Evolution System (Wyrms of Nyrus)

From SNAZpedia

The evolution system is a more fluid, yet dangerous system present within Wyrms of Nyrus, introduced in v0.1.35. It is purely determined by both what mods are installed (creating minimum Evolution points) and how dangerous the player and the world is to the Wyrms (wyrm deaths.)

It is the evolutionary pressure placed upon the wyrms, and it could break the tie that the player presents in battle. It is only applied to wyrms, not the Wyrmfollies.

Consequences

Every wyrm you (or the world) kills has a cost. While wyrms die off en masse, wyrms will begin to undergo evolution stages that unlock new wyrms or upgrades existing wyrms with new variations.

Point Milestones Effects
50 Unlocked Infectoid variant of Soldiers.
100 Unlocked Myrmurs.
400 Unlocked Uranium variant of Rovers.
800 Warrior's Tainted variant unlocked if HBM's nuclear tech mod is installed.
1800 Many starter-level wyrms get near-fully replaced with variants, if possible

Detectable mods

Some mods, when detected by Wyrms of Nyrus, will establish or increase the established evolution point minimum.

Name Points added to evolution minimum cap
Draconic Evolution 300
Scape and Run: Parasites 200
HBM's Nuclear Tech Mod 100
Techguns 75
Immersive Intelligence 50
SecurityCraft 45
Rough Mobs (&revamped) 30
IndustrialCraft 2 30

Decay

Every world tick, there is a 1 in 3000 chance for evolution to move down a point, as long as it hasn't hit the minimum cap.

Wyrmfolly Series Changes

⚠️ This section features mechanic changes introduced in the Wyrmfolly update series (Version 0.2.x) ⚠️

Formula

The Evolution System gets a full mathematical overhaul starting at 0.2.1, where Evolution Level is determined by the following (all variables within brackets are configurable) formula:

floor(Evolution Points / [Evolution Points Per Level]) = Evolution Level

The actual level effects for health, armor, and attack damage are determined by the following:

y = ([x]*[o]) + (([x]*[o]) * ([k]*l))

... Where:

  • y = total value for stat
  • x = base Wyrm stat
  • o = global Wyrm stat multiplier
  • k = Evolution DEF (0.1), HP(0.15), or ATK (0.05) factor
  • l = Evolution Level

The algorithm can be experimented visually through this Desmos simulation. The k variable can be modified, but its minimum value will always be 0.05.

Evolution Level: The Catch

Certain wyrms eventually gain evolution bonuses after a certain level threshold is reached. However, they will not start getting benefits at the world's current evolution level; they will start with an evolution boost relative to their minimum evolution level.

As an example, this means that if a Wyrmling's minimum evolution level is 2, and the world's evolution level is at 2, the Wyrmling gains an evolution boost comparable to 1 level. If a wyrmling's base health is 4 hearts (provided that o has not been changed from defaults), the wyrmling gets a raw max health of 4.6 hearts, or 4 and a half hearts, then this is multiplied by invasion difficulty.

Consequences

As the player kills wyrms rapidly in a short period of time, newly created wyrms (or grown up wyrmlings) will show up with boosted stats according to this formula. Should Evolution Levels be raised far too high, the player may find it difficult, if not impossible, to combat the wyrms with their current equipment for a considerable amount of time.