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 1 | Night 2 | Night 3 | Night 4 | Night 5 | Night 6 | |
|---|---|---|---|---|---|---|
| Batches | 2 | 3 | 4 | 5 | 6 | 7 |
| Runners a batch | 10 | 10 | 10 | 10 | 10 | 10 |
| Seconds between | 20 | 20 | 20 | 20 | 20 | 20 |
| Runners in all | 20 | 30 | 40 | 50 | 60 | 70 |
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 1 | Night 2 | Night 3 | Night 4 | Night 5 | Night 6 | |
|---|---|---|---|---|---|---|
| 1 tower | 210Night 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 towers | 445Night 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 towers | 500Night 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 1 | Night 2 | Night 3 | Night 4 | Night 5 | Night 6 | |
|---|---|---|---|---|---|---|
| Batch of 6 | 500Night 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 8 | 490Night 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 12 | 370Night 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 14 | 265Night 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.