Made the effects of many Augmentations slightly stronger

This commit is contained in:
Daniel Xie 2017-06-02 00:34:57 -05:00
parent 94dd4395be
commit 01901e3a8e
3 changed files with 76 additions and 72 deletions

@ -183,7 +183,7 @@ initAugmentations = function() {
Targeting2.setRequirements(3500, 8500000); Targeting2.setRequirements(3500, 8500000);
Targeting2.setInfo("This is an upgrade of the Augmented Targeting I cranial implant, which is capable of augmenting reality " + Targeting2.setInfo("This is an upgrade of the Augmented Targeting I cranial implant, which is capable of augmenting reality " +
"and enhances the user's balance and hand-eye coordination. <br><br>This upgrade increases the player's dexterity " + "and enhances the user's balance and hand-eye coordination. <br><br>This upgrade increases the player's dexterity " +
"by an additional 30%."); "by an additional 40%.");
Targeting2.addToFactions(["The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima", Targeting2.addToFactions(["The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima",
"OmniTek Incorporated", "KuaiGong International", "Blade Industries"]); "OmniTek Incorporated", "KuaiGong International", "Blade Industries"]);
if (augmentationExists(AugmentationNames.Targeting2)) { if (augmentationExists(AugmentationNames.Targeting2)) {
@ -196,7 +196,7 @@ initAugmentations = function() {
Targeting3.setRequirements(11000, 23000000); Targeting3.setRequirements(11000, 23000000);
Targeting3.setInfo("This is an upgrade of the Augmented Targeting II cranial implant, which is capable of augmenting reality " + Targeting3.setInfo("This is an upgrade of the Augmented Targeting II cranial implant, which is capable of augmenting reality " +
"and enhances the user's balance and hand-eye coordination. <br><br>This upgrade increases the player's dexterity " + "and enhances the user's balance and hand-eye coordination. <br><br>This upgrade increases the player's dexterity " +
"by an additional 50%."); "by an additional 60%.");
Targeting3.addToFactions(["The Dark Army", "The Syndicate", "OmniTek Incorporated", Targeting3.addToFactions(["The Dark Army", "The Syndicate", "OmniTek Incorporated",
"KuaiGong International", "Blade Industries", "The Covenant"]); "KuaiGong International", "Blade Industries", "The Covenant"]);
if (augmentationExists(AugmentationNames.Targeting3)) { if (augmentationExists(AugmentationNames.Targeting3)) {
@ -223,7 +223,7 @@ initAugmentations = function() {
SynfibrilMuscle.setInfo("The myofibrils in human muscles are injected with special chemicals that react with the proteins inside " + SynfibrilMuscle.setInfo("The myofibrils in human muscles are injected with special chemicals that react with the proteins inside " +
"the myofibrils, altering their underlying structure. The end result is muscles that are stronger and more elastic. " + "the myofibrils, altering their underlying structure. The end result is muscles that are stronger and more elastic. " +
"Scientists have named these artificially enhanced units 'synfibrils'.<br><br> This augmentation increases the player's " + "Scientists have named these artificially enhanced units 'synfibrils'.<br><br> This augmentation increases the player's " +
"strength and defense by 75%."); "strength and defense by 80%.");
SynfibrilMuscle.addToFactions(["KuaiGong International", "Fulcrum Secret Technologies", "Speakers for the Dead", SynfibrilMuscle.addToFactions(["KuaiGong International", "Fulcrum Secret Technologies", "Speakers for the Dead",
"NWO", "The Covenant", "Daedalus", "Illuminati", "Blade Industries"]); "NWO", "The Covenant", "Daedalus", "Illuminati", "Blade Industries"]);
if (augmentationExists(AugmentationNames.SynfibrilMuscle)) { if (augmentationExists(AugmentationNames.SynfibrilMuscle)) {
@ -260,7 +260,7 @@ initAugmentations = function() {
var CombatRib3 = new Augmentation(AugmentationNames.CombatRib3); var CombatRib3 = new Augmentation(AugmentationNames.CombatRib3);
CombatRib3.setRequirements(12000, 22000000); CombatRib3.setRequirements(12000, 22000000);
CombatRib3.setInfo("This is an upgrade to the Combat Rib II augmentation, and is capable of releasing even more potent combat-enhancing " + CombatRib3.setInfo("This is an upgrade to the Combat Rib II augmentation, and is capable of releasing even more potent combat-enhancing " +
"drugs into the bloodstream<br><br>. This upgrade increases the player's strength and defense by an additional 35%."); "drugs into the bloodstream<br><br>. This upgrade increases the player's strength and defense by an additional 40%.");
CombatRib3.addToFactions(["The Dark Army", "The Syndicate", "OmniTek Incorporated", CombatRib3.addToFactions(["The Dark Army", "The Syndicate", "OmniTek Incorporated",
"KuaiGong International", "Blade Industries", "The Covenant"]); "KuaiGong International", "Blade Industries", "The Covenant"]);
if (augmentationExists(AugmentationNames.CombatRib3)) { if (augmentationExists(AugmentationNames.CombatRib3)) {
@ -329,7 +329,7 @@ initAugmentations = function() {
"Not only is the Bionic Spine physically stronger than a human spine, but it is also capable of digitally " + "Not only is the Bionic Spine physically stronger than a human spine, but it is also capable of digitally " +
"stimulating and regulating the neural signals that are sent and received by the spinal cord. This results in " + "stimulating and regulating the neural signals that are sent and received by the spinal cord. This results in " +
"greatly improved senses and reaction speeds.<br><br>" + "greatly improved senses and reaction speeds.<br><br>" +
"This augmentation increases all of the player's combat stats by 20%."); "This augmentation increases all of the player's combat stats by 25%.");
BionicSpine.addToFactions(["Speakers for the Dead", "The Syndicate", "KuaiGong International", BionicSpine.addToFactions(["Speakers for the Dead", "The Syndicate", "KuaiGong International",
"OmniTek Incorporated", "Blade Industries"]); "OmniTek Incorporated", "Blade Industries"]);
if (augmentationExists(AugmentationNames.BionicSpine)) { if (augmentationExists(AugmentationNames.BionicSpine)) {
@ -409,7 +409,7 @@ initAugmentations = function() {
"language, and the voice's tone/inflection to determine the best course of action during social" + "language, and the voice's tone/inflection to determine the best course of action during social" +
"situations. The implant also uses deep learning software to continuously learn new behavior" + "situations. The implant also uses deep learning software to continuously learn new behavior" +
"patterns and how to best respond.<br><br>" + "patterns and how to best respond.<br><br>" +
"This augmentation increases the player's charisma and charisma experience gain rate by 50%."); "This augmentation increases the player's charisma and charisma experience gain rate by 60%.");
EnhancedSocialInteractionImplant.addToFactions(["Bachman & Associates", "NWO", "Clarke Incorporated", EnhancedSocialInteractionImplant.addToFactions(["Bachman & Associates", "NWO", "Clarke Incorporated",
"OmniTek Incorporated", "Four Sigma"]); "OmniTek Incorporated", "Four Sigma"]);
if (augmentationExists(AugmentationNames.EnhancedSocialInteractionImplant)) { if (augmentationExists(AugmentationNames.EnhancedSocialInteractionImplant)) {
@ -439,7 +439,7 @@ initAugmentations = function() {
"allowing its user to solve much more complex problems at a much faster rate.<br><br>" + "allowing its user to solve much more complex problems at a much faster rate.<br><br>" +
"This augmentation:<br>" + "This augmentation:<br>" +
"Increases the player's hacking speed by 3%<br>" + "Increases the player's hacking speed by 3%<br>" +
"Increases the amount of money the player's gains from hacking by 10%<br>" + "Increases the amount of money the player's gains from hacking by 15%<br>" +
"Inreases the player's hacking skill by 15%"); "Inreases the player's hacking skill by 15%");
ArtificialBioNeuralNetwork.addToFactions(["BitRunners", "Fulcrum Secret Technologies"]); ArtificialBioNeuralNetwork.addToFactions(["BitRunners", "Fulcrum Secret Technologies"]);
if (augmentationExists(AugmentationNames.ArtificialBioNeuralNetwork)) { if (augmentationExists(AugmentationNames.ArtificialBioNeuralNetwork)) {
@ -472,7 +472,7 @@ initAugmentations = function() {
"This augmentation:<br>" + "This augmentation:<br>" +
"Increases the player's hacking speed by 3%<br>" + "Increases the player's hacking speed by 3%<br>" +
"Increases the player's hacking skill by 10%<br>" + "Increases the player's hacking skill by 10%<br>" +
"Increases the player's hacking experience gain rate by 15%"); "Increases the player's hacking experience gain rate by 20%");
EnhancedMyelinSheathing.addToFactions(["Fulcrum Secret Technologies", "BitRunners", "The Black Hand"]); EnhancedMyelinSheathing.addToFactions(["Fulcrum Secret Technologies", "BitRunners", "The Black Hand"]);
if (augmentationExists(AugmentationNames.EnhancedMyelinSheathing)) { if (augmentationExists(AugmentationNames.EnhancedMyelinSheathing)) {
EnhancedMyelinSheathing.owned = Augmentations[AugmentationNames.EnhancedMyelinSheathing].owned; EnhancedMyelinSheathing.owned = Augmentations[AugmentationNames.EnhancedMyelinSheathing].owned;
@ -509,7 +509,7 @@ initAugmentations = function() {
DataJack.setInfo("A brain implant that provides an interface for direct, wireless communication between a computer's main " + DataJack.setInfo("A brain implant that provides an interface for direct, wireless communication between a computer's main " +
"memory and the mind. This implant allows the user to not only access a computer's memory, but also alter " + "memory and the mind. This implant allows the user to not only access a computer's memory, but also alter " +
"and delete it.<br><br>" + "and delete it.<br><br>" +
"This augmentation increases the amount of money the player gains from hacking by 25%"); "This augmentation increases the amount of money the player gains from hacking by 30%");
DataJack.addToFactions(["BitRunners", "The Black Hand", "NiteSec", "Chongqing", "New Tokyo"]); DataJack.addToFactions(["BitRunners", "The Black Hand", "NiteSec", "Chongqing", "New Tokyo"]);
if (augmentationExists(AugmentationNames.DataJack)) { if (augmentationExists(AugmentationNames.DataJack)) {
DataJack.owned = Augmentations[AugmentationNames.DataJack].owned; DataJack.owned = Augmentations[AugmentationNames.DataJack].owned;
@ -594,7 +594,7 @@ initAugmentations = function() {
ENMAnalyzeEngine.setRequirements(250000, 1200000000); ENMAnalyzeEngine.setRequirements(250000, 1200000000);
ENMAnalyzeEngine.setInfo("Installs the Analyze Engine for the Embedded Netburner Module, which is a CPU cluster " + ENMAnalyzeEngine.setInfo("Installs the Analyze Engine for the Embedded Netburner Module, which is a CPU cluster " +
"that vastly outperforms the Netburner Module's native single-core processor.<br><br>" + "that vastly outperforms the Netburner Module's native single-core processor.<br><br>" +
"This augmentation increases the player's hacking speed by 10%."); "This augmentation increases the player's hacking speed by 12%.");
ENMAnalyzeEngine.addToFactions(["ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO", ENMAnalyzeEngine.addToFactions(["ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO",
"Daedalus", "The Covenant", "Illuminati"]); "Daedalus", "The Covenant", "Illuminati"]);
if (augmentationExists(AugmentationNames.ENMAnalyzeEngine)) { if (augmentationExists(AugmentationNames.ENMAnalyzeEngine)) {
@ -625,8 +625,8 @@ initAugmentations = function() {
"in order to improve cognitive functions<br><br>" + "in order to improve cognitive functions<br><br>" +
"This augmentation:<br>" + "This augmentation:<br>" +
"Increases the player's hacking speed by 2%<br>" + "Increases the player's hacking speed by 2%<br>" +
"Increases the player's chance of successfully performing a hack by 10%<br>" + "Increases the player's chance of successfully performing a hack by 15%<br>" +
"Increases the player's hacking experience gain rate by 25%"); "Increases the player's hacking experience gain rate by 30%");
Neuralstimulator.addToFactions(["The Black Hand", "Chongqing", "Sector-12", "New Tokyo", "Aevum", Neuralstimulator.addToFactions(["The Black Hand", "Chongqing", "Sector-12", "New Tokyo", "Aevum",
"Ishima", "Volhaven", "Bachman & Associates", "Clarke Incorporated", "Ishima", "Volhaven", "Bachman & Associates", "Clarke Incorporated",
"Four Sigma"]); "Four Sigma"]);
@ -652,14 +652,14 @@ initAugmentations = function() {
AddToAugmentations(NeuralAccelerator); AddToAugmentations(NeuralAccelerator);
var CranialSignalProcessorsG1 = new Augmentation(AugmentationNames.CranialSignalProcessorsG1); var CranialSignalProcessorsG1 = new Augmentation(AugmentationNames.CranialSignalProcessorsG1);
CranialSignalProcessorsG1.setRequirements(4000, 18000000); CranialSignalProcessorsG1.setRequirements(4000, 16000000);
CranialSignalProcessorsG1.setInfo("The first generation of Cranial Signal Processors. Cranial Signal Processors " + CranialSignalProcessorsG1.setInfo("The first generation of Cranial Signal Processors. Cranial Signal Processors " +
"are a set of specialized microprocessors that are attached to " + "are a set of specialized microprocessors that are attached to " +
"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " + "neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
"so that the brain doesn't have to. <br><br>" + "so that the brain doesn't have to. <br><br>" +
"This augmentation: <br>" + "This augmentation: <br>" +
"Increases the player's hacking speed by 1%<br>" + "Increases the player's hacking speed by 1%<br>" +
"Increases the player's hacking skill by 10%"); "Increases the player's hacking skill by 15%");
CranialSignalProcessorsG1.addToFactions(["CyberSec"]); CranialSignalProcessorsG1.addToFactions(["CyberSec"]);
if (augmentationExists(AugmentationNames.CranialSignalProcessorsG1)) { if (augmentationExists(AugmentationNames.CranialSignalProcessorsG1)) {
CranialSignalProcessorsG1.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG1].owned; CranialSignalProcessorsG1.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG1].owned;
@ -676,7 +676,7 @@ initAugmentations = function() {
"This augmentation: <br>" + "This augmentation: <br>" +
"Increases the player's hacking speed by 2%<br>" + "Increases the player's hacking speed by 2%<br>" +
"Increases the player's chance of successfully performing a hack by 5%<br>" + "Increases the player's chance of successfully performing a hack by 5%<br>" +
"Increases the player's hacking skill by 10%"); "Increases the player's hacking skill by 15%");
CranialSignalProcessorsG2.addToFactions(["NiteSec"]); CranialSignalProcessorsG2.addToFactions(["NiteSec"]);
if (augmentationExists(AugmentationNames.CranialSignalProcessorsG2)) { if (augmentationExists(AugmentationNames.CranialSignalProcessorsG2)) {
CranialSignalProcessorsG2.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG2].owned; CranialSignalProcessorsG2.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG2].owned;
@ -693,7 +693,7 @@ initAugmentations = function() {
"This augmentation:<br>" + "This augmentation:<br>" +
"Increases the player's hacking speed by 2%<br>" + "Increases the player's hacking speed by 2%<br>" +
"Increases the amount of money the player gains from hacking by 20%<br>" + "Increases the amount of money the player gains from hacking by 20%<br>" +
"Increases the player's hacking skill by 10%"); "Increases the player's hacking skill by 15%");
CranialSignalProcessorsG3.addToFactions(["NiteSec", "The Black Hand"]); CranialSignalProcessorsG3.addToFactions(["NiteSec", "The Black Hand"]);
if (augmentationExists(AugmentationNames.CranialSignalProcessorsG3)) { if (augmentationExists(AugmentationNames.CranialSignalProcessorsG3)) {
CranialSignalProcessorsG3.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG3].owned; CranialSignalProcessorsG3.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG3].owned;
@ -725,8 +725,9 @@ initAugmentations = function() {
"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " + "neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations " +
"so that the brain doesn't have to. <br><br>" + "so that the brain doesn't have to. <br><br>" +
"This augmentation:<br>" + "This augmentation:<br>" +
"Increases the player's hacking skill by 60%<br>" + "Increases the player's hacking skill by 30%<br>" +
"Increases the amount of money the player can inject into servers using grow() by 50%"); "Increases the amount of money the player gains from hacking by 25%<br>" +
"Increases the amount of money the player can inject into servers using grow() by 75%");
CranialSignalProcessorsG5.addToFactions(["BitRunners"]); CranialSignalProcessorsG5.addToFactions(["BitRunners"]);
if (augmentationExists(AugmentationNames.CranialSignalProcessorsG5)) { if (augmentationExists(AugmentationNames.CranialSignalProcessorsG5)) {
CranialSignalProcessorsG5.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG5].owned; CranialSignalProcessorsG5.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG5].owned;
@ -740,8 +741,8 @@ initAugmentations = function() {
"by decreasing the neuron gap junction. Then, the body is genetically modified " + "by decreasing the neuron gap junction. Then, the body is genetically modified " +
"to enhance the production and capabilities of its neural stem cells. <br><br>" + "to enhance the production and capabilities of its neural stem cells. <br><br>" +
"This augmentation: <br>" + "This augmentation: <br>" +
"Increases the player's hacking skill by 30%<br>" + "Increases the player's hacking skill by 25%<br>" +
"Increases the player's hacking experience gain rate by 30%<br>"+ "Increases the player's hacking experience gain rate by 40%<br>"+
"Increases the player's hacking speed by 3%"); "Increases the player's hacking speed by 3%");
NeuronalDensification.addToFactions(["Clarke Incorporated"]); NeuronalDensification.addToFactions(["Clarke Incorporated"]);
if (augmentationExists(AugmentationNames.NeuronalDensification)) { if (augmentationExists(AugmentationNames.NeuronalDensification)) {
@ -788,7 +789,7 @@ initAugmentations = function() {
"in the brain.<br><br>" + "in the brain.<br><br>" +
"This augmentation: <br>" + "This augmentation: <br>" +
"Increases all experience gains by 10%<br>" + "Increases all experience gains by 10%<br>" +
"Increases the amount of money the player gains from working by 10%<br>" + "Increases the amount of money the player gains from working by 20%<br>" +
"Increases the amount of reputation the player gains when working for a company by 10%"); "Increases the amount of reputation the player gains when working for a company by 10%");
FocusWire.addToFactions(["Bachman & Associates", "Clarke Incorporated", "Four Sigma", "KuaiGong International"]); FocusWire.addToFactions(["Bachman & Associates", "Clarke Incorporated", "Four Sigma", "KuaiGong International"]);
if (augmentationExists(AugmentationNames.FocusWire)) { if (augmentationExists(AugmentationNames.FocusWire)) {
@ -803,7 +804,7 @@ initAugmentations = function() {
"computers. Connecting to a computer through this jack allows you to interface with " + "computers. Connecting to a computer through this jack allows you to interface with " +
"it using the brain's electrochemical signals.<br><br>" + "it using the brain's electrochemical signals.<br><br>" +
"This augmentation:<br>" + "This augmentation:<br>" +
"Increases the amount of reputation the player gains when working for a company by 25%<br>" + "Increases the amount of reputation the player gains when working for a company by 30%<br>" +
"Increases the player's hacking skill by 10%"); "Increases the player's hacking skill by 10%");
PCDNI.addToFactions(["Four Sigma", "OmniTek Incorporated", "ECorp", "Blade Industries"]); PCDNI.addToFactions(["Four Sigma", "OmniTek Incorporated", "ECorp", "Blade Industries"]);
if (augmentationExists(AugmentationNames.PCDNI)) { if (augmentationExists(AugmentationNames.PCDNI)) {
@ -818,8 +819,8 @@ initAugmentations = function() {
"improves the performance of the interface and gives the user more control options " + "improves the performance of the interface and gives the user more control options " +
"to the connected computer.<br><br>" + "to the connected computer.<br><br>" +
"This augmentation:<br>" + "This augmentation:<br>" +
"Increases the amount of reputation the player gains when working for a company by 25%<br>" + "Increases the amount of reputation the player gains when working for a company by 75%<br>" +
"Increases the player's hacking skill by 25%"); "Increases the player's hacking skill by 20%");
PCDNIOptimizer.addToFactions(["Fulcrum Secret Technologies", "ECorp", "Blade Industries"]); PCDNIOptimizer.addToFactions(["Fulcrum Secret Technologies", "ECorp", "Blade Industries"]);
if (augmentationExists(AugmentationNames.PCDNIOptimizer)) { if (augmentationExists(AugmentationNames.PCDNIOptimizer)) {
PCDNIOptimizer.owned = Augmentations[AugmentationNames.PCDNIOptimizer].owned; PCDNIOptimizer.owned = Augmentations[AugmentationNames.PCDNIOptimizer].owned;
@ -834,7 +835,7 @@ initAugmentations = function() {
"The NeuroNet Injector upgrade allows the user to use his/her own brain's " + "The NeuroNet Injector upgrade allows the user to use his/her own brain's " +
"processing power to aid the computer in computational tasks.<br><br>" + "processing power to aid the computer in computational tasks.<br><br>" +
"This augmentation:<br>" + "This augmentation:<br>" +
"Increases the amount of reputation the player gains when working for a company by 50%<br>" + "Increases the amount of reputation the player gains when working for a company by 100%<br>" +
"Increases the player's hacking skill by 10%<br>" + "Increases the player's hacking skill by 10%<br>" +
"Increases the player's hacking speed by 5%"); "Increases the player's hacking speed by 5%");
PCDNINeuralNetwork.addToFactions(["Fulcrum Secret Technologies"]); PCDNINeuralNetwork.addToFactions(["Fulcrum Secret Technologies"]);
@ -1315,7 +1316,7 @@ initAugmentations = function() {
"This augmentation: <br>" + "This augmentation: <br>" +
"Lets the player start with $1,000,000 after a reset<br>" + "Lets the player start with $1,000,000 after a reset<br>" +
"Lets the player start with the BruteSSH.exe program after a reset"); "Lets the player start with the BruteSSH.exe program after a reset");
CashRoot.setRequirements(4000, 25000000); CashRoot.setRequirements(5000, 25000000);
CashRoot.addToFactions(["Sector-12"]); CashRoot.addToFactions(["Sector-12"]);
if (augmentationExists(AugmentationNames.CashRoot)) { if (augmentationExists(AugmentationNames.CashRoot)) {
CashRoot.owned = Augmentations[AugmentationNames.CashRoot].owned; CashRoot.owned = Augmentations[AugmentationNames.CashRoot].owned;
@ -1381,7 +1382,7 @@ initAugmentations = function() {
"This augmentation:<br>" + "This augmentation:<br>" +
"Increases the player's strength and defense by 50%<br>" + "Increases the player's strength and defense by 50%<br>" +
"Increases the player's crime success rate by 10%<br>" + "Increases the player's crime success rate by 10%<br>" +
"Increases the amount of money the player gains from crimes by 20%"); "Increases the amount of money the player gains from crimes by 25%");
GrapheneBrachiBlades.setRequirements(90000, 500000000); GrapheneBrachiBlades.setRequirements(90000, 500000000);
GrapheneBrachiBlades.addToFactions(["Speakers for the Dead"]); GrapheneBrachiBlades.addToFactions(["Speakers for the Dead"]);
if (augmentationExists(AugmentationNames.GrapheneBrachiBlades)) { if (augmentationExists(AugmentationNames.GrapheneBrachiBlades)) {
@ -1395,7 +1396,7 @@ initAugmentations = function() {
GrapheneBionicArms.setInfo("An upgrade to the Bionic Arms augmentation. It infuses the " + GrapheneBionicArms.setInfo("An upgrade to the Bionic Arms augmentation. It infuses the " +
"prosthetic arms with an advanced graphene material " + "prosthetic arms with an advanced graphene material " +
"to make them much stronger and lighter. <br><br>" + "to make them much stronger and lighter. <br><br>" +
"This augmentation increases the player's strength and dexterity by 100%"); "This augmentation increases the player's strength and dexterity by 125%");
GrapheneBionicArms.setRequirements(200000, 750000000); GrapheneBionicArms.setRequirements(200000, 750000000);
GrapheneBionicArms.addToFactions(["The Dark Army"]); GrapheneBionicArms.addToFactions(["The Dark Army"]);
if (augmentationExists(AugmentationNames.GrapheneBionicArms)) { if (augmentationExists(AugmentationNames.GrapheneBionicArms)) {
@ -1439,7 +1440,7 @@ initAugmentations = function() {
"This augmentation: <br>" + "This augmentation: <br>" +
"Increases the amount of money the player earns at a company by 10%<br>" + "Increases the amount of money the player earns at a company by 10%<br>" +
"Increases the amount of reputation the player gains when working for a " + "Increases the amount of reputation the player gains when working for a " +
"company or faction by 20%"); "company or faction by 15%");
SNA.setRequirements(2500, 6000000); SNA.setRequirements(2500, 6000000);
SNA.addToFactions(["Tian Di Hui"]); SNA.addToFactions(["Tian Di Hui"]);
if (augmentationExists(AugmentationNames.SNA)) { if (augmentationExists(AugmentationNames.SNA)) {
@ -1461,18 +1462,18 @@ applyAugmentation = function(aug, reapply=false) {
Player.dexterity_mult *= 1.2; Player.dexterity_mult *= 1.2;
break; break;
case AugmentationNames.Targeting2: case AugmentationNames.Targeting2:
Player.dexterity_mult *= 1.3; Player.dexterity_mult *= 1.4;
break; break;
case AugmentationNames.Targeting3: case AugmentationNames.Targeting3:
Player.dexterity_mult *= 1.5; Player.dexterity_mult *= 1.6;
break; break;
case AugmentationNames.SyntheticHeart: //High level case AugmentationNames.SyntheticHeart: //High level
Player.agility_mult *= 2.0; Player.agility_mult *= 2.0;
Player.strength_mult *= 2.0; Player.strength_mult *= 2.0;
break; break;
case AugmentationNames.SynfibrilMuscle: //Medium-high level case AugmentationNames.SynfibrilMuscle: //Medium-high level
Player.strength_mult *= 1.75; Player.strength_mult *= 1.8;
Player.defense_mult *= 1.75; Player.defense_mult *= 1.8;
break; break;
case AugmentationNames.CombatRib1: case AugmentationNames.CombatRib1:
//Str and Defense 5% //Str and Defense 5%
@ -1484,8 +1485,8 @@ applyAugmentation = function(aug, reapply=false) {
Player.defense_mult *= 1.25; Player.defense_mult *= 1.25;
break; break;
case AugmentationNames.CombatRib3: case AugmentationNames.CombatRib3:
Player.strength_mult *= 1.35; Player.strength_mult *= 1.40;
Player.defense_mult *= 1.35; Player.defense_mult *= 1.40;
break; break;
case AugmentationNames.NanofiberWeave: //Med level case AugmentationNames.NanofiberWeave: //Med level
Player.strength_mult *= 1.4; Player.strength_mult *= 1.4;
@ -1503,10 +1504,10 @@ applyAugmentation = function(aug, reapply=false) {
Player.defense_mult *= 2.25; Player.defense_mult *= 2.25;
break; break;
case AugmentationNames.BionicSpine: //Med level case AugmentationNames.BionicSpine: //Med level
Player.strength_mult *= 1.2; Player.strength_mult *= 1.25;
Player.defense_mult *= 1.2; Player.defense_mult *= 1.25;
Player.agility_mult *= 1.2; Player.agility_mult *= 1.25;
Player.dexterity_mult *= 1.2; Player.dexterity_mult *= 1.25;
break; break;
case AugmentationNames.GrapheneBionicSpine: //High level case AugmentationNames.GrapheneBionicSpine: //High level
Player.strength_mult *= 2; Player.strength_mult *= 2;
@ -1523,8 +1524,8 @@ applyAugmentation = function(aug, reapply=false) {
//Labor stats augmentations //Labor stats augmentations
case AugmentationNames.EnhancedSocialInteractionImplant: //Med-high level case AugmentationNames.EnhancedSocialInteractionImplant: //Med-high level
Player.charisma_mult *= 1.5; Player.charisma_mult *= 1.6;
Player.charisma_exp_mult *= 1.5; Player.charisma_exp_mult *= 1.6;
break; break;
case AugmentationNames.TITN41Injection: case AugmentationNames.TITN41Injection:
Player.charisma_mult *= 1.15; Player.charisma_mult *= 1.15;
@ -1540,7 +1541,7 @@ applyAugmentation = function(aug, reapply=false) {
break; break;
case AugmentationNames.ArtificialBioNeuralNetwork: //Med level case AugmentationNames.ArtificialBioNeuralNetwork: //Med level
Player.hacking_speed_mult *= .97; Player.hacking_speed_mult *= .97;
Player.hacking_money_mult *= 1.1; Player.hacking_money_mult *= 1.15;
Player.hacking_mult *= 1.15; Player.hacking_mult *= 1.15;
break; break;
case AugmentationNames.ArtificialSynapticPotentiation: //Med level case AugmentationNames.ArtificialSynapticPotentiation: //Med level
@ -1550,7 +1551,7 @@ applyAugmentation = function(aug, reapply=false) {
break; break;
case AugmentationNames.EnhancedMyelinSheathing: //Med level case AugmentationNames.EnhancedMyelinSheathing: //Med level
Player.hacking_speed_mult *= .97; Player.hacking_speed_mult *= .97;
Player.hacking_exp_mult *= 1.15; Player.hacking_exp_mult *= 1.2;
Player.hacking_mult *= 1.1; Player.hacking_mult *= 1.1;
break; break;
case AugmentationNames.SynapticEnhancement: //Low Level case AugmentationNames.SynapticEnhancement: //Low Level
@ -1560,7 +1561,7 @@ applyAugmentation = function(aug, reapply=false) {
Player.hacking_exp_mult *= 1.4; Player.hacking_exp_mult *= 1.4;
break; break;
case AugmentationNames.DataJack: //Med low level case AugmentationNames.DataJack: //Med low level
Player.hacking_money_mult *= 1.25; Player.hacking_money_mult *= 1.3;
break; break;
case AugmentationNames.ENM: //Medium level case AugmentationNames.ENM: //Medium level
Player.hacking_mult *= 1.1; Player.hacking_mult *= 1.1;
@ -1587,7 +1588,7 @@ applyAugmentation = function(aug, reapply=false) {
Player.hacking_mult *= 1.2; Player.hacking_mult *= 1.2;
break; break;
case AugmentationNames.ENMAnalyzeEngine: //High level case AugmentationNames.ENMAnalyzeEngine: //High level
Player.hacking_speed_mult *= 0.9; Player.hacking_speed_mult *= 0.88;
break; break;
case AugmentationNames.ENMDMA: //High level case AugmentationNames.ENMDMA: //High level
Player.hacking_money_mult *= 1.5; Player.hacking_money_mult *= 1.5;
@ -1595,8 +1596,8 @@ applyAugmentation = function(aug, reapply=false) {
break; break;
case AugmentationNames.Neuralstimulator: //Medium Level case AugmentationNames.Neuralstimulator: //Medium Level
Player.hacking_speed_mult *= .98; Player.hacking_speed_mult *= .98;
Player.hacking_chance_mult *= 1.1; Player.hacking_chance_mult *= 1.15;
Player.hacking_exp_mult *= 1.25; Player.hacking_exp_mult *= 1.3;
break; break;
case AugmentationNames.NeuralAccelerator: case AugmentationNames.NeuralAccelerator:
Player.hacking_mult *= 1.2; Player.hacking_mult *= 1.2;
@ -1605,17 +1606,17 @@ applyAugmentation = function(aug, reapply=false) {
break; break;
case AugmentationNames.CranialSignalProcessorsG1: case AugmentationNames.CranialSignalProcessorsG1:
Player.hacking_speed_mult *= 0.99; Player.hacking_speed_mult *= 0.99;
Player.hacking_mult *= 1.1; Player.hacking_mult *= 1.15;
break; break;
case AugmentationNames.CranialSignalProcessorsG2: case AugmentationNames.CranialSignalProcessorsG2:
Player.hacking_speed_mult *= 0.98; Player.hacking_speed_mult *= 0.98;
Player.hacking_chance_mult *= 1.05; Player.hacking_chance_mult *= 1.05;
Player.hacking_mult *= 1.1; Player.hacking_mult *= 1.15;
break; break;
case AugmentationNames.CranialSignalProcessorsG3: case AugmentationNames.CranialSignalProcessorsG3:
Player.hacking_speed_mult *= 0.98; Player.hacking_speed_mult *= 0.98;
Player.hacking_money_mult *= 1.2; Player.hacking_money_mult *= 1.2;
Player.hacking_mult *= 1.1; Player.hacking_mult *= 1.15;
break; break;
case AugmentationNames.CranialSignalProcessorsG4: case AugmentationNames.CranialSignalProcessorsG4:
Player.hacking_speed_mult *= 0.98; Player.hacking_speed_mult *= 0.98;
@ -1623,12 +1624,13 @@ applyAugmentation = function(aug, reapply=false) {
Player.hacking_grow_mult *= 1.25; Player.hacking_grow_mult *= 1.25;
break; break;
case AugmentationNames.CranialSignalProcessorsG5: case AugmentationNames.CranialSignalProcessorsG5:
Player.hacking_mult *= 1.6; Player.hacking_mult *= 1.3;
Player.hacking_grow_mult *= 1.5; Player.hacking_money_mult *= 1.25;
Player.hacking_grow_mult *= 1.75;
break; break;
case AugmentationNames.NeuronalDensification: case AugmentationNames.NeuronalDensification:
Player.hacking_mult *= 1.3; Player.hacking_mult *= 1.25;
Player.hacking_exp_mult *= 1.3; Player.hacking_exp_mult *= 1.40;
Player.hacking_speed_mult *= 0.97; Player.hacking_speed_mult *= 0.97;
break; break;
@ -1648,18 +1650,18 @@ applyAugmentation = function(aug, reapply=false) {
Player.agility_exp_mult *= 1.1; Player.agility_exp_mult *= 1.1;
Player.charisma_exp_mult *= 1.1; Player.charisma_exp_mult *= 1.1;
Player.company_rep_mult *= 1.1; Player.company_rep_mult *= 1.1;
Player.work_money_mult *= 1.1; Player.work_money_mult *= 1.2;
break; break;
case AugmentationNames.PCDNI: //Med level case AugmentationNames.PCDNI: //Med level
Player.company_rep_mult *= 1.25; Player.company_rep_mult *= 1.3;
Player.hacking_mult *= 1.1; Player.hacking_mult *= 1.1;
break; break;
case AugmentationNames.PCDNIOptimizer: //High level case AugmentationNames.PCDNIOptimizer: //High level
Player.company_rep_mult *= 1.25; Player.company_rep_mult *= 1.75;
Player.hacking_mult *= 1.25; Player.hacking_mult *= 1.20;
break; break;
case AugmentationNames.PCDNINeuralNetwork: //High level case AugmentationNames.PCDNINeuralNetwork: //High level
Player.company_rep_mult *= 1.5; Player.company_rep_mult *= 2;
Player.hacking_mult *= 1.1; Player.hacking_mult *= 1.1;
Player.hacking_speed_mult *= .95; Player.hacking_speed_mult *= .95;
break; break;
@ -1897,11 +1899,11 @@ applyAugmentation = function(aug, reapply=false) {
Player.strength_mult *= 1.5; Player.strength_mult *= 1.5;
Player.defense_mult *= 1.5; Player.defense_mult *= 1.5;
Player.crime_success_mult *= 1.1; Player.crime_success_mult *= 1.1;
Player.crime_money_mult *= 1.2; Player.crime_money_mult *= 1.25;
break; break;
case AugmentationNames.GrapheneBionicArms: case AugmentationNames.GrapheneBionicArms:
Player.strength_mult *= 2; Player.strength_mult *= 2.25;
Player.dexterity_mult *= 2; Player.dexterity_mult *= 2.25;
break; break;
case AugmentationNames.BrachiBlades: case AugmentationNames.BrachiBlades:
Player.strength_mult *= 1.2; Player.strength_mult *= 1.2;
@ -1915,8 +1917,8 @@ applyAugmentation = function(aug, reapply=false) {
break; break;
case AugmentationNames.SNA: case AugmentationNames.SNA:
Player.work_money_mult *= 1.1; Player.work_money_mult *= 1.1;
Player.company_rep_mult *= 1.2; Player.company_rep_mult *= 1.15;
Player.faction_rep_mult *= 1.2; Player.faction_rep_mult *= 1.15;
break; break;
default: default:
throw new Error("ERROR: No such augmentation!"); throw new Error("ERROR: No such augmentation!");

@ -201,5 +201,8 @@ function prestigeAugmentation() {
$("#terminal tr:not(:last)").remove(); $("#terminal tr:not(:last)").remove();
postNetburnerText(); postNetburnerText();
//Messages
initMessages();
Engine.loadTerminalContent(); Engine.loadTerminalContent();
} }

@ -29,7 +29,6 @@ var dialogBoxOpened = false;
var dialogBoxCount = 0; var dialogBoxCount = 0;
dialogBoxCreate = function(txt) { dialogBoxCreate = function(txt) {
console.log("created");
var container = document.createElement("div"); var container = document.createElement("div");
container.setAttribute("class", "dialog-box-container"); container.setAttribute("class", "dialog-box-container");