
Pit (blades) itself does 1000 points of damage within 1s intervals.įireplace in the house of the Entrance area does 20 points of the fire damage within 1s intervals.ĭoors in the Prison area are welded shut from the start. It takes 2s to play movement animation and 2 seconds for trap to return back to its original location. Trader lines related to objective depend on the Dosh saved: Good - 85%, Normal - 50%, Below 25% - Bad.Ĭhipper pit trap (push mechanism) does 5 points of damage within 0.1s intervals, knocks down ZEDs and has a lot of push force. Note that all the values for Dosh Hold objective are Zone-specific (let alone Map-specific) and are a subject of change. It does not matter what type of ZEDs players kill - they all increase counter by exact same amount: Reward Per ZED = Promised Dosh / (0.75 x Wave Total AI). Rewards given on objective deactivation, either after completing it (full reward) or by the end of the wave (rewards depend on the % of the ZEDs killed compare to 75% of the wave's total ZEDs). The reward counter starts with 0 and gets filled completely when 75% of all wave's ZEDs are killed when players are inside this area. In this area players will have to kill ZEDs in exchange of extra Dosh, Vosh and XP. Upon receiving such objective players will be tasked to make their way into the designated area of the map. Starting from the wave 2 there is a 35% chance for an optional " Stand Your Ground" objective to appear. Entrance (wave 1), Courtyard (Short - wave 2, Normal - wave 2-3, Long - wave 2-4), Prison (Short - wave 3, Normal - wave 4-5, Long - wave 5-7), Coal Mine (Short - wave 4, Normal - wave 6-7, Long - wave 8-10) and Krampus Lair (boss wave). Hold Out style map with 5 main locations.
