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Actually, all the technical details are available. Not just the Kismet (visible by just loading the map with the editor) but also all the unreal script source code (which is attached to the .u files).
But I uderstand that it way too technical for a guide to be based on or rather it requires too much effort extract the info from it u r seeking.
So just tell me what u need.
Bot scaling: there are 4 scalings concerning bots: hp, spawn delay, max alive enemies and enemy number. I think u mean the number scaling:
It's a bit cumbersome.
Formula: playerNumberBasedScalingFactor * (waveNumber * 1.2 + baseAmount)
playerNumberBasedScalingFactor: is 1 for 1 player, 1.3 for 2 players, 1.5 for 3 and 1.65 for 4 players. For each additional player 0.15 (can be changed by config, is set to 0.35 for hard mode) is added to 1.65
The waveNumber is multiplied by 1.2 which can be changed by config. (is set to 1.25 in hard mode)
The baseAmount can also be changed by config and is currently set to 14 for normal mode and 22 for hard mode.
There is an additional mechanism:
When wave 20 or higher is reached, subtract 1 from the base amount until it is reduced to 8.
So currently the base amount reaches 8 at wave 25.
----
Heavy Throwing axes: Damage=100
Treb Sling: MinDamage=130.0f,Damage=150 (lots of splash dmg)
Cactus (damage for different hit types):100, 120, 140
Klinge damage: 100, 30 (but has mighty push force), 110, 90
Big messer damage: 90, 80, 70 (but always has big force of 60000)
Such stats can change if sb thinks a weapon is too strong or too weak. Config file is added with the next update.