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Necro Infection Balance Patch

Balances the Necronoid infection and raid frequency to be dangerous but not overwhelming. === INFECTION BALANCE === ORIGINAL VALUES → NEW VALUES: - Lethal Severity: 1.5 → 2.5 - Severity Gain (no immunity): 0.84 → 0.45 per day - Severity Reduction (with immunity): -0.70 per day - Natural Immunity Gain (sick): 1.2 → 0.1 per day - Treatment Immunity Gain: 0 → 1.5 per day (NEW) MECHANICS: The infection now requires building immunity through medical treatment to survive. - Without immunity: severity rises at 0.45/day - With immunity: severity decreases at -0.70/day - Tending accelerates immunity gain (up to 1.5/day with good medicine) Recovery depends on medicine quality and doctor skill: - No Treatment: 0.1 immunity/day (infection progresses faster than immunity builds) - Herbal Medicine + Unskilled Doctor: 0.3–0.5 immunity/day (slow recovery) - Industrial Medicine + Competent Doctor (5+ skill): 0.75–1.0 immunity/day (manageable) - Industrial Medicine + Skilled Doctor (10+ skill): 1.5+ immunity/day (fast recovery) - Glitterworld Medicine + Expert Doctor (15+ skill): 2.5+ immunity/day (very fast recovery) Doctor skill and medicine quality directly affect immunity gain speed. Better medical care = faster immunity = faster recovery. === RAID RATE BALANCE === Necronoid raids were too frequent and could stack with normal raids. Changes: - Necronoid Horde: baseChance 5.0 → 1.5 cooldown 1 → 8 days - Center Drop Raid: baseChance 5.0 → 1.5 cooldown 1 → 8 days - Howling Spiders: baseChance 5.0 → 1.0 adds 8-day cooldown - Wendigo: baseChance 2.0 → 0.8 adds 10-day cooldown - Chupacabras: baseChance 1.2 → 0.5 adds 10-day cooldown All necronoid raids now use the "Raid" tag: - They will not trigger during normal raid cooldowns - Multiple necronoid raids cannot occur simultaneously