Monsters, captains, events and patrols
Monsters and patrols are laid out along the route when the mission loads. Havoc adds more of both, sends captains by distance, and can roll a monster into a special slot.
Monsters are placed in advance
At load time the director picks random sections of the main path and places a monster in some of them. Each one is tied to a distance along the route with a 40 m spawn distance in the monster settings, so it appears as the team advances on it, ahead of you rather than behind.
Monsters spawn 40 m aheadsettings/monster/monster_settings.lua:6
spawn_distance = 40,Open settings/monster/monster_settings.lua at line 6 on GitHubThe Havoc monster template allows 1-2 monsters at C4-C5, from the pool of Plague Ogryn, Beast of Nurgle, Chaos Spawn and the ogryn houndmaster. The buff_monsters modifier then adds 1 to 3 more, and 10-70% extra health. Havoc also makes a horde spawn with the monster from C4, where Auric only does this at R6.
Havoc: extra monsterssettings/havoc_settings.lua:157
buff_monsters = {
{
add_num_monsters = 1,
modify_monster_health = 0.1,
},
{
add_num_monsters = 1,
modify_monster_health = 0.2,
},
{
add_num_monsters = 2,
modify_monster_health = 0.3,
},
{
add_num_monsters = 3,
modify_monster_health = 0.4,
},
{
add_num_monsters = 3,
modify_monster_health = 0.7,
},Open settings/havoc_settings.lua at line 157 on GitHubCaptains by distance
From rank 16, Havoc adds a captain every 240-360 m of progress, and from rank 30 every 120-240 m. A typical route is about 1 km, so rank 30+ means four to eight captains per mission on top of anything scripted. The twins can also appear from rank 16.
Havoc: extra captains by distancesettings/mutator/templates/mutator_modify_pacing_templates.lua:144
havoc_mutator_more_captains_01 = {
class = "scripts/managers/mutator/mutators/mutator_modify_pacing",
modify_pacing = {
monster_spawn_type = "captains",
monsters_per_travel_distance = {
240,
360,
},
monster_breed_name = {
"MUTATOR_CAPTAIN",
},
},
},
havoc_mutator_more_captains_02 = {
class = "scripts/managers/mutator/mutators/mutator_modify_pacing",
modify_pacing = {
monster_spawn_type = "captains",
monsters_per_travel_distance = {
120,
240,
},
monster_breed_name = {
"MUTATOR_CAPTAIN",
},
},
},Open settings/mutator/templates/mutator_modify_pacing_templates.lua at line 144 on GitHubMonsters in special slots
From rank 16, each time a special slot rolls its breed there is a 5% chance it becomes a monster at 40% health instead, at most once every 550-600 seconds. From rank 30 the chance is 10% and the cooldown 450-500 seconds. These monster specials spawn like specials, already aggroed and from out of sight, which is why a Beast of Nurgle can show up right after a fight.
Havoc: monsters in special slotssettings/mutator/templates/mutator_modify_pacing_templates.lua:182
havoc_mutator_monster_specials_01 = {
class = "scripts/managers/mutator/mutators/mutator_modify_pacing",
init_modify_pacing = {
specials_monster_spawn_config = {
chance_to_spawn_monster = 0.05,
max_monsters = 1,
health_modifiers = {
chaos_beast_of_nurgle = 0.4,
chaos_plague_ogryn = 0.4,
chaos_spawn = 0.4,
},
max_monster_duration = {
550,
600,
},
breeds = {
"chaos_plague_ogryn",
"chaos_beast_of_nurgle",
"chaos_spawn",
},
},
},
},Open settings/mutator/templates/mutator_modify_pacing_templates.lua at line 182 on GitHubScripted events
Mid and end events (hacking, holding a zone, carrying batteries) are terror events. They spawn enemies by spending points: a poxwalker costs 1.25, a gunner 5, a Rager or Mauler 6, a bulwark 10, a hound or trapper 12, a crusher 18. The point pool is multiplied by resistance (2.5x at R5) and by Havoc’s terror_event_point_increase modifier, which adds up to +0.85. From rank 16 elites are allowed in events, and the maximum point pool is 1.5 times higher.
Events are scripted per map, so they are the part of a mission you can plan for. Each map page lists which objectives are mid or end events.
Patrols
Patrols (roamers) are created in 10 m zones along the main path and wake up within 75 m. Normal difficulty cycles through empty, low and high density zones. Havoc has no empty zones, and its packs can mix factions or be set up as camps. The more_elites and more_ogryns modifiers raise the cap on elites and ogryns per pack by up to 100% and 80%.
A horde spawning nearby wakes the closest one or two patrol zones too.
The scary parts of a Havoc mission stack: a horde that wakes a patrol, plus a captain spawned by distance, plus a monster special. Clear the patrol ahead before you start an objective or cross a big open area. Fighting it on your own terms is cheaper than fighting it during the horde it will join.