Balanced Random Weapon

Balanced Random Weapon (BRW) is a style where each hedgehog gets 1 to 3 random weapons and/or utilities per turn. Weapons are reset each turn. This style differs from Random Weapon in that the chosen ammo types are weighted; stronger weapons are less likely than weak ones.


It is possible to alter the game scheme, most settings (e.g. turn time) can be configured freely without limits.

The following game modifiers are not modifiable in Balanced Random Weapon, setting them in the game scheme has no effect:

  • Reset weapons: Always enabled
  • Per-hog ammo: Always disabled

Ammo probabilities

The ammo probabilities can be set using the weapon scheme. By default, the weapon scheme “Balanced Random Weapon” is used and is recommended for normal play. But you can change it to your liking.

Here's how the weapon scheme works in BRW:

The ammo count is used to set the probability level of a given ammo:

  • 0 bullets: Never
  • 1 bullet: Low probability
  • 2 bullets: Medium probability
  • 3-8 bullets: High probability (more bullets don't make it more likely)
  • Infinity: Always (players get this weapon on top of the 1-3 random weapons)

The crate probability, delay and ammo in crate work as expected, no changes here.

See also

Random Weapon


Ammo distribution

This section explain how the weapons will be selected.

On each turn, the current hedgehog gets 3 ammo points (that players don't see). These ammo points are only used to choose random ammo based on the weapon scheme. Now random weapons and utilities are assigned to the hedgehog, where each weapon and utility reduces the ammo points by its “cost”. The “cost” of a weapon is defined as:

  • Low probability: 3
  • Medium probability: 2
  • High probability: 1

The availabie weapons and utilities are listed in the following sections. Here's the algorithm under which a hedgehog gets its ammo for this turn:

  1. Add a random weapon to ammo and subtract cost
  2. If there's still ammo points left:
    1. Forget any item in mind
    2. Choose a random weapon and keep it in mind (but don't add it to the ammo yet)
    3. Choose a random utility and keep it in mind (but don't add it to the ammo yet)
    4. Forget any items which are either too expensive or have already been taken by this hedgehog
    5. Randomly add one of the items which are still in mind to the hedgehog's ammo and substract cost
    6. Return to step 2

If there are 0 ammo points at step 2, the algorithm is finished.


Let's say the turn starts for the hedgehog Will.

As always, Will starts with 3 ammo points.

In step 1, the bazooka is chosen and added to the ammo. This costs 1 ammo point, leaving 2 ammo points for Will.

Then, in steps 2b and 2c a grenade and a parachute are chosen. The random choise decides to use the grenade, which costs 1 point, leaving 1 point.

Then, step 2 is repeated. This time, a ballgun and a teleportation are chosen in steps 2b and 2c. However, the ballgun is too expensive (cost: 3 points) which leaves the only remaining choice to be the teleportation.
The teleportation is added to Will's ammo, the final point is substracted and the algorithm is finished.

Finally, the hedgehog ends up with 1 bazooka, 1 grenade and 1 teleportation.

User login

Copyright © 2004-2021 Hedgewars Project. All rights reserved. [ contact ]