTS * 0.75
For distress, you must gain 8 points per larva. Also, at the start you gain 2 burrowed larva.
When somebody enters the game on marine side, xeno gain 3.25 larva points. Therefore stable ratio is 2 xeno to 5 marines.
Maturity gain formula
Maturity is given every tick(a tick on average is 2 seconds), as below:
Maturity Points = 1+(Burrowed/6)+0.2*Maturity towers
With a base of 1 per tick every tower adds 0.2 points, giving you a 20% increase in maturity gain.
Burrowed larva increase maturity by around 0.17 points, giving you a 17% increase per larva.