End-of-Round Honors

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Honors are superlative awards handed out on the end-of-round board. Each one names the player who topped (or bottomed) a stat tracked over the round, in the style of "APEX PREDATOR: most zombies killed". They appear as colored chips in the honors panel of the end-of-round screen (hovering a chip shows what it was awarded for) and in the HONORS table of the Discord round-end post.

How honors are drawn​


  • Up to 6 honors show per round, a little more on a big round.
  • The pool draws in tiers. Legendary honors that resolve take their slots first, then Rare ones, and only then is the rest of the pool shuffled fresh for the round. So a legendary award can never be pushed off the board, a rare one is pushed off only by legendaries, and which of the remaining honors appear varies round to round. The two prestige tiers together already outnumber the board, so on a round that earns a lot of them the ordinary honors get crowded out; that is deliberate, and Legendary wins the crowding.
  • A stat honor only awards when the superlative is real: the winning value must be above zero, and with more than one player the values must actually differ (an all-tied stat awards nothing).
  • "Least" honors (like PACIFIST) additionally need at least two players, since a solo player is trivially least of everything. FIRST BLOOD, LAST STAND and SOLE SURVIVOR need two or more deployed players for the same reason.
  • Ties on a genuine superlative go to the earliest-joined player.
  • Some honors come in tiers over the same deed. When the higher one awards, it retires the lower one for that round, so the board never shows both (see Tiered honors).

The honors​


Legendary​


The prestige tier: gold chips, a gold LEGENDARY line above the tooltip description, and first claim on the board.

HonorAwarded forRule
REAPERmost zombies killed, a thousand at the leastMost kills, needs at least 1000; retires APEX PREDATOR when it lands
CODE BLUErevived someone with seconds left before they went for goodMost defibrillator revives completed within 2 seconds of the revive window expiring
LAST CALLcaught the last ride out of a burning colonyPulled out by the final extraction sweep, the one that runs after the self destruct charges have stopped, having never set foot in the extraction zone while the clock was still running; among those, whoever was carrying the most damage wins, so it goes to the narrowest escape

Rare​


Purple chips with a RARE line above the tooltip description; they draw ahead of everything except the legendaries.

HonorAwarded forRule
APEX PREDATORmost zombies killed, two hundred at the leastMost kills, needs at least 200; sits out the round when REAPER awards
SURGEON GENERALmost surgeries completed, over a hundredMost surgery steps, needs at least 101
SOLE SURVIVORthe only one to make it out aliveExactly one player extracted and every other deployed player died
JUST IN TIMEreached extraction with seconds to spareFirst stepped into the extraction zone with under 3 seconds left and made it out; ties go to the closest call
PEST CONTROLmost xenomorphs destroyedMost hunter-caste xenos killed (drones and above), attributed like zombie kills via the last-damage window; eggs, embryos, facehuggers and larvae never count, so the honor means things that hunted you back
HIGH ROLLERmost jackpots won, two at the leastMost slot machine jackpots won, needs at least 2
STRETCHER BEARERfurthest hauling the downed, five hundred tiles at the leastMost tiles dragging knocked out, critical or still recoverable players, added up over the whole round across everyone hauled; a body wheeled on a roller bed counts the same as one dragged by hand. A conscious passenger never counts, and neither does a corpse past its revival window, though a body whose heart has stopped still does, since CPR can bring it back. The total has to clear a long haul to qualify (the threshold is set in content)

Good​


Praise, in the standard phosphor green.

HonorAwarded forRule
LIFESAVERmost revives performedMost defibrillator revives
ROAD RUNNERgreatest distance travelledMost tiles moved
BAGMANmost money raisedMost dollars deposited
BRAWLERmost melee damage dealtMost melee damage dealt
MASTER CHEFmost food cookedMost reagent volume in successfully microwaved dishes; burned messes score nothing
PHARMACISTmost medicine preparedMost medicinal reagent volume bottled or pilled at the chemistry station; filler and poison score nothing
LAST STANDdied last holding the lineLatest death that stuck; needs at least two deaths so it never doubles up with FIRST BLOOD
COMBAT ENGINEERmost barricades builtMost barricades finished from a stack of materials; only a completed build counts, and reinforcing or repairing an existing barricade never does

Neutral​


Informational rather than praise, in a dimmed green.

HonorAwarded forRule
TRIGGER HAPPYmost rounds firedMost rounds fired
IRON JAWmost melee damage takenMost melee damage taken
PACIFISTfewest zombies killedLeast kills
CLEANERmost tiles cleanedMost tiles mopped
UNDERTAKERmost bodies crematedMost bodies destroyed in crematorium burns you started

Bad​


Booby prizes, in the red refusal tone.

HonorAwarded forRule
BUTTERFINGERSmost friendly fire dealtMost friendly fire damage dealt
FIRST BLOODfirst to die for goodEarliest death that stuck (a later revival cancels it); shows the time of death
GLASS BONESfractured every single boneFractured all eleven body zones during the round; ties go to whoever took the most damage, which is also the value shown
FACE MAGNETtook the most facehuggers to the faceMost facehugs that actually landed on the player's face, needs at least 2; a hug a helmet blocked never counts
LOCKER LURKERlongest spent hiding inside a closetMost time spent shut inside a closet, crate, locker or body bag; needs a long enough stay to count as hiding (the threshold is set in content). Only conscious time counts, so being stuffed into one while knocked out or dead is free, and the medical machines that hold a body (body scanner, sleeper, hypersleep pod, crematorium) never count as hiding
SLUG RACEgreatest distance crawled with a leg left behind, fifty tiles at the leastMost tiles moved while missing a leg or both feet, which is what puts a mob on its belly. It has to be the crawl doing the work, so ordinary running never counts and neither do tiles covered while someone else drags you or wheels you on a bed. The total has to clear a real crawl to qualify (the threshold is set in content), so a single hobbled step never earns it
LIGHTNING RODstruck by lightning the most timesMost times struck by a lightning bolt that came down on the player's own tile during a storm. Only the tile the bolt lands on counts, so standing beside a strike is free, and a body already dead when the bolt lands earns nothing. A single strike is enough to win it, and if everyone still standing took the same number the honor is skipped

Value display follows the honor's format: counts show as plain numbers, damage and reagent volumes show in whole units, money shows as dollars, distance shows as a tile count with a TILES suffix (ROAD RUNNER, SLUG RACE and STRETCHER BEARER alike), FIRST BLOOD and LAST STAND show a mm:ss timestamp, LOCKER LURKER shows mm:ss of elapsed time, and SOLE SURVIVOR and LAST CALL show no value at all.
 

Tiered honors​


An honor can name another honor it supersedes: the same deed at a higher bar, sitting in a higher tier. When the higher honor awards, the one it supersedes is dropped from that round's draw, so the board shows the better award alone instead of two chips telling the same story. REAPER and APEX PREDATOR are the pair that exists today: kill two hundred zombies and the board says APEX PREDATOR, kill a thousand and it says REAPER only.

Two rules make this safe, and both are checked when the game loads its content:

  • The superseding honor must sit in an earlier tier than the one it retires, because the draw only ever looks forward. Legendary retiring Rare works; two honors in the same tier do not, and the game refuses to load such a pair.
  • A superseded pair is allowed to share the same stat and direction, which is otherwise flagged as a wasted draw slot, since only one of the two can ever land.

How it is configured​


Honors are data. Each one is a single <Honor> element in Content\Core\Defs\Honors.xml:

Code
<Honor Id="Honor.ApexPredator" Name="APEX PREDATOR" Stat="Kills" Minimum="200" Direction="Most" Format="Count" Tone="Rare" Flavor="most zombies killed, two hundred at the least"/>
<Honor Id="Honor.Reaper" Name="REAPER" Stat="Kills" Minimum="1000" Direction="Most" Format="Count" Tone="Legendary" Supersedes="Honor.ApexPredator" Flavor="most zombies killed, a thousand at the least"/>
<Honor Id="Honor.Butterfingers" Name="BUTTERFINGERS" Stat="FriendlyFireDealtCenti" Direction="Most" Format="Centi" Tone="Bad" Flavor="most friendly fire dealt"/>
<Honor Id="Honor.Pacifist" Name="PACIFIST" Stat="Kills" Direction="Least" Format="Count" Tone="Neutral" Flavor="fewest zombies killed"/>
<Honor Id="Honor.SoleSurvivor" Name="SOLE SURVIVOR" Kind="SoleSurvivor" Format="None" Tone="Rare" Flavor="the only one to make it out alive"/>

AttributeMeaning
IdUnique def id, Honor. prefixed
NameThe award title shown on the chip, uppercase
KindHow the award resolves: Stat (default, reads a round stat), or one of the derived awards FirstBlood, SoleSurvivor, LastStand, GlassBones, JustInTime, LastCall (these ignore Stat/Direction)
StatWhich tracked round stat a Stat award reads (see below)
MinimumLowest winning value that still awards; below it the honor sits out the round (APEX PREDATOR needs 200 kills)
DirectionMost (default) or Least
FormatHow the winning value renders: Count (default), Centi (whole units), Dollars, Tiles, Clock (mm:ss), None (no value shown)
ToneChip color and tier: Good (default), Bad, Neutral, Rare, Legendary
SupersedesOptional; the Id of a lower-tier honor this one retires for the round when it awards
FlavorThe hover text explaining the award, lowercase

Stats an honor can read​


The server tracks twenty two stats per player per round; any of them can back a new honor:

StatCounts
KillsZombie kills credited to the player
FriendlyFireDealtCentiDamage dealt to other players
FriendlyFireTakenCentiDamage taken from other players
MeleeDealtCentiMelee damage dealt
MeleeTakenCentiMelee damage taken
RevivesSuccessful defibrillator revives
DistanceTilesTiles travelled
MoneyRaisedDollarsDollars deposited
RoundsFiredRounds fired from guns
SurgeriesSurgery steps performed
CookedCentiReagent volume of successfully microwaved dishes
PharmacyCentiMedicinal reagent volume bottled or pilled at the chemistry station
TilesCleanedTiles mopped
CremationsBodies destroyed in crematorium burns the player started
CloseCallRevivesDefibrillator revives completed within 2 seconds of the revive window expiring
XenosKilledHunter-caste xenomorph kills credited to the player
HugsTakenFacehugs that landed on the player, implanting an embryo
CadesBuiltBarricades the player finished building
SlotJackpotsSlot machine jackpots won
ClosetSecondsSeconds spent conscious inside a closet, crate, locker or body bag; time while knocked out or dead never counts, and the mob-holding medical machines are excluded
LeglessTilesTiles travelled under the mob's own power while missing a leg or both feet, the same condition that forces a mob to crawl; tiles covered while being dragged or carried on a bed never count
DraggedDownedTilesTiles a player dragged knocked out, critical or still recoverable players, by hand or on a roller bed; a conscious passenger counts nothing, and neither does a corpse past its revival window, though a stopped heart still counts
LightningStruckLightning bolts that came down on the player's own tile while alive; a bolt on a neighbouring tile never counts, and neither does one that lands on a corpse or a ghost

Stats reset every round; there is no cross-round tally.

Crediting a build to a stat​


Which builds score is content, not code. Any recipe in Content\Core\Defs\Construction.xml can carry a <Credit> child element naming a stat, and the builder is credited one unit of it the moment that build completes:

Code
<Construction Id="Construction.Metal.Barricade" DisplayName="metal barricade">
  <Input Family="metal sheets" Count="4" />
  <Output Def="Obj.Structure.Barricade.Metal" />
  <Build Seconds="4" Placement="Border" />
  <Credit Stat="CadesBuilt" />
</Construction>

A recipe with no <Credit> element scores nothing, and Stat must name a stat from the table above or the game refuses to load. The wooden, metal and plasteel barricade recipes carry it today.

Not covered here​


The rest of the end-of-round board (verdict banner, personal record panel, deployment manifest) and the Discord round-end post's roster table are separate features; this page covers only the honors pool.
 
Wowza, alright, maybe I'll give Gruntz another go and see if my lizard brain does any better with it these days.
 
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