GameData_SurvivalWaveSettingsDataBlock_bin.json (filled)
Provides the settings for alarms, scout waves and similar types of waves (all referred to as "alarm" in sections below).
PersistentID value range is changed from default to 1-255
All time-related settings are specified in seconds.
Delay before waves start spawning after alarm start.
Delay between enemy groups.
Minimum score boundary for pauses between waves.
Maximum score boundary for pauses between waves.
Above this threshold, the timer for a new wave doesn't move.
Anywhere in-between min and max, the timer speed is lerped.
Delay between waves at or below minimum score boundary.
Delay between waves at maximum score boundary.
List of enemy types in filter.
Whether to spawn only, or spawn all but the types included in population filter.
Chance for spawn direction to change between waves.
Change for spawn direction to change between groups.
Whether to override spawn type set in code.
The spawn type when override is set to true.
The total population points for waves. The alarm automatically stops if this runs out. -1 is infinite.
Population points for a wave at start ramp.
Population points for a wave at end ramp.
Minimum required cost for a group to spawn. This setting is related to the soft cap of enemies.
Population points for a group at start ramp.
Population points for a group at end ramp.
Lerp over time for start-end population point settings.
By default the game has some hardcoded values set that are used for score settings - cost of an enemy and soft cap.
Enemy costs per type are the following: 0.75 1 1 2 2.
Soft cap (MaxAllowedCost) is 25.
All aggressive enemies count towards cap. If the remaining allowed cost is lower than the minimum required cost of a group, the group cannot spawn and the wave pauses until enough points are available. The enemy type here is determined in EnemyDataBlock.
The enemy type for wave population point cost is determined by wave settings.