Random Events
Data is potentially outdated | |
Last updated for version 0.18.15.0 The current game version is 1.3.0.4 Stub Notes: Finish adding every event set and explanation of how events within a set are selected. |
This article is about enemy spawns in levels. For random encounters that happen at outposts, see Events. |
Random Events, as they are called internally, are how Barotrauma spawns enemies within a given level to attack the submarine.[1] They are not triggered all at once when loading into a level, instead being fired as the player progresses further through the passageway. This means that enemy attacks will be spaced out, so the crew will not have to worry about a massive swarm attacking upon first starting a level.[2]
Mechanics
Difficulty (Range) | Intensity Limit | Limit Increase | Exploring Pause Time |
---|---|---|---|
Easiest (0-15%) | 20% | 0.5% per sec. | 1,000,000 sec. (~300 hr.) |
Easy (15-35%) | 30% | 0.6% per sec. | |
Medium (35-50%) | 35% | 0.7% per sec. | 1800 sec. (30 min.) |
Challenging (50-65%) | 40% | 0.8% per sec. | 1200 sec. (20 min.) |
Hard (65-80%) | 45% | 0.9% per sec. | 600 sec. (10 min.) |
Hellish (80-100%) | 50% | 1% per sec. | 300 sec. (5 min.) |
Random events are grouped together into what are called Event Sets;[3] one of which is chosen to draw enemy spawns from depending on the game mode, biome (if playing campaign), and level difficulty. Once an event set is selected, the Event Manager is activated. The event manager is responsible for timing events to make sure they fire at the correct times. It chooses the "correct time" to spawn enemies based on when the last set of enemies was spawned, the time the crew has spent in the mission, how far through the passage they have gotten, whether they are close to any points or areas of interest (i.e. alien ruins, caves, wrecks, and the Abyss), and how much danger the crew currently is facing.[2] The last factor is internally referred to as Intensity, measured between 0-100% inclusive.[4] If this value goes above a certain limit, then new monsters will not be spawned. However, that limit is always increasing, so if a crew fails to resolve a situation in a somewhat timely manner, more enemies can still attack the submarine. Fortunately, the limit resets whenever enemies are successfully spawned, which prevents massive swarms from attacking a damaged submarine.[5]
Campaign Sets
The campaign uses a different list of event sets than the other game modes; rather than basing the set only off of the difficulty score, it takes the biome and its subtype into account. The campaign is also unique in that it is slightly non-deterministic, meaning that there is a degree of randomness in selecting the set unlike the multiplayer list, where the same set is used for the same difficulty range every time.
Set 0
Multiplayer Sets
References
- ↑ The name of the parent XML element for the list of enemy spawns is called Randomevents, found in ...Barotrauma\Content\randomevents_campaign.xml (line 50).
- ↑ 2.0 2.1 Taken from the documentation comment at the beginning of ...Barotrauma\Content\randomevents_campaign.xml
- ↑ The name of the parent XML element for each group of events is called EventSet, found in ...Barotrauma\Content\randomevents_campaign.xml (first example on line 58).
- ↑ Intensity is a decimal value between 0 and 1 inclusive; this format is usually used to represent percentage in calculations. More information can be found at https://en.wikipedia.org/wiki/Percentage
- ↑ As explained by the documentation comment found in ...Barotrauma\Content\EventManagerSettings.xml