// Overmind defines #define OVERMIND_MAX_POINTS_DEFAULT 100 // Max point storage #define OVERMIND_STARTING_POINTS 60 // Points granted upon start #define OVERMIND_STARTING_REROLLS 1 // Free strain rerolls at the start #define OVERMIND_STARTING_MIN_PLACE_TIME 1 MINUTES // Minimum time before the core can be placed #define OVERMIND_STARTING_AUTO_PLACE_TIME 6 MINUTES // After this time, randomly place the core somewhere viable #define OVERMIND_WIN_CONDITION_AMOUNT 400 // Blob structures required to win #define OVERMIND_ANNOUNCEMENT_MIN_SIZE 75 // Once the blob has this many structures, announce their presence #define OVERMIND_ANNOUNCEMENT_MAX_TIME 10 MINUTES // If the blob hasn't reached the minimum size before this time, announce their presence #define OVERMIND_MAX_CAMERA_STRAY "3x3" // How far the overmind camera is allowed to stray from blob tiles. 3x3 is 1 tile away, 5x5 2 tiles etc // Generic blob defines #define BLOB_BASE_POINT_RATE 2 // Base amount of points per process() #define BLOB_EXPAND_COST 4 // Price to expand onto a new tile #define BLOB_ATTACK_REFUND 2 // Points 'refunded' when the expand attempt actually attacks something instead #define BLOB_BRUTE_RESIST 0.5 // Brute damage taken gets multiplied by this value #define BLOB_FIRE_RESIST 1 // Burn damage taken gets multiplied by this value #define BLOB_EXPAND_CHANCE_MULTIPLIER 1 // Increase this value to make blobs naturally expand faster #define BLOB_REINFORCE_CHANCE 2.5 // The delta_time chance for cores/nodes to reinforce their surroundings #define BLOB_REAGENTATK_VOL 25 // Amount of strain-reagents that get injected when the blob attacks: main source of blob damage // Structure properties #define BLOB_CORE_MAX_HP 400 #define BLOB_CORE_HP_REGEN 2 // Bases health regeneration rate every process(), can be added on by strains #define BLOB_CORE_CLAIM_RANGE 12 // Range in which blob tiles are 'claimed' (converted from dead to alive, rarely useful) #define BLOB_CORE_PULSE_RANGE 4 // The radius up to which the core activates structures, and up to which structures can be built #define BLOB_CORE_EXPAND_RANGE 3 // Radius of automatic expansion #define BLOB_CORE_STRONG_REINFORCE_RANGE 1 // The radius of tiles surrounding the core that get upgraded #define BLOB_CORE_REFLECTOR_REINFORCE_RANGE 0 #define BLOB_CORE_MAX_SPORES 0 // Spores that the core can produce for free #define BLOB_NODE_MAX_HP 200 #define BLOB_NODE_HP_REGEN 3 #define BLOB_NODE_MIN_DISTANCE 5 // Minimum distance between nodes #define BLOB_NODE_CLAIM_RANGE 10 #define BLOB_NODE_PULSE_RANGE 3 // The radius up to which the core activates structures, and up to which structures can be built #define BLOB_NODE_EXPAND_RANGE 2 // Radius of automatic expansion #define BLOB_NODE_STRONG_REINFORCE_RANGE 0 // The radius of tiles surrounding the node that get upgraded #define BLOB_NODE_REFLECTOR_REINFORCE_RANGE 0 #define BLOB_NODE_MAX_SPORES 0 // Spores that nodes can maintain #define BLOB_FACTORY_MAX_HP 200 #define BLOB_FACTORY_HP_REGEN 1 #define BLOB_FACTORY_MIN_DISTANCE 7 // Minimum distance between factories #define BLOB_FACTORY_MAX_SPORES 3 #define BLOB_RESOURCE_MAX_HP 60 #define BLOB_RESOURCE_HP_REGEN 15 #define BLOB_RESOURCE_MIN_DISTANCE 4 // Minimum distance between resource blobs #define BLOB_RESOURCE_GATHER_DELAY 4 SECONDS // Gather points when pulsed outside this interval #define BLOB_RESOURCE_GATHER_ADDED_DELAY 0.25 SECONDS // Every additional resource blob adds this amount to the gather delay #define BLOB_RESOURCE_GATHER_AMOUNT 1 // The amount of points added to the overmind #define BLOB_REGULAR_MAX_HP 25 #define BLOB_REGULAR_HP_INIT 21 // The starting HP of a normal blob tile #define BLOB_REGULAR_HP_REGEN 1 // Health regenerated when pulsed by a node/core #define BLOB_STRONG_MAX_HP 150 #define BLOB_STRONG_HP_REGEN 2 #define BLOB_REFLECTOR_MAX_HP 150 #define BLOB_REFLECTOR_HP_REGEN 2 // Structure purchasing #define BLOB_UPGRADE_STRONG_COST 15 // Upgrade and build costs here #define BLOB_UPGRADE_REFLECTOR_COST 15 #define BLOB_STRUCTURE_RESOURCE_COST 40 #define BLOB_STRUCTURE_FACTORY_COST 60 #define BLOB_STRUCTURE_NODE_COST 50 #define BLOB_REFUND_STRONG_COST 4 // Points refunded when destroying the structure #define BLOB_REFUND_REFLECTOR_COST 8 #define BLOB_REFUND_RESOURCE_COST 15 #define BLOB_REFUND_FACTORY_COST 25 #define BLOB_REFUND_NODE_COST 25 // Blob power properties #define BLOB_POWER_RELOCATE_COST 80 // Resource cost to move your core to a different node #define BLOB_POWER_REROLL_COST 40 // Strain reroll #define BLOB_POWER_REROLL_FREE_TIME 4 MINUTES // Gain a free strain reroll every x minutes #define BLOB_POWER_REROLL_CHOICES 6 // Possibilities to choose from; keep in mind increasing this might fuck with the radial menu // Mob defines #define BLOBMOB_HEALING_MULTIPLIER 0.0125 // Multiplies by -maxHealth and heals the blob by this amount every blob_act #define BLOBMOB_SPORE_HEALTH 30 // Base spore health #define BLOBMOB_SPORE_SPAWN_COOLDOWN 8 SECONDS #define BLOBMOB_SPORE_DMG_LOWER 2 #define BLOBMOB_SPORE_DMG_UPPER 4 #define BLOBMOB_BLOBBERNAUT_RESOURCE_COST 40 // Purchase price for making a blobbernaut #define BLOBMOB_BLOBBERNAUT_HEALTH 200 // Base blobbernaut health #define BLOBMOB_BLOBBERNAUT_DMG_SOLO_LOWER 20 // Damage without active overmind (core dead or xenobio mob) #define BLOBMOB_BLOBBERNAUT_DMG_SOLO_UPPER 20 #define BLOBMOB_BLOBBERNAUT_DMG_LOWER 4 // Damage dealt with active overmind (most damage comes from strain chems) #define BLOBMOB_BLOBBERNAUT_DMG_UPPER 4 #define BLOBMOB_BLOBBERNAUT_REAGENTATK_VOL 20 // Amounts of strain reagents applied on attack -- basically the main damage stat #define BLOBMOB_BLOBBERNAUT_DMG_OBJ 60 // Damage dealth to objects/machines #define BLOBMOB_BLOBBERNAUT_HEALING_CORE 0.05 // Percentage multiplier HP restored on Life() when within 2 tiles of the blob core #define BLOBMOB_BLOBBERNAUT_HEALING_NODE 0.025 // Same, but for a nearby node #define BLOBMOB_BLOBBERNAUT_HEALTH_DECAY 0.0125 // Percentage multiplier HP lost when not near blob tiles or without factory