TGMC:Xenomorph Mechanics

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TGMC is a project based on the CM-SS13 codebase.


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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 weeds 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


For reference, a human or robot with no armor moves at -1.0, with running giving them a -1.0 boost while consuming stamina

Pheromones

PHEROMONES DO NOT STACK! Only the most powerful is taken for each pheromone.

Pheromone levels per Xenomorph

Drone Drone - 2.0, Carrier Carrier - 2.5, Defiler Defiler - 2.6, Hivelord Hivelord - 3.0, Shrike Shrike - 3.0, Tgmc hivemind materialisation.gif Hivemind - 4.0, Praetorian Praetorian - 4.5, Queen Queen and Pheromone Towers - 5.0, and finally King King - 6.0.

Pheromones Effect
TGMC Recovery.png
Recovery
  • Adds a 1% boost per recovery level to health regen
  • Adds a 10% boost per recovery level to sunder regen (stacks multiplicative)
  • Adds a 1% boost per recovery level to healing abilities HP heal
  • Adds a 1% boost per recovery level to healing abilities sunder heal
  • Adds a 5% boost per recovery level to amount healed per hivelord beam tick
TGMC Warding.png
Warding
  • Gives 2.5 unsunderable Soft Armor per level of warding.
  • Applies to every form of Soft Armor
TGMC Frenzy.png
Frenzy
  • -0.06 extra speed per level of frenzy
  • DOES NOT effect damage

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.png 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.png 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 = FLOOR((XENO_TIER_ZERO + XENO_TIER_ONE + XENO_TIER_TWO + XENO_TIER_THREE) / 3 + length(psychictowers) + 1, 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). Every Psychic Relay adds an extra T3 slot.

Tier 2:

Tier 3 = (XENO_TIER_ZERO + XENO_TIER_ONE + XENO_TIER_FOUR) + length(psychictowers) * 2 + 1 - XENO_TIER_THREE

So if somebody evolves from T2 to T3, T2 slot is gone. Every Psychic Relay adds 2 T2 slots.

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:

  1. Monitoring decides that balance is off.
  2. There is a stalemate.
  3. 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.