Aliens: Dark Descent

Aliens: Dark Descent

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So how enemies spawn in this game and when or why? ;)
Can anyone here explain to a doofus like me how the enemy generation in this game works?
Specifically I mean, lets take any mission, how many enemies will there be at any given time!?
is it a set number or does noise generate more enemies over time!? (I dont mean constant killing and respawning, I just mean if more enemies will be on the map if you make a lot of noise).

My issue here is, your ammo is limited but as far as I can tell the enemies will spawn endlessly. Which makes it kinda annoying to be sneaky and kill one enemy after another.
I could do that and still run out of ammo and then still have more enemies.
I wish the maps would be designed to fit the ammo you can get their.
Lets say a map has 12 ammo boxes, those ammo boxes should be enough to kill lets say 36 aliens.
After that there should be no alien respawning or lets say just one alien every 2 minutes.
But this game pumps aliens out no matter what.
Anyone can still follow me or have I lost you now completely? ;)
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Showing 1-12 of 12 comments
alex010300 Jun 26, 2023 @ 1:15am 
In the Map you will see a Red Triangle with the "!" sign, that's where the Aliens or Cultists spawn from. I usually deployed a tracker there to warn me if any Aliens show up.
Last edited by alex010300; Jun 26, 2023 @ 1:15am
Malidictus Jun 26, 2023 @ 1:33am 
Personally, I'm annoyed that ammo isn't treated like tools and meds. That is to say, you don't bring extra ammo back with you and you can't spend resources to start with more. No idea why that decision was made.
alex010300 Jun 26, 2023 @ 1:37am 
Originally posted by Malidictus:
Personally, I'm annoyed that ammo isn't treated like tools and meds. That is to say, you don't bring extra ammo back with you and you can't spend resources to start with more. No idea why that decision was made.
You can take ammos in the Map from ammo boxes.
Mnemic Jun 26, 2023 @ 1:42am 
My guess is that there is a set (or variable) number how many enemies can/should be on the map at the same time (onslaughts excluded). Or the spawn points themself have a vaule that manages production.

For example:
You have a map with 2 spawn points, both will produce 2 aliens, you have 4 in total roaming around. You kill 1 and the spawn point, which has a entity counter of 1/2, will now produce a new one.

You also have to account for planetary investation level and how high the alien agression is. But from what I have seen so far I assume every spawn point has a certain amount of enemies it will pump out, which will be replaced if killed.

I don't know how far you into the game or which diffictuly you play on, but there is usually enough ammo to go around. The exception is the early stage of Mission 2. I had to restart that whole mission because those cultists just soaked up all of my ammo. Best way to deal with that is to keep a low profile until you reach the building (cover tutorial) and let the ARC do all the work. For the early figths use handguns and at least 1 sentry gun for back up, that will save alot of ammo.

I also noticed that ammo is used in cutscences (which shouldn't be the case imo). If you know there comes one up where your team will fire their guns, swap to secondary weapons.
SweetStarfieldFan Jun 26, 2023 @ 3:38am 
Originally posted by Mnemic:
I also noticed that ammo is used in cutscences (which shouldn't be the case imo). If you know there comes one up where your team will fire their guns, swap to secondary weapons.
Oh wow! Didnt know that. Thats crazy. Will do.
Also the first cultist map kinda make me go nuts, they were re-spawning and re-spawning and re-spawning, it was not normal!
Sagit84 Jun 26, 2023 @ 5:09am 
Originally posted by alex010300:
Originally posted by Malidictus:
Personally, I'm annoyed that ammo isn't treated like tools and meds. That is to say, you don't bring extra ammo back with you and you can't spend resources to start with more. No idea why that decision was made.
You can take ammos in the Map from ammo boxes.

Yes but you won;t take it with to the Otago and use it later. Anothe deplyment you start with base amount (3 o r 4 magazines) even if you hoarded like 9 in the mission.
Mnemic Jun 26, 2023 @ 1:55pm 
Originally posted by I<3p2wgames:
Originally posted by Mnemic:
I also noticed that ammo is used in cutscences (which shouldn't be the case imo). If you know there comes one up where your team will fire their guns, swap to secondary weapons.
Oh wow! Didnt know that. Thats crazy. Will do.
Also the first cultist map kinda make me go nuts, they were re-spawning and re-spawning and re-spawning, it was not normal!

It's not much ammo that's being wasted for the cutscenes and most of those happen in the first mission, so it's up to you if you want to save those bullets.

Like I said, dealing with the Cultists in the second mission is a waste of ammo. Ignore the patrols because they will spawn indefinitely. Use the ARC to keep them at bay and hide as much as you can if they come your way. For the ones you have to fight (to get resources or to progress) use the secondary weapons + make use of the Shotguns. In the early part of that mission the Cultists are all melee and the Shotgun will do some good damage. If you struggle set up a Sentry Gun and you're good to go. Once you enter the building you should switch to primary weapons.

This strategy worked on hard, can't say if it'll be reliable on nightmare. I will find out once I finished this run.
wei270 Jun 26, 2023 @ 2:09pm 
ok from my observation, each map is separated in to sectors, when there is no alien or low number of alien in certain sector, and you are in that sector, it will spawn a number of alien base on global infestaion lvl and alien activity. once an area is saturated with alien, it either stop spawning new enemies or enemy spawn at a very slow rate.

it seems sector that you are not in can spawn aliens but at very low number and slow rate.

if you are in a sector and the first two alien that poped out was killed by mines or turrents ( stuff that doesn't alert aliens) the same sector will spawn a new one very fast around ( 15 to 20 sec), but after a certain number of alien ( base on infestion and alerty) is already on the map. either there wouldn't be new aliens or they spawn at a Very slow rate.
Nicoplia Jul 17, 2024 @ 4:33pm 
To get unlimited ammo , make sure one of your Marines has the resourcesfull trait which gives 1 ammo every rest, then after you rest reload the last save which should be at the end of your rest. After this you will have extra ammo from the rest but will be prompted to rest again. It's a game glitch but it allows for you to get infinite ammo and reduce stress. Also if you have a medic , Marines heal 1 point of health as well after every rest. Now I only wish I could find enough tools to open/seal doors. Also I wish to hack doors was free and not a tool, especially since it's hacking a door with a terminal not breaking into the doors terminal.
SweetStarfieldFan Jul 18, 2024 @ 3:09am 
I am willing to try find a mod for this game that sets the amount of aliens to respawn to a set number and after that its game over man. Ok dont get confused because I wanted to be funny and use a catchphrase.
I want to play with levels have an limited amount of aliens respawning and after that set aliens are killed they wont respawn anymore no matter what you do.
Maybe there is already such a mod. Idk
GasmaskMSK Jul 18, 2024 @ 7:14am 
Ammo isn't an issue.

https://steamcommunity.com/app/1150440/discussions/0/4410795908428429040/

Yes, there's no limit on alien spawns. It's very dumb.

Basically, you have:

1) Random roaming spawns - counter these by placing turrets, mines, moving to a new area, or using a drone or motion tracker for distraction.
2) Random vent shaft spawns - avoid these, stop and wait, it'll disappear.
3) Massive onslaught events - turrets, mines, flame thrower, suppression fire
4) Scripted situational events - turrets, mines. flame thrower, suppression fire
Last edited by GasmaskMSK; Jul 18, 2024 @ 7:21am
kregano Jul 19, 2024 @ 7:01am 
Originally posted by ProfessorSimonGamePhilosopher:
I am willing to try find a mod for this game that sets the amount of aliens to respawn to a set number and after that its game over man. Ok dont get confused because I wanted to be funny and use a catchphrase.
I want to play with levels have an limited amount of aliens respawning and after that set aliens are killed they wont respawn anymore no matter what you do.
Maybe there is already such a mod. Idk
I'm currently trying to learn how to mod this game.

I don't know how alien spawns are controlled, because there's this weird 2DVector entry that seems related to their spawns, but it's not clear what that means.
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Date Posted: Jun 26, 2023 @ 12:34am
Posts: 12