Hollowtide balance

Change any number and everything recomputes. Sums on paper, not a played game. Hover or tap anything for the sum behind it.

Kills a minute, one tower firing nonstop

Small print is the cost of one kill. Green is the best ammo for that monster.

Walls: seconds for 10 runners to break one edge

Sums, not played. Green lasts the 10 seconds 2 towers need to kill the batch. The two Batch columns show what a wooden edge has left by then. A full mend costs what the edge costs to build.

WoodSeconds for 10 runners to break one wooden edge. One edge is one tile of wall. They hit the moment they arrive, so a group arriving together can finish up to 1 second sooner.Wood, cap 4The same, if only 4 runners can hit one edge at once.StoneThe same for a stone wall.Stone, cap 4The stone edge with the cap.Batch2 towers kill a ring 0 runner every 1 seconds at best, so a batch of 10 is dead in 10 seconds. This shows what one wooden edge has left by then. Best case: every shot lands, every runner on one edge.Batch, cap 42 towers kill a ring 0 runner every 1 seconds at best, so a batch of 10 is dead in 10 seconds. This shows what one wooden edge has left by then. Best case: every shot lands, every runner on one edge.
Beforewood 100, stone 400, runner hits 5The game until 6 November.2.0100 health, 10 runners hitting for 5 each second, is 2.0 seconds.5.0100 health, 4 runners hitting for 5 each second, is 5.0 seconds.8.0400 health, 10 runners hitting for 5 each second, is 8.0 seconds.20.0400 health, 4 runners hitting for 5 each second, is 20.0 seconds.breaks55 hits of 5 is 275 damage, against 100 health, all 10 hit it at once. The edge goes before the batch is dead.breaks34 hits of 5 is 170 damage, against 100 health, only 4 of the 10 can hit it at once. The edge goes before the batch is dead.
Nowwood 300, stone 1200, runner hits 5Decided 6 November: walls at three times the health, runners hit as hard as before.6.0300 health, 10 runners hitting for 5 each second, is 6.0 seconds.15.0300 health, 4 runners hitting for 5 each second, is 15.0 seconds.24.01200 health, 10 runners hitting for 5 each second, is 24.0 seconds.60.01200 health, 4 runners hitting for 5 each second, is 60.0 seconds.25left55 hits of 5 is 275 damage, against 300 health, all 10 hit it at once. The edge lives, 25 left.130left34 hits of 5 is 170 damage, against 300 health, only 4 of the 10 can hit it at once. The edge lives, 130 left.

Waves on the Play map: Mountain hold

Night 1Night 2Night 3Night 4Night 5Night 6
Batches234567
Runners a batch101010101010
Seconds between202020202020
Runners in all203040506070

Bot sweep: fire health at each dawn

Out of 500, lowest of the runs. Batches of 10 runners, 20 seconds apart. A wooden wall across the neck, nobody at the controls. Measured once, it does not recompute.

Night 1Night 2Night 3Night 4Night 5Night 6
1 tower210Night 1: fire health at dawn, out of 500, on each seed: 250, 265, 210. The lowest shows.60Night 2: fire health at dawn, out of 500, on each seed: 60, 65, 100. The lowest shows.lostNight 3: the fire went out.
2 towers445Night 1: fire health at dawn, out of 500, on each seed: 450, 445, 450. The lowest shows.400Night 2: fire health at dawn, out of 500, on each seed: 400, 400, 405. The lowest shows.320Night 3: fire health at dawn, out of 500, on each seed: 355, 350, 320. The lowest shows.230Night 4: fire health at dawn, out of 500, on each seed: 240, 240, 230. The lowest shows.203Night 5: fire health at dawn, out of 500, on each seed: 243, 203, 228. The lowest shows.110Night 6: fire health at dawn, out of 500, on each seed: 185, 110, 155. The lowest shows.
3 towers500Night 1: fire health at dawn, out of 500, on each seed: 500, 500, 500. The lowest shows.475Night 2: fire health at dawn, out of 500, on each seed: 495, 480, 475. The lowest shows.475Night 3: fire health at dawn, out of 500, on each seed: 480, 480, 475. The lowest shows.470Night 4: fire health at dawn, out of 500, on each seed: 480, 475, 470. The lowest shows.460Night 5: fire health at dawn, out of 500, on each seed: 465, 475, 460. The lowest shows.455Night 6: fire health at dawn, out of 500, on each seed: 455, 460, 465. The lowest shows.

Two towers, other batch sizes

Seed 1 only. Batch size moves the result far more than the seconds between batches.

Night 1Night 2Night 3Night 4Night 5Night 6
Batch of 6500Night 1: fire health at dawn, out of 500, on each seed: 500. The lowest shows.490Night 2: fire health at dawn, out of 500, on each seed: 490. The lowest shows.495Night 3: fire health at dawn, out of 500, on each seed: 495. The lowest shows.490Night 4: fire health at dawn, out of 500, on each seed: 490. The lowest shows.485Night 5: fire health at dawn, out of 500, on each seed: 485. The lowest shows.480Night 6: fire health at dawn, out of 500, on each seed: 480. The lowest shows.
Batch of 8490Night 1: fire health at dawn, out of 500, on each seed: 490. The lowest shows.455Night 2: fire health at dawn, out of 500, on each seed: 455. The lowest shows.455Night 3: fire health at dawn, out of 500, on each seed: 455. The lowest shows.415Night 4: fire health at dawn, out of 500, on each seed: 415. The lowest shows.405Night 5: fire health at dawn, out of 500, on each seed: 405. The lowest shows.365Night 6: fire health at dawn, out of 500, on each seed: 365. The lowest shows.
Batch of 12370Night 1: fire health at dawn, out of 500, on each seed: 370. The lowest shows.285Night 2: fire health at dawn, out of 500, on each seed: 285. The lowest shows.180Night 3: fire health at dawn, out of 500, on each seed: 180. The lowest shows.28Night 4: fire health at dawn, out of 500, on each seed: 28. The lowest shows.lostNight 5: the fire went out.
Batch of 14265Night 1: fire health at dawn, out of 500, on each seed: 265. The lowest shows.110Night 2: fire health at dawn, out of 500, on each seed: 110. The lowest shows.lostNight 3: the fire went out.

The numbers

Yellow means changed from the game. Counts of camps, mines and so on are in the boxes above.