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Data Tables

Alien Health

First, compute the mission difficulty:

Skill Level Easy Normal Hard Insane Brutal
Base Difficulty 3 5 7 10 13

If rd_difficulty_tier is active, add 12 times its value to the mission difficulty.

If the campaign has a DifficultyModifier entry for this mission, add its value to the mission difficulty.

Next, add a modifier based on the number of marines present in the mission. If asw_adjust_difficulty_by_number_of_marines is set, the modifiers for marine counts below 4 are applied. If rd_increase_difficulty_by_number_of_marines is set, the modifiers for marine counts above 4 are applied. Most ASBI-based modes have the latter set, and most other modes have the former set.

Marine Count 1 2 3 4 5 6 7 8
Modifier -2 -2 -1 +0 +1 +2 +3 +4

The mission difficulty has a minimum value of 2. If it would be below 2, it is increased to 2.

Alien health is increased or decreased by 20% for each point of mission difficulty above or below 5 (normal).

MD 3 5 7 10 13
Allies
Marine* 80† 80† 80† 80† 80†
Colonist* 40 40 40 40 40
The Swarm
Drone 25 40 56 80 104
(Uber) 300 500 700 1000 1300
Ranger 60 101 141 202 262
Shieldbug 600 500 1400 2000 2600
Buzzer 18 30 42 60 78
Boomer 480 800 1120 1600 2080
Parasite 15 25 35 50 65
Harvester 120 200 280 400 520
Xenomite 6 10 14 20 26
Mortarbug 210 350 490 700 910
Mender 35 59 82 118 153
Grub* 1 1 1 1 1
Queen 2100 3500 4900 7000 9100
Zombies
Classic 30 50 70 100 130
Fast 30 50 70 100 130
Poison 105 175 245 350 455
Zombine 60 100 140 200 260
Headcrabs
Classic 6 10 14 20 26
Fast 6 10 14 20 26
Poison 21 35 49 70 91
Antlions
Classic 14 24 33 48 62
Worker 14 24 33 48 62
Guard 300 500 700 1000 1300
Guardian 300 500 700 1000 1300
Combine
SMG 30 50 70 100 130
Shotgun 30 50 70 100 130
Elite (AR2) 42 70 98 140 182
Hunter 126 210 294 420 546
Strider 210 350 490 700 910

*Some creature types do not have health scaling and use the same max HP regardless of difficulty.
†Marines gain max HP for each point in the Health skill.

Enemy Damage

Similarly to health, alien damage increases or decreases by 20% for each mission difficulty above or below Normal. In Source Engine, fractional damage carries over and there is no rounding. All attacks deal a minimum of 1 damage before calculating any resistance for the victim.

Attack Damage (Normal)
The Swarm
Drone (slash) 15
Drone (blocked while climbing) 20
Ranger (spit) 6
Shieldbug (stomp) 25
Buzzer (sting) 15 (max 30)
Boomer (kick) 4-6
Boomer (explosion) 55 (does not scale)
Parasite (infest damage is special)
Harvester (skin) 5 (does not scale)
Xenomite (burst) 15
Mortarbug (skin) 5 (does not scale)
Mortarbug (explosion) 50 (does not scale)
Mender (does not attack; healing does 4% of max per second)
Queen (tentacles) 1
Queen (slash) 5
Queen (spit) 10
Zombies
All (swipe) 10
Poison (swipe) 20
Zombine (grenade) 200
Headcrabs
All (leap) 5
Poison (poison) takes marines down to 1 HP; 20 to other targets
Antlions
Classic (kick) 10
Classic (leap) 10
Worker (kick) 10
Worker (leap) 10
Guard/Guardian (shove) 10
Guard/Guardian (charge) 20
Guardian (poison) takes marines down to 12 HP; disabled by default
Combine
Soldier (SMG) 3 (per bullet)
Soldier (Shotgun) 3 (per pellet)
Soldier (shove) 10
Elite (AR2) 5 (per pulse)
Elite (shove) 15
Hunter (kick) 20
Hunter (charge, if marine) 20
Hunter (charge, unless marine) 250

Commander Experience Points

Level Experience from Previous Total Experience Unlocked Weapons
1 N/A 0 Starting Weapons*
2 1000 1000 L3A Tactical Heavy Armor
3 1050 2050 Model 35 Pump-action Shotgun
4 1100 3150 X-33 Damage Amplifier
5 1150 4300 IAF Tesla Cannon
6 1200 5500 Hornet Barrage
7 1250 6750 Precision Rail Rifle
8 1300 8050 CR-18 Freeze Grenades
9 1350 9400 IAF Medical Gun
10 1400 10800 Adrenaline
11 1450 12250 K80 Personal Defense Weapon
12 1500 13750 IAF Tesla Sentry Coil
13 1550 15300 M868 Flamer Unit
14 1600 16900 v45 Electric Charged Armor
15 1650 18550 IAF Freeze Sentry Gun
16 1700 20250 M478 Proximity Incendiary Mines
17 1750 22000 IAF Minigun
18 1800 23800 Flashlight Attachment
19 1850 25650 AVK-36 Marksman Rifle
20 1900 27550 IAF Power Fist Attachment
21 1950 29500 IAF Incendiary Sentry Gun
22 2000 31500 FG-01 Hand Grenades
23 2050 33550 Chainsaw
24 2100 35650 MNV34 Nightvision Goggles
25 2150 37800 IAF High Velocity Sentry Cannon
26 2200 40000 MTD6 Smart Bomb
27 2250 42250 Grenade Launcher
28 2300 44550 PS50 Bulldog
29 2350 46900 IAF HAS42 Devastator
30 2400 49300 22A4-2 Combat Rifle
31 2450 51750 IAF Medical Amplifier Gun
32 2500 54250 TG-05 Gas Grenades
33 2550 56800 22A5 Heavy Assault Rifle
34 2600 59400 IAF Medical SMG

* Starting Weapons are:

Promotion Name Experience Requirement Multiplier Total Experience to Max
0 N/A 1x 59400
1 Titanium Star 1x 118800
2 Carbide Star 1x 178200
3 Gallium Cross 1x 237600
4 Platinum Star 2x 356400
5 Osmium Star 4x 594000
6 Iridium Medallion 6x 950400
7 Golden Medallion 8x 1425600