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DamageLevels

The number of damage stages a wall overlay passes through before it is removed.

Specification
Applies to
OverlayType
File
art.ini
Section
[<Image ID>]Image ID: Image= value; ObjectType ID when omitted
Value
integer
When omitted
1
art.ini
[GAWALL]
DamageLevels=4

Each landed hit advances a wall cell by one stage; the segment is removed once the stage reaches this count. At the default of 1 the first landed hit removes the segment outright, so a wall only survives damage at all with a value above one. A segment with no connections to either side is removed one stage early, at the stage below this count.

Two other rules read the count. The cascade that carries damage into the neighboring segments fires when a cell reaches the stage below this count, and only when the count is above 2. And a wall cell whose stored stage is exactly this count is a hole that infantry walk through unopposed — a state the damage path never leaves behind, since it removes the segment at that stage, but one a map’s own overlay data can write directly.

Higher counts need matching artwork. The engine deletes an unconnected segment of a stock wall overlay that reaches a stage the shipped art does not cover, without any damage being applied; the collapse table has the stages per overlay.