Temperature

The **Temperature** of a Creature always has a default starting value of 0. It will decrease when taking Cold damage, slowing and eventually freezing the creature. It will increase when taking Heat damage, eventually setting the creature on fire.

## Damage Type

Heat damage increases the temperature of a creature, but will not directly damage its health.

Cold Damage decreases the temperature of a creature, but will not directly damage its health either.

Conversely, unlike "*Heat*" and "*Cold*", *Fire* damage and *Frost* damage are damage types that damage the *health* of a creature, but have no effect at all on its *temperature*.

While Heat damage is often seen in game alongside Fire damage , it is possible for an attack to do only Fire damage (e.g. Experimental Plasma Charger’s Thin Containment Field) or only Heat damage (e.g. Hover Boots).

The same is true for the Cold side: there is a few attacks with only Cold damage, but no Frost damage (e.g. Zhukov NUK17’s Cryo Minelets OC’s mines). As of Season 02, there are no attacks that only do Frost damage but no Cold damage.

## Increasing Temperature

When the temperature of a creature reaches a threshold called **Burn Temperature**, that creature will ignite and start losing health while it is On Fire. If the temperature of a creature is positive but still lower than its Burn Temperature, nothing happens.

* **On Fire (Status Effect):** See On Fire.

* **Burn Temperature:** Upon reaching this temperature, a creature will be set **On Fire**.

* **Maximum** **Temperature**: This is the maximum temperature a creature can reach, it is a default value set to 100 for every creature. If a creature burn temperature is superior to its maximum temperature then the creature can’t be set on fire, but temperature shock can still apply if the target is frozen first.

* **Douse Fire Temperature:** Once a creature is **On Fire**, upon reaching this temperature, it will stop burning.

* **Die if On Fire:** Some creatures, such as Rival Tech, will die directly when they are set on fire, no matter the amount of damage dealt by the On Fire DoT. These creatures are the following: Deeptora Swarm, Deeptora Bough Wasp Swarm , Patrol Bot, Shredder, Robotic Appendage, Repulsion Turret, Burst Turret, Sniper Turret and Nemesis.

* **Cooling Rate:** This is how much Heat a creature loses per second when its temperature is positive. The loss of heat from the Cooling Rate will bring a creature’s temperature back to 0, but no lower than that.
	+ The **Cooling Rate** will always be active when a creature is above its normal temperature, no matter if the creature is On Fire or not. This effect is applied once per second for most creatures. Glyphid Bulk Detonator, Glyphid Crassus Detonator and Bulk Detonator Elite have their Cooling Rate applied at a more regular interval, each 0.25s instead. The amount of Heat they lose per second is still the same, the effect is just more granular: 25% of their Cooling Rate every 0.25s instead of 100% of their Cooling Rate every 1s.

* **On Fire Heat Range:** Most creatures act as a heat source when they are on fire, they deal 5 heat damage per second to any creature within a certain radius around them.
	+ The Heat Radius will be either 1.5m, 2.0m, or 2.5m depending on creature size.
	+ Naedocyte Roe and all Rival Tech enemies don’t act as a heat source when on fire. As of Season 01, they are the only exception.

## Decreasing Temperature

When the temperature of a creature reaches a threshold called **Freeze Temperature**, that creature will be Frozen solid. If the temperature of a creature is negative but still higher than its Freeze Temperature, it will have its movement speed decreased, the lower its temperature, the lower its movement speed with a cap called **Maximum Cold Slowdown** reached at 66% of the Freeze Temperature.

* **Frozen (Status Effect):** See Frozen.

* **Freeze Temperature:** Upon reaching this temperature, a creature will be **Frozen** solid.

* **Minimum Temperature:** This is the minimum temperature a creature can reach, it is a default value that is equal to the creature’s Freeze temperature As of Season 01, all creatures use the default value.

* **UnFreeze Temperature:** Once a creature is **Frozen**, upon reaching this temperature it will thaw.

* **Warming Rate:** This is how much Cold a creature loses per second when its temperature is negative. The loss of cold from the Warming Rate will bring a creature’s temperature back to 0, but no higher than that.
	+ The **Warming Rate** is always active when a creature is Frozen. It can however be paused for a duration equal to the **Warming Cooldown** when a creature’s temperature is negative but the creature isn’t frozen yet. This effect is applied once per second for most creatures. Glyphid Bulk Detonator, Glyphid Crassus Detonator and Bulk Detonator Elite have their Warming Rate applied at a more regular interval, each 0.25s instead. The amount of Cold they lose per second is still the same, the effect is just more granular: 25% of their Warming Rate every 0.25s instead of 100% of their Warming Rate every 1s.

* **Die If Frozen:** Some creatures will die immediately when frozen. Most flying creatures and swarmer type enemies follow that rule.

* **Maximum Cold Slowdown:** When a creature’s temperature is negative, its movement speed is slowed.
	+ The lower the temperature, the slower the creature is, with the Maximum Slowdown reached at 66% of their **Freeze Temperature**, this is the Maximum Cold Slowdown value. The slowdown scales linearly between a temperature of 0 and 66% of the Freeze Temperature of the creature.

* **Warming Cooldown:** When a creature’s temperature is negative and the creature is not yet **Frozen**, each time that creature takes any amount of Cold damage, the **Warming Cooldown** activates, which effectively pauses the **Warming Rate** for a few seconds. The default duration is 2s for most creatures, but some creatures like Dreadnoughts have a shorter duration of 1s.

* **Frozen Damage Bonus Scale:** By default all single target attacks that inflict damage directly (i.e. anything that isn’t a DoT, an AoE, Explosive Reload…) will do ×3 damage versus frozen targets, but all variants of the Dreadnoughts have a ×2.5 (3×0.833=2.499) multiplier instead. The Experimental Plasma Charger’s Flying Nightmare projectile is an exception to the rule as it is an AoE attack but it still benefits from the Frozen Damage Bonus.

* **Warnings attacks:** If you freeze a tank glyphid like a Glyphid Praetorian for example, their attack animations will speed up a little and give you less warning, so run!

## Other Parameters

* **Update Time:** The Update Time is how often the **Warming Rate** and **Cooling Rate** value actualize. No matter the Update Time value, the amount of Cold / Heat lost is still per second, the Update Time will just make the value update either once per second or update every 0.25s thus Warming / Cooling by a quarter of the Warming/Cooling Rate per tick.
	+ Its default value is 1s, the only creatures that have different value are the Glyphid Bulk Detonator, Glyphid Crassus Detonator and Bulk Detonator Elite that update every 0.25s instead.
	+ If temperature goes above or below 0 the Update Timer begins and will run continuously until the creature is back to 0 degrees.
	+ If temperature is below 0 then the Update Timer is reset every time the creature takes additional Cold damage. Once Frozen a creature's Update Timer will not reset again until it unfreezes.
	+ The **duration** of the On Fire and Frozen status effects is heavily dependent on the update time of a creature.
		- **On Fire Duration**: [ Round\_Up( (Current Temperature - Douse Fire Temperature) / Cooling Rate ) ] - [ Time Since Last Temperature Update ]
		- When rounding, round up to the nearest multiple of the creature's update time (i.e. either 1.0 or 0.25).

* **Temperature Change Scale:** The Temperature Change Scale will multiply any Heat or Cold damage taken by the creature by a certain amount, this include any damage done by the player. This can be seen as some form of weakness to to Heat/Cold Damage if greater than 1 and a resistance if smaller than 1.
	+ **Cooling Rate** and **Warming Rate** already factor in the Temperature Change Scale.
	+ **Burn Temperature**, **Douse Fire Temperature**, **Freeze Temperature** and **Unfreeze Temperature** do not.
	+ Since the default multiplier is 1, in most case this variable doesn’t do anything. Glyphid Brood Nexus's and Glyphid Spawn's have a Temperature Change Scale of 4 and 3 respectively. Most Elites enemies and some Rival Tech robots have a Temperature Change Scale smaller than 1.

## Temperature Shock

Temperature Shock is a status effect caused on a creature (Dwarves are immune to it) that was forced out of its Freeze status by directly heating or On Fire status by directly cooling (before it happens naturally). It inflicts 200 Disintegrate Damage.

## Environmental Heat and Cooling Sources

Various environmental hazards and ground effects will act as a source of warming or cooling whenever a creature stands on them. The amount of Heat or Cold damage is determined by an Intensity value that each of these sources ranging from a numeric value of 1 to 3. Neither Environmental Heat nor Environmental Cooling will interact with **Gas Clouds** or **Sludge Puddles**.

**Interaction With Natural Warming & Cooling Rates:**

The Temperature per Second value is modified by the effected creature's **Temperature Change Scale** and will apply on the same intervals as the creature's **Update Time**. Environmental warming will override the effected creature's **Cooling Rate**, thus prevent the creature from recovering from being **On Fire**. Environmental Cooling will likewise override the affected creature's **Warming Rate**, thus prevent the creature from recovering from being **Frozen**.

Should a **Frozen** creature find itself affected by a source of Environmental Heat then the game may or may not decide to override the creature's natural **Warming Rate**. In the event that a creature's natural **Warming Rate** is higher than the **Temperatur per Second** of the current acting **Intensity Value**, then the Heat Source will not apply to the creature until it is back to 0°.

Similarly, if a creature that is **On Fire** find itself affected by a source of Environmental Cooling then then the game may or may not decide not to override the creature's natural **Cooling Rate**. In the event that the creature's natural **Cooling Rate** is lower than the **Temperatur per Second** of the current acting **Intensity Value**, then the Cooling Source will not apply to the creature until it is back to 0°.

When a creature is **Doused** while in contact with a source of **Environmental Cooling** it will be afflicted with **Temperature Shock**. This does not require the **Enironmental Cooling** to have overridden the creature's **Cooling Rate**.

When a creature is **Thawed** while in contact with a source of **Environmental Heat** it will be afflicted with **Temperature Shock**. This does not require the **Enironmental Heat** to have overridden the creature's **Warming Rate**.

**Warming and Cooling Limits:**

Every source of Environmental Heat and Cooling has a set limit to how much bugs are able to be warmed or cooled by them. Heat sources cannot affect bugs unless they are below the set limit, and Cooling sources cannot affect bugs that are not above the set limit. Unlike other sources of Cold damage, Environmental Cooling is able to exceed the limits at which bugs normally stop taking Cold damage from other sources. For example a Glyphid Grunt will normally not take any additional Cold damage after it has reached -30°, but Environmental Cooling may continue to reduce the temperature while preventing the Grunt's warming rate from occurring well below -30°. Should a creature that is below its Freezing Temperature take Heat damage from any source besides its own Warming Rate, it will immediately warm up to its Freezing Temperature.

Most Heat sources have a set limit of 100°. So when a creature has reached 100° Environmental Heat will not apply until the creature has cooled to a temperature below 100°. A notable exception is the Geysers found within the Glacial Strata which have a limit of 0° and thus cannot warm players or bugs that don't have a negative temperature.

Most Cooling sources have a limit of -100°. So when a creature has reached -100° Environmental Cooling will not apply until the creature has warmed to a temperature above -100°.

**Stacking Environmental Temperature:**

When a creature is affected by multiple sources of Environmental Warming or Cooling then the Temperature per Second is adjusted according to a combination of the sources' the **Intensity Modifiers**. To find out the new Temperature per Second we simply have to calculate the sum of the sources' **Intensity Modifiers** and look for the row in the table above that has an **Intensity Modifier** that matches our result.

For Example if we have two Environmental Heat Sources, one with an Intensity Value of Heat 1 and one with an Intensity Value of Heat 2, then the Temperature per Second we should expect is +20° because 1 + 2 = 3 to give us a combined **Intensity Value** of Heat 3

When dealing with oposing Environmental sources the formula remains the same. If we have one Environmental Heat Source with an Intensity Value of Heat 1 and one Environmental Cooling Source with an Intensity Value of Cold 2, then the Temperature per Second we should expect is -2° because 1 - 2 = -1 to give us a combined **Intensity Value** of Cold 1.

The Intensity Value cannot go above 3. If we have two Environmental Heat Sources, one with an Intensity Value of Heat 1 and one with an Intensity Value of Heat 3, then the Temperature per Second we should expect is still going to be +20° because 1 + 3 will give us a value greater than 3, thus the combined **Intensity Value** will remain as Heat 3.

Multiple Environmental Heat and Cooling Sources of the same type do not stack. For example the Glacial Strata variant of the Goo Bomber will drop Frost Puddles that act as Environmental Cooling Sources with an Intensity Value of Cold 1, but a bug that is in contact with multiple puddles at the same time will still see a Temperature Change of -2°/s.

## Effective Temperature

Effective Temperature is temperature with the Temperature Change Scale factored in.

In practice, the Cooling Rate or Warming Rate given by the game should be called Effective Cooling Rate and Effective Warming Rate since they already factor in the Temperature Change Scale, but Burn Temperature for example will have to be divided by the Temperature change Scale.

## Temperature

### Min. T°

100°
-80°

### Freeze T°

60°
-80°

### Unfreeze T°

40°
-79°

### Warming Rate

1.2°/s
20°/s

### Die if Frozen

No
No

### Warming Cooldown

2 m
2 s

### Max. Cold Slowdown

2 s
25 %

### Frozen Dmg Bonus

÷0.2
×3

## Effective Temperature

### Min. eT°

500°
-400°

### Freeze eT°

300°
-400°

### Unfreeze eT°

200°
-395°

### e Warming Rate

6°/s
100°/s

### Die if Frozen

No
No

### Warming Cooldown

2 m
2 s

### Max. Cold Slowdown

2 s
25 %

### Frozen Dmg Bonus

÷0.2
×3