Enemies
Enemies (also commonly called biters) are creatures that want to harm the player. They are the native inhabitants of the extraterrestrial world in the form of arthropods living in organic nests, coexisting with each other peacefully. They are encountered in three species: Biters, Spitters and Worms. The species are further distinguished in four (or three in case of Worms) stages of growth and thus strength. Enemies and nests show up on the map as red dots.
Achievements
Enemies are directly connected to the following achievements:
It stinks and they don't like it |
Steamrolled Destroy 10 spawners by impact. |
Creatures
Biters
Biters are one of two main antagonists in the game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing pollution, they will become bigger, related to the enemy's evolution. As common sense may suggest, their method of attack is a straightforward charge to "bite" things.
Spitters
Spitters are much like Biters and only appear slightly later on in the game as the evolution factor increases. Their main difference from Biters is their ranged attack. The attack is unavoidable and always hits the intended target. It is also acid-based, and because most entities of the game have a much lower resistance to acid than other damage types (including turrets and armor), Spitters are effectively more potent against the player and his factories. Their behaviour and size classification are the same as with Biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.
Worms
The Worms are natural allies of Biters and Spitters and will attack the player if they get close enough with an attack similar to Spitters'. They act like static turrets and will not follow attackers. They rely on high damage and great range to keep the player away from the Worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire.
Worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms are not influenced by the evolution factor, they can spawn at any size right from the beginning. They are not restricted to spawning close to nests, either. The number and size of Worms spawning is instead influenced by the distance from the player's initial spawn point. The further away the player goes from the starting area, the more numerous and stronger the Worms become.
Picture | Name | Description | |||||||||||||||||||||
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File:SmallWorm.png | Small Worm | A weak worm. It is still capable of killing the player unless it is targeted as priority.
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File:MediumWorm.png | Medium Worm | Medium worms are dangerous to even more advanced players. They should be handled with care.
Resistances:
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File:BigWorm.png | Big Worm | Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.
Resistances:
NestsThe spawn points of biters and spitters. While nests themselves are generally defenseless, the enemies they release over time effectively serve as a form of guards to distract the player and any nearby turrets, and are often accompanied by Worms. Nests exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack. Enemies not engaged in combat may seek out the nearest nest for protection. The nests are highly resistant to fire and otherwise generally more resilient than a medium worm.
ExpansionsEvery 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base. This group will search for a suitable spot that's 3-7 chunks away from existing bases. Once they have found a suitable spot, the group dies and forms a new nest or worm. Medium worms are only formed if the current evolution is higher than 0.3, and big worms are only formed if the current evolution is higher than 0.5. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough. [1] DefenseBiters will only aggressively engage the player's factory if the pollution cloud of the factory reaches a nest. The Nests consume pollution to develop the biters and produce additional ones before sending them to destroy the nearest source of pollution that they consume. The biters then proceed to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like walls). If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to Tower Defense. However, if a biter comes in proximity of the player, turrets or radars, it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible. EvolutionThe evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements): /evolution The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval ( Methods of increasingThe evolution factor is increased by three kinds of events:
All these values are set in The default settings are:
Pollution production is the total pollution produced by buildings per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers. e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0.00000225 per tick. The percentages are applied on the base of This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are very slow and the number never actually reaches 1.0. Spawn chances by evolution factorThe probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels. Advanced: Evolution factor components and computationThis section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor. Notes
These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the only component contributing to the evolution factor in that entire game. They are therefore not realistic, as in a typical game all three components will contribute, some at varying times and intensities. Because of how contributions to the evolution factor (hereinafter, EF) are calculated (multiplied by For example, if 20 hours have passed (single-component EF =~ 0.25), 10 million pollution units were released (single-component EF =~ 0.15), and 200 spawners were destroyed (single-component EF =~ 0.35), the actual evolution factor will not be (0.25 + 0.15 + 0.35 =) ~0.85. However, the evolution factor will always be less than the sum of all individual components as indicated by these charts, and at least as high as the highest individual component. Thus, using the values from above, the EF will be at least 0.35 and less than 0.85. A smarter approach is required to compute the amount of pollution released.
The actual EF can be computed as follow :
A key observation in understanding where this formula comes from is that each increpmental change of the evolution factor is effectively a multiplication of So like multiplication, evolution is, barring rounding errors, associative and commutative. The commutativity means that the order in which you make actions increasing evolution do not matter, and along the assossiativity grounds the formula above. That knowledge can also be applied to compute the above charts exactly, or to compute a component of evolution without having to refer to the chart at all. For example, pollution as a function of time only is For the values from above, we can deduce the evolution factor This formula can also be used to estimate impact of future player activities on the EF : a set of actions that is known to bring the evolution factor of a world from 0 to EF(2) (eg using the above chart and formula) will bring it from EF(1) to For example, if the player planned to spend the next 20 hours building up their base, releasing 10 million pollution and destroying 200 spawners in the meantime (i.e., the same numbers as in the example above), and the EF at the start of the project were, say, 0.55, then the estimated EF at project end will be History
See also |