Relic Hunt

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*Relic Hunt* is a game mode where you retrieve the relic, which is buried deep. The Relic is connected to multiple *Nodes* that need to be activated to open. The *nodes* are connected with *wires* that lead to the *relic*. When a node is activated, the wires that it connects turn on.

## Final Relic and Chamber

The *Final Relic* is buried deep down, its *chamber* being hidden behind 12 special tiles. Once it is fully unlocked, the *Final Relic* can be picked up. When picked up, an ambience will play and a pulsating screen effect will be played. Once brought to the dome, the *final wave* will be triggered.

### Location

The *Final Relic* will spawn in the deepest area, no matter the map size

### Activation

For the *relic chamber* to open, two things must be done:

1. All 12 special tiles that cover the chamber must be dug out. The tiles have different patterns and are easy to recognize even when stumbling on them randomly.
2. All *nodes* must be activated

How to find the nodes and activate them is described below.

## Nodes

### Location

The *nodes* are usually in the same biome as the Final Relic or the one above. The tile which is above a node looks like one that covers a gadget.

### Wires

Each node is connected to multiple wires, that lead to the relic. The wires, also called cables, are lines of multiple pixels that aren't always straight. When you interact with the node, the wires it connects to change colour to indicate that the node is activated.

### Amount

The amount of nodes varies between map *sizes*:

* A ***Small*** *Map* has **2** nodes
* A ***Medium*** *Map* has **3** nodes
* A ***Large*** *Map* has **4** nodes
* A ***Huge*** *Map* has **5** nodes

Locked RelicOpened Final RelicDeactivated NodeActivated NodeDeactivated CableActivated CableFinal RelicInserted Final Relic
## Map Size and Difficulty

 Medium
 Large
 Huge

 Hard
 Brutal
 You asked for it

## Cycle Length

The duration of a cycle is based on map size and the amount of iron mined from the map. On the "You asked for it" difficulty, every cycle is 24 seconds shorter.

Cycle duration = 60 + 45 \* sqrt(TileCount/1000) \* IronMined%. Iron mined is the average percentage of the iron mined across all layers, rather than the percentage of iron mined across the whole map.

## Run Weight

Wave strength is based on the current cycle, to the total amount of resources mined or created (regardless of depositing), and difficulty. It is additionally modified by performance during previous waves.

Formula from game code:

```
func getRunWeight()->float:
 var weight: = 0.0
 weight += Data.of("inventory.totaliron") \* 0.7
 weight += Data.of("inventory.totalsand") \* 3
 weight += Data.of("inventory.totalwater") \* 1.5
 weight += Data.of("inventory.gadget") \* 10
 var cycle = Data.of("monsters.cycle")
 var cycleWeight = round(cycle \* (8 + cycle \* 0.1))
 weight += cycleWeight \* Data.of("monstermodifiers.cyclesrunweightmodifier")
 weight += GameWorld.additionalRunWeight
 weight \*= 1.0 + GameWorld.difficulty \* 0.1
 return max(15, weight)

```

 Water
 Cobalt
 Gadget

The effect of cycle count is cycle \* (8 + cycle/10). Difficulty multiplies total weight by (1 + difficulty/10).

After taking less than 80 damage, the wave strength modifier is increased by at most 0.15 up to a maximum of 1.3 + difficulty/10. After taking more than 200 damage, the wave strength modifier is decreased gradually down to a minimum of 0.7 - difficulty/10. Damage to the shield counts for 33% towards damage taken. The more/less damage is taken during a wave, the stronger the effect. For example, at 0 damage taken, the modifier is increased by 0.15, at 600 damage taken the modifier is decreased by 0.4.