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https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-19 12:45:45 +01:00
Nerfed all augmentations. Hacking speed multiplier increases rather than decreases. Servers have minimum server security. Hacking no money leads to less experience. Grow and weaken give same exp as hacking
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@ -156,7 +156,7 @@ initAugmentations = function() {
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//Combat stat augmentations
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var HemoRecirculator = new Augmentation(AugmentationNames.HemoRecirculator);
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HemoRecirculator.setInfo("A heart implant that greatly increases the body's ability to effectively use and pump " +
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"blood. <br><br> This augmentation increases all of the player's combat stats by 15%.")
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"blood. <br><br> This augmentation increases all of the player's combat stats by 10%.")
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HemoRecirculator.setRequirements(4000, 9000000);
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HemoRecirculator.addToFactions(["Tetrads", "The Dark Army", "The Syndicate"]);
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if (augmentationExists(AugmentationNames.HemoRecirculator)) {
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@ -170,7 +170,7 @@ initAugmentations = function() {
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Targeting1.setInfo("This cranial implant is embedded within the player's inner ear structure and optic nerves. It regulates and enhances the user's " +
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"balance and hand-eye coordination. It is also capable of augmenting reality by projecting digital information " +
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"directly onto the retina. These enhancements allow the player to better lock-on and keep track of enemies. <br><br>" +
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"This augmentation increases the player's dexterity by 20%.");
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"This augmentation increases the player's dexterity by 15%.");
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Targeting1.addToFactions(["Slum Snakes", "The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima",
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"OmniTek Incorporated", "KuaiGong International", "Blade Industries"]);
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if (augmentationExists(AugmentationNames.Targeting1)) {
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@ -183,7 +183,7 @@ initAugmentations = function() {
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Targeting2.setRequirements(3500, 8500000);
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Targeting2.setInfo("This is an upgrade of the Augmented Targeting I cranial implant, which is capable of augmenting reality " +
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"and enhances the user's balance and hand-eye coordination. <br><br>This upgrade increases the player's dexterity " +
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"by an additional 40%.");
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"by an additional 25%.");
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Targeting2.addToFactions(["The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima",
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"OmniTek Incorporated", "KuaiGong International", "Blade Industries"]);
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if (augmentationExists(AugmentationNames.Targeting2)) {
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@ -196,7 +196,7 @@ initAugmentations = function() {
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Targeting3.setRequirements(11000, 23000000);
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Targeting3.setInfo("This is an upgrade of the Augmented Targeting II cranial implant, which is capable of augmenting reality " +
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"and enhances the user's balance and hand-eye coordination. <br><br>This upgrade increases the player's dexterity " +
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"by an additional 60%.");
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"by an additional 40%.");
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Targeting3.addToFactions(["The Dark Army", "The Syndicate", "OmniTek Incorporated",
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"KuaiGong International", "Blade Industries", "The Covenant"]);
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if (augmentationExists(AugmentationNames.Targeting3)) {
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@ -223,7 +223,7 @@ initAugmentations = function() {
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SynfibrilMuscle.setInfo("The myofibrils in human muscles are injected with special chemicals that react with the proteins inside " +
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"the myofibrils, altering their underlying structure. The end result is muscles that are stronger and more elastic. " +
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"Scientists have named these artificially enhanced units 'synfibrils'.<br><br> This augmentation increases the player's " +
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"strength and defense by 80%.");
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"strength and defense by 60%.");
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SynfibrilMuscle.addToFactions(["KuaiGong International", "Fulcrum Secret Technologies", "Speakers for the Dead",
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"NWO", "The Covenant", "Daedalus", "Illuminati", "Blade Industries"]);
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if (augmentationExists(AugmentationNames.SynfibrilMuscle)) {
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@ -236,7 +236,7 @@ initAugmentations = function() {
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CombatRib1.setRequirements(2500, 4500000);
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CombatRib1.setInfo("The human body's ribs are replaced with artificial ribs that automatically and continuously release cognitive " +
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"and performance-enhancing drugs into the bloodstream, improving the user's abilities in combat.<br><br>" +
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"This augmentation increases the player's strength and defense by 15%.");
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"This augmentation increases the player's strength and defense by 10%.");
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CombatRib1.addToFactions(["Slum Snakes", "The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima",
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"OmniTek Incorporated", "KuaiGong International", "Blade Industries"]);
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if (augmentationExists(AugmentationNames.CombatRib1)) {
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@ -248,7 +248,7 @@ initAugmentations = function() {
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var CombatRib2 = new Augmentation(AugmentationNames.CombatRib2);
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CombatRib2.setRequirements(7000, 12000000);
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CombatRib2.setInfo("This is an upgrade to the Combat Rib I augmentation, and is capable of releasing even more potent combat-enhancing " +
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"drugs into the bloodstream<br><br>. This upgrade increases the player's strength and defense by an additional 25%.")
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"drugs into the bloodstream<br><br>. This upgrade increases the player's strength and defense by an additional 15%.")
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CombatRib2.addToFactions(["The Dark Army", "The Syndicate", "Sector-12", "Volhaven", "Ishima",
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"OmniTek Incorporated", "KuaiGong International", "Blade Industries"]);
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if (augmentationExists(AugmentationNames.CombatRib2)) {
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@ -260,7 +260,7 @@ initAugmentations = function() {
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var CombatRib3 = new Augmentation(AugmentationNames.CombatRib3);
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CombatRib3.setRequirements(12000, 22000000);
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CombatRib3.setInfo("This is an upgrade to the Combat Rib II augmentation, and is capable of releasing even more potent combat-enhancing " +
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"drugs into the bloodstream<br><br>. This upgrade increases the player's strength and defense by an additional 40%.");
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"drugs into the bloodstream<br><br>. This upgrade increases the player's strength and defense by an additional 25%.");
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CombatRib3.addToFactions(["The Dark Army", "The Syndicate", "OmniTek Incorporated",
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"KuaiGong International", "Blade Industries", "The Covenant"]);
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if (augmentationExists(AugmentationNames.CombatRib3)) {
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@ -273,7 +273,7 @@ initAugmentations = function() {
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NanofiberWeave.setRequirements(14000, 20000000);
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NanofiberWeave.setInfo("Synthetic nanofibers are woven into the skin's extracellular matrix using electrospinning. " +
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"This improves the skin's ability to regenerate itself and protect the body from external stresses and forces.<br><br>" +
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"This augmentation increases the player's strength and defense by 40%.");
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"This augmentation increases the player's strength and defense by 25%.");
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NanofiberWeave.addToFactions(["Tian Di Hui", "The Syndicate", "The Dark Army", "Speakers for the Dead",
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"Blade Industries", "Fulcrum Secret Technologies", "OmniTek Incorporated"]);
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if (augmentationExists(AugmentationNames.NanofiberWeave)) {
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@ -289,7 +289,7 @@ initAugmentations = function() {
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"that has ever been created. The dilatant fluid, despite being thin and light, is extremely effective " +
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"at stopping piercing blows and reducing blunt trauma. The properties of graphene allow the plating to " +
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"mitigate damage from any fire-related or electrical traumas.<br><br>" +
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"This augmentation increases the player's defense by 150%.");
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"This augmentation increases the player's defense by 125%.");
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SubdermalArmor.addToFactions(["The Syndicate", "Fulcrum Secret Technologies", "Illuminati", "Daedalus",
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"The Covenant"]);
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if (augmentationExists(AugmentationNames.SubdermalArmor)) {
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@ -302,7 +302,7 @@ initAugmentations = function() {
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WiredReflexes.setRequirements(500, 500000);
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WiredReflexes.setInfo("Synthetic nerve-enhancements are injected into all major parts of the somatic nervous system, " +
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"supercharging the body's ability to send signals through neurons. This results in increased reflex speed.<br><br>" +
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"This augmentation increases the player's agility and dexterity by 10%.");
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"This augmentation increases the player's agility and dexterity by 5%.");
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WiredReflexes.addToFactions(["Tian Di Hui", "Slum Snakes", "Sector-12", "Volhaven", "Aevum", "Ishima",
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"The Syndicate", "The Dark Army", "Speakers for the Dead"]);
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if (augmentationExists(AugmentationNames.WiredReflexes)) {
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@ -315,7 +315,7 @@ initAugmentations = function() {
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GrapheneBoneLacings.setRequirements(450000, 850000000);
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GrapheneBoneLacings.setInfo("A graphene-based material is grafted and fused into the user's bones, significantly increasing " +
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"their density and tensile strength.<br><br>" +
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"This augmentation increases the player's strength and defense by 125%.");
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"This augmentation increases the player's strength and defense by 110%.");
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GrapheneBoneLacings.addToFactions(["Fulcrum Secret Technologies", "The Covenant"]);
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if (augmentationExists(AugmentationNames.GrapheneBoneLacings)) {
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GrapheneBoneLacings.owned = Augmentations[AugmentationNames.GrapheneBoneLacings].owned;
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@ -329,7 +329,7 @@ initAugmentations = function() {
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"Not only is the Bionic Spine physically stronger than a human spine, but it is also capable of digitally " +
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"stimulating and regulating the neural signals that are sent and received by the spinal cord. This results in " +
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"greatly improved senses and reaction speeds.<br><br>" +
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"This augmentation increases all of the player's combat stats by 25%.");
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"This augmentation increases all of the player's combat stats by 20%.");
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BionicSpine.addToFactions(["Speakers for the Dead", "The Syndicate", "KuaiGong International",
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"OmniTek Incorporated", "Blade Industries"]);
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if (augmentationExists(AugmentationNames.BionicSpine)) {
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@ -342,7 +342,7 @@ initAugmentations = function() {
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GrapheneBionicSpine.setRequirements(650000, 1200000000);
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GrapheneBionicSpine.setInfo("An upgrade to the Bionic Spine augmentation. It fuses the implant with an advanced graphene " +
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"material to make it much stronger and lighter.<br><br>" +
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"This augmentation increases all of the player's combat stats by 100%.");
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"This augmentation increases all of the player's combat stats by 80%.");
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GrapheneBionicSpine.addToFactions(["Fulcrum Secret Technologies", "ECorp"]);
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if (augmentationExists(AugmentationNames.GrapheneBionicSpine)) {
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GrapheneBionicSpine.owned = Augmentations[AugmentationNames.GrapheneBionicSpine].owned;
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@ -353,7 +353,7 @@ initAugmentations = function() {
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var BionicLegs = new Augmentation(AugmentationNames.BionicLegs);
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BionicLegs.setRequirements(60000, 75000000);
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BionicLegs.setInfo("Cybernetic legs created from plasteel and carbon fibers that completely replace the user's organic legs. <br><br>" +
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"This augmentation increases the player's agility by 75%.");
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"This augmentation increases the player's agility by 60%.");
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BionicLegs.addToFactions(["Speakers for the Dead", "The Syndicate", "KuaiGong International",
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"OmniTek Incorporated", "Blade Industries"]);
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if (augmentationExists(AugmentationNames.BionicLegs)) {
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@ -366,7 +366,7 @@ initAugmentations = function() {
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GrapheneBionicLegs.setRequirements(300000, 900000000);
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GrapheneBionicLegs.setInfo("An upgrade to the Bionic Legs augmentation. It fuses the implant with an advanced graphene " +
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"material to make it much stronger and lighter.<br><br>" +
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"This augmentation increases the player's agility by an additional 200%.");
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"This augmentation increases the player's agility by an additional 175%.");
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GrapheneBionicLegs.addToFactions(["MegaCorp", "ECorp", "Fulcrum Secret Technologies"]);
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if (augmentationExists(AugmentationNames.GrapheneBionicLegs)) {
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GrapheneBionicLegs.owned = Augmentations[AugmentationNames.GrapheneBionicLegs].owned;
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@ -422,7 +422,7 @@ initAugmentations = function() {
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var BitWire = new Augmentation(AugmentationNames.BitWire);
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BitWire.setRequirements(1500, 2000000);
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BitWire.setInfo("A small brain implant embedded in the cerebrum. This regulates and improves the brain's computing " +
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"capabilities. <br><br> This augmentation increases the player's hacking skill by 10%");
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"capabilities. <br><br> This augmentation increases the player's hacking skill by 5%");
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BitWire.addToFactions(["CyberSec", "NiteSec"]);
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if (augmentationExists(AugmentationNames.BitWire)) {
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BitWire.owned = Augmentations[AugmentationNames.BitWire].owned;
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@ -440,7 +440,7 @@ initAugmentations = function() {
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"This augmentation:<br>" +
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"Increases the player's hacking speed by 3%<br>" +
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"Increases the amount of money the player's gains from hacking by 15%<br>" +
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"Inreases the player's hacking skill by 15%");
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"Inreases the player's hacking skill by 12%");
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ArtificialBioNeuralNetwork.addToFactions(["BitRunners", "Fulcrum Secret Technologies"]);
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if (augmentationExists(AugmentationNames.ArtificialBioNeuralNetwork)) {
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ArtificialBioNeuralNetwork.owned = Augmentations[AugmentationNames.ArtificialBioNeuralNetwork].owned;
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@ -453,7 +453,7 @@ initAugmentations = function() {
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ArtificialSynapticPotentiation.setInfo("The body is injected with a chemical that artificially induces synaptic potentiation, " +
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"otherwise known as the strengthening of synapses. This results in a enhanced cognitive abilities.<br><br>" +
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"This augmentation: <br>" +
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"Increases the player's hacking speed by 3% <br> " +
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"Increases the player's hacking speed by 2% <br> " +
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"Increases the player's hacking chance by 5%<br>" +
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"Increases the player's hacking experience gain rate by 5%");
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ArtificialSynapticPotentiation.addToFactions(["The Black Hand", "NiteSec"]);
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@ -471,8 +471,8 @@ initAugmentations = function() {
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"counterparts, leading to greater processing speeds and better brain function.<br><br>" +
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"This augmentation:<br>" +
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"Increases the player's hacking speed by 3%<br>" +
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"Increases the player's hacking skill by 10%<br>" +
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"Increases the player's hacking experience gain rate by 20%");
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"Increases the player's hacking skill by 8%<br>" +
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"Increases the player's hacking experience gain rate by 15%");
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EnhancedMyelinSheathing.addToFactions(["Fulcrum Secret Technologies", "BitRunners", "The Black Hand"]);
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if (augmentationExists(AugmentationNames.EnhancedMyelinSheathing)) {
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EnhancedMyelinSheathing.owned = Augmentations[AugmentationNames.EnhancedMyelinSheathing].owned;
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@ -496,7 +496,7 @@ initAugmentations = function() {
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NeuralRetentionEnhancement.setRequirements(8000, 50000000);
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NeuralRetentionEnhancement.setInfo("Chemical injections are used to permanently alter and strengthen the brain's neuronal " +
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"circuits, strengthening its ability to retain information.<br><br>" +
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"This augmentation increases the player's hacking experience gain rate by 40%.");
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"This augmentation increases the player's hacking experience gain rate by 35%.");
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NeuralRetentionEnhancement.addToFactions(["NiteSec"]);
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if (augmentationExists(AugmentationNames.NeuralRetentionEnhancement)) {
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NeuralRetentionEnhancement.owned = Augmentations[AugmentationNames.NeuralRetentionEnhancement].owned;
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@ -524,7 +524,7 @@ initAugmentations = function() {
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"processing all of the traffic on that network. By itself, the Embedded Netburner Module does " +
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"not do much, but a variety of very powerful upgrades can be installed that allow you to fully " +
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"control the traffic on a network.<br><br>" +
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"This augmentation increases the player's hacking skill by 10%");
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"This augmentation increases the player's hacking skill by 8%");
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ENM.addToFactions(["BitRunners", "The Black Hand", "NiteSec", "ECorp", "MegaCorp",
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"Fulcrum Secret Technologies", "NWO", "Blade Industries"]);
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if (augmentationExists(AugmentationNames.ENM)) {
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@ -541,8 +541,8 @@ initAugmentations = function() {
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"Increases the player's hacking speed by 3%<br>" +
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"Increases the amount of money the player gains from hacking by 10%<br>" +
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"Increases the player's chance of successfully performing a hack by 3%<br>" +
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"Increases the player's hacking experience gain rate by 10%<br>" +
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"Increases the player's hacking skill by 10%");
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"Increases the player's hacking experience gain rate by 7%<br>" +
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"Increases the player's hacking skill by 7%");
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ENMCore.addToFactions(["BitRunners", "The Black Hand", "ECorp", "MegaCorp",
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"Fulcrum Secret Technologies", "NWO", "Blade Industries"]);
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if (augmentationExists(AugmentationNames.ENMCore)) {
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@ -559,10 +559,10 @@ initAugmentations = function() {
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"packets.<br><br>" +
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"This augmentation: <br>" +
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"Increases the player's hacking speed by 5%<br>" +
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"Increases the amount of money the player gains from hacking by 50%<br>" +
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"Increases the amount of money the player gains from hacking by 30%<br>" +
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"Increases the player's chance of successfully performing a hack by 5%<br>" +
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"Increases the player's hacking experience gain rate by 50%<br>" +
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"Increases the player's hacking skill by 15%");
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"Increases the player's hacking experience gain rate by 20%<br>" +
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"Increases the player's hacking skill by 8%");
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ENMCoreV2.addToFactions(["BitRunners", "ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO",
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"Blade Industries", "OmniTek Incorporated", "KuaiGong International"]);
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if (augmentationExists(AugmentationNames.ENMCoreV2)) {
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@ -578,10 +578,10 @@ initAugmentations = function() {
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"any device on a network.<br><br>" +
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"This augmentation:<br>" +
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"Increases the player's hacking speed by 5%<br>" +
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"Increases the amount of money the player gains from hacking by 50%<br>" +
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"Increases the amount of money the player gains from hacking by 40%<br>" +
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"Increases the player's chance of successfully performing a hack by 10%<br>" +
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"Increases the player's hacking experience gain rate by 100%<br>" +
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"Increases the player's hacking skill by 20%");
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"Increases the player's hacking experience gain rate by 50%<br>" +
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"Increases the player's hacking skill by 10%");
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ENMCoreV3.addToFactions(["ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO",
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"Daedalus", "The Covenant", "Illuminati"]);
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if (augmentationExists(AugmentationNames.ENMCoreV3)) {
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@ -594,7 +594,7 @@ initAugmentations = function() {
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ENMAnalyzeEngine.setRequirements(250000, 1200000000);
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ENMAnalyzeEngine.setInfo("Installs the Analyze Engine for the Embedded Netburner Module, which is a CPU cluster " +
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"that vastly outperforms the Netburner Module's native single-core processor.<br><br>" +
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"This augmentation increases the player's hacking speed by 12%.");
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"This augmentation increases the player's hacking speed by 10%.");
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ENMAnalyzeEngine.addToFactions(["ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO",
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"Daedalus", "The Covenant", "Illuminati"]);
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if (augmentationExists(AugmentationNames.ENMAnalyzeEngine)) {
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@ -609,7 +609,7 @@ initAugmentations = function() {
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"Embedded Netburner Module. This allows the Module to send and receive data " +
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"directly to and from the main memory of devices on a network.<br><br>" +
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"This augmentation: <br>" +
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"Increases the amount of money the player gains from hacking by 50%<br>" +
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"Increases the amount of money the player gains from hacking by 40%<br>" +
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"Increases the player's chance of successfully performing a hack by 20%");
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ENMDMA.addToFactions(["ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO",
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"Daedalus", "The Covenant", "Illuminati"]);
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@ -625,8 +625,8 @@ initAugmentations = function() {
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"in order to improve cognitive functions<br><br>" +
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"This augmentation:<br>" +
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"Increases the player's hacking speed by 2%<br>" +
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"Increases the player's chance of successfully performing a hack by 15%<br>" +
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"Increases the player's hacking experience gain rate by 30%");
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"Increases the player's chance of successfully performing a hack by 10%<br>" +
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"Increases the player's hacking experience gain rate by 20%");
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Neuralstimulator.addToFactions(["The Black Hand", "Chongqing", "Sector-12", "New Tokyo", "Aevum",
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"Ishima", "Volhaven", "Bachman & Associates", "Clarke Incorporated",
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"Four Sigma"]);
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@ -641,8 +641,8 @@ initAugmentations = function() {
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NeuralAccelerator.setInfo("A microprocessor that accelerates the processing " +
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"speed of biological neural networks. This is a cranial implant that is embedded inside the brain. <br><br>" +
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"This augmentation: <br>" +
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"Increases the player's hacking skill by 20%<br>" +
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"Increases the player's hacking experience gain rate by 20%<br>" +
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"Increases the player's hacking skill by 10%<br>" +
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"Increases the player's hacking experience gain rate by 15%<br>" +
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"Increases the amount of money the player gains from hacking by 20%");
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NeuralAccelerator.addToFactions(["BitRunners"]);
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if (augmentationExists(AugmentationNames.NeuralAccelerator)) {
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@ -659,7 +659,7 @@ initAugmentations = function() {
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"so that the brain doesn't have to. <br><br>" +
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"This augmentation: <br>" +
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"Increases the player's hacking speed by 1%<br>" +
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"Increases the player's hacking skill by 15%");
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"Increases the player's hacking skill by 5%");
|
||||
CranialSignalProcessorsG1.addToFactions(["CyberSec"]);
|
||||
if (augmentationExists(AugmentationNames.CranialSignalProcessorsG1)) {
|
||||
CranialSignalProcessorsG1.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG1].owned;
|
||||
@ -676,7 +676,7 @@ initAugmentations = function() {
|
||||
"This augmentation: <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 hacking skill by 15%");
|
||||
"Increases the player's hacking skill by 7%");
|
||||
CranialSignalProcessorsG2.addToFactions(["NiteSec"]);
|
||||
if (augmentationExists(AugmentationNames.CranialSignalProcessorsG2)) {
|
||||
CranialSignalProcessorsG2.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG2].owned;
|
||||
@ -692,8 +692,8 @@ initAugmentations = function() {
|
||||
"so that the brain doesn't have to. <br><br>" +
|
||||
"This augmentation:<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 player's hacking skill by 15%");
|
||||
"Increases the amount of money the player gains from hacking by 15%<br>" +
|
||||
"Increases the player's hacking skill by 9%");
|
||||
CranialSignalProcessorsG3.addToFactions(["NiteSec", "The Black Hand"]);
|
||||
if (augmentationExists(AugmentationNames.CranialSignalProcessorsG3)) {
|
||||
CranialSignalProcessorsG3.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG3].owned;
|
||||
@ -709,7 +709,7 @@ initAugmentations = function() {
|
||||
"so that the brain doesn't have to. <br><br>" +
|
||||
"This augmentation: <br>" +
|
||||
"Increases the player's hacking speed by 2%<br>" +
|
||||
"Increases the amount of money the player gains from hacking by 25%<br>" +
|
||||
"Increases the amount of money the player gains from hacking by 20%<br>" +
|
||||
"Increases the amount of money the player can inject into servers using grow() by 25%");
|
||||
CranialSignalProcessorsG4.addToFactions(["The Black Hand"]);
|
||||
if (augmentationExists(AugmentationNames.CranialSignalProcessorsG4)) {
|
||||
@ -741,8 +741,8 @@ initAugmentations = function() {
|
||||
"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>" +
|
||||
"This augmentation: <br>" +
|
||||
"Increases the player's hacking skill by 25%<br>" +
|
||||
"Increases the player's hacking experience gain rate by 40%<br>"+
|
||||
"Increases the player's hacking skill by 15%<br>" +
|
||||
"Increases the player's hacking experience gain rate by 20%<br>"+
|
||||
"Increases the player's hacking speed by 3%");
|
||||
NeuronalDensification.addToFactions(["Clarke Incorporated"]);
|
||||
if (augmentationExists(AugmentationNames.NeuronalDensification)) {
|
||||
@ -805,7 +805,7 @@ initAugmentations = function() {
|
||||
"it using the brain's electrochemical signals.<br><br>" +
|
||||
"This augmentation:<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 8%");
|
||||
PCDNI.addToFactions(["Four Sigma", "OmniTek Incorporated", "ECorp", "Blade Industries"]);
|
||||
if (augmentationExists(AugmentationNames.PCDNI)) {
|
||||
PCDNI.owned = Augmentations[AugmentationNames.PCDNI].owned;
|
||||
@ -820,7 +820,7 @@ initAugmentations = function() {
|
||||
"to the connected computer.<br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Increases the amount of reputation the player gains when working for a company by 75%<br>" +
|
||||
"Increases the player's hacking skill by 20%");
|
||||
"Increases the player's hacking skill by 10%");
|
||||
PCDNIOptimizer.addToFactions(["Fulcrum Secret Technologies", "ECorp", "Blade Industries"]);
|
||||
if (augmentationExists(AugmentationNames.PCDNIOptimizer)) {
|
||||
PCDNIOptimizer.owned = Augmentations[AugmentationNames.PCDNIOptimizer].owned;
|
||||
@ -972,7 +972,7 @@ initAugmentations = function() {
|
||||
Neurotrainer2.setInfo("A decentralized cranial implant that improves the brain's ability to learn. This " +
|
||||
"is a more powerful version of the Neurotrainer I augmentation, but it does not " +
|
||||
"require Neurotrainer I to be installed as a prerequisite.<br><br>" +
|
||||
"This augmentation increases the player's experience gain rate for all stats by 20%");
|
||||
"This augmentation increases the player's experience gain rate for all stats by 15%");
|
||||
Neurotrainer2.addToFactions(["BitRunners", "NiteSec"]);
|
||||
if (augmentationExists(AugmentationNames.Neurotrainer2)) {
|
||||
Neurotrainer2.owned = Augmentations[AugmentationNames.Neurotrainer2].owned;
|
||||
@ -985,7 +985,7 @@ initAugmentations = function() {
|
||||
Neurotrainer3.setInfo("A decentralized cranial implant that improves the brain's ability to learn. This " +
|
||||
"is a more powerful version of the Neurotrainer I and Neurotrainer II augmentation, " +
|
||||
"but it does not require either of them to be installed as a prerequisite.<br><br>" +
|
||||
"This augmentation increases the player's experience gain rate for all stats by 30%");
|
||||
"This augmentation increases the player's experience gain rate for all stats by 20%");
|
||||
Neurotrainer3.addToFactions(["NWO", "Four Sigma"]);
|
||||
if (augmentationExists(AugmentationNames.Neurotrainer3)) {
|
||||
Neurotrainer3.owned = Augmentations[AugmentationNames.Neurotrainer3].owned;
|
||||
@ -998,7 +998,7 @@ initAugmentations = function() {
|
||||
"Embedded circuitry within the implant provides the ability to detect heat and movement " +
|
||||
"through solid objects such as wells, thus providing 'x-ray vision'-like capabilities.<br><br>" +
|
||||
"This augmentation: <br>" +
|
||||
"Increases the player's dexterity by 50%<br>" +
|
||||
"Increases the player's dexterity by 40%<br>" +
|
||||
"Increases the player's hacking speed by 3%<br>" +
|
||||
"Increases the amount of money the player gains from hacking by 10%");
|
||||
Hypersight.setRequirements(60000, 550000000);
|
||||
@ -1061,7 +1061,7 @@ initAugmentations = function() {
|
||||
"are capable of capturing wasted energy (in the form of heat) " +
|
||||
"and converting it back into usable power. <br><br>" +
|
||||
"This augmentation: <br>" +
|
||||
"Increases all of the player's stats by 10%<br>" +
|
||||
"Increases all of the player's stats by 5%<br>" +
|
||||
"Increases the player's experience gain rate for all stats by 10%");
|
||||
PowerRecirculator.setRequirements(10000, 33000000);
|
||||
PowerRecirculator.addToFactions(["Tetrads", "The Dark Army", "The Syndicate", "NWO"]);
|
||||
@ -1104,7 +1104,7 @@ initAugmentations = function() {
|
||||
"2056.<br><br>" +
|
||||
"This augmentation: <br>" +
|
||||
"Increases all of the player's combat stats by 75%<br>" +
|
||||
"Increases the player's hacking skill by 25%");
|
||||
"Increases the player's hacking skill by 15%");
|
||||
SPTN97.setRequirements(500000, 950000000);
|
||||
SPTN97.addToFactions(["The Covenant"]);
|
||||
if (augmentationExists(AugmentationNames.SPTN97)) {
|
||||
@ -1133,8 +1133,8 @@ initAugmentations = function() {
|
||||
"fusion power through nuclear fusion, providing limitless amount of clean " +
|
||||
"energy for the body. <br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Increases all of the player's combat stats by 40%<br>" +
|
||||
"Increases all of the player's combat stat experience gain rate by 40%");
|
||||
"Increases all of the player's combat stats by 35%<br>" +
|
||||
"Increases all of the player's combat stat experience gain rate by 35%");
|
||||
CordiARCReactor.setRequirements(450000, 975000000);
|
||||
CordiARCReactor.addToFactions(["MegaCorp"]);
|
||||
if (augmentationExists(AugmentationNames.CordiARCReactor)) {
|
||||
@ -1182,8 +1182,8 @@ initAugmentations = function() {
|
||||
"body. These nanobots induce physiological change and significantly " +
|
||||
"improve the body's functionining in all aspects. <br><br>" +
|
||||
"This augmentation: <br>" +
|
||||
"Increases all of the player's stats by 25%<br>" +
|
||||
"Increases the player's experience gain rate for all stats by 20%");
|
||||
"Increases all of the player's stats by 20%<br>" +
|
||||
"Increases the player's experience gain rate for all stats by 15%");
|
||||
Xanipher.setRequirements(350000, 800000000);
|
||||
Xanipher.addToFactions(["NWO"]);
|
||||
if (augmentationExists(AugmentationNames.Xanipher)) {
|
||||
@ -1212,8 +1212,8 @@ initAugmentations = function() {
|
||||
"into your brain, enhancing your programming and " +
|
||||
"hacking abilities. <br><br>" +
|
||||
"This augmentation:<br>" +
|
||||
"Increases the player's hacking skill by 30%<br>" +
|
||||
"Increases the player's hacking experience gain rate by 30%");
|
||||
"Increases the player's hacking skill by 20%<br>" +
|
||||
"Increases the player's hacking experience gain rate by 25%");
|
||||
OmniTekInfoLoad.setRequirements(250000, 550000000)
|
||||
OmniTekInfoLoad.addToFactions(["OmniTek Incorporated"]);
|
||||
if (augmentationExists(AugmentationNames.OmniTekInfoLoad)) {
|
||||
@ -1246,8 +1246,8 @@ initAugmentations = function() {
|
||||
"mind and BitRunners' data servers, which reportedly contain " +
|
||||
"the largest database of hacking tools and information in the world. <br><br>" +
|
||||
"This augmentation: <br>" +
|
||||
"Increases the player's hacking skill by 20%<br>" +
|
||||
"Increases the player's hacking experience gain rate by 25%<br>" +
|
||||
"Increases the player's hacking skill by 15%<br>" +
|
||||
"Increases the player's hacking experience gain rate by 20%<br>" +
|
||||
"Increases the player's chance of successfully performing a hack by 10%<br>" +
|
||||
"Increases the player's hacking speed by 5%<br>" +
|
||||
"Lets the player start with the FTPCrack.exe and relaySMTP.exe programs after a reset");
|
||||
@ -1284,8 +1284,8 @@ initAugmentations = function() {
|
||||
"The CRTX42-AA is an artificially-synthesized gene that targets the visual and prefrontal " +
|
||||
"cortex and improves cognitive abilities. <br><br>" +
|
||||
"This augmentation: <br>" +
|
||||
"Improves the player's hacking skill by 10%<br>" +
|
||||
"Improves the player's hacking experience gain rate by 20%");
|
||||
"Improves the player's hacking skill by 8%<br>" +
|
||||
"Improves the player's hacking experience gain rate by 15%");
|
||||
CRTX42AA.setRequirements(18000, 45000000);
|
||||
CRTX42AA.addToFactions(["NiteSec"]);
|
||||
if (augmentationExists(AugmentationNames.CRTX42AA)) {
|
||||
@ -1299,7 +1299,7 @@ initAugmentations = function() {
|
||||
Neuregen.setInfo("A drug that genetically modifies the neurons in the brain. " +
|
||||
"The result is that these neurons never die and continuously " +
|
||||
"regenerate and strengthen themselves. <br><br>" +
|
||||
"This augmentation increases the player's hacking experience gain rate by 75%");
|
||||
"This augmentation increases the player's hacking experience gain rate by 40%");
|
||||
Neuregen.setRequirements(15000, 75000000);
|
||||
Neuregen.addToFactions(["Chongqing"]);
|
||||
if (augmentationExists(AugmentationNames.Neuregen)) {
|
||||
@ -1459,66 +1459,66 @@ applyAugmentation = function(aug, reapply=false) {
|
||||
switch(aug.name) {
|
||||
//Combat stat augmentations
|
||||
case AugmentationNames.Targeting1:
|
||||
Player.dexterity_mult *= 1.2;
|
||||
Player.dexterity_mult *= 1.15;
|
||||
break;
|
||||
case AugmentationNames.Targeting2:
|
||||
Player.dexterity_mult *= 1.4;
|
||||
Player.dexterity_mult *= 1.25;
|
||||
break;
|
||||
case AugmentationNames.Targeting3:
|
||||
Player.dexterity_mult *= 1.6;
|
||||
Player.dexterity_mult *= 1.40;
|
||||
break;
|
||||
case AugmentationNames.SyntheticHeart: //High level
|
||||
Player.agility_mult *= 2.0;
|
||||
Player.strength_mult *= 2.0;
|
||||
break;
|
||||
case AugmentationNames.SynfibrilMuscle: //Medium-high level
|
||||
Player.strength_mult *= 1.8;
|
||||
Player.defense_mult *= 1.8;
|
||||
Player.strength_mult *= 1.6;
|
||||
Player.defense_mult *= 1.6;
|
||||
break;
|
||||
case AugmentationNames.CombatRib1:
|
||||
Player.strength_mult *= 1.1;
|
||||
Player.defense_mult *= 1.1;
|
||||
break;
|
||||
case AugmentationNames.CombatRib2:
|
||||
Player.strength_mult *= 1.15;
|
||||
Player.defense_mult *= 1.15;
|
||||
break;
|
||||
case AugmentationNames.CombatRib2:
|
||||
case AugmentationNames.CombatRib3:
|
||||
Player.strength_mult *= 1.25;
|
||||
Player.defense_mult *= 1.25;
|
||||
break;
|
||||
case AugmentationNames.CombatRib3:
|
||||
Player.strength_mult *= 1.40;
|
||||
Player.defense_mult *= 1.40;
|
||||
break;
|
||||
case AugmentationNames.NanofiberWeave: //Med level
|
||||
Player.strength_mult *= 1.4;
|
||||
Player.defense_mult *= 1.4;
|
||||
break;
|
||||
case AugmentationNames.SubdermalArmor: //High level
|
||||
Player.defense_mult *= 2.5;
|
||||
break;
|
||||
case AugmentationNames.WiredReflexes: //Low level
|
||||
Player.agility_mult *= 1.1;
|
||||
Player.dexterity_mult *= 1.1;
|
||||
break;
|
||||
case AugmentationNames.GrapheneBoneLacings: //High level
|
||||
Player.strength_mult *= 2.25;
|
||||
Player.defense_mult *= 2.25;
|
||||
break;
|
||||
case AugmentationNames.BionicSpine: //Med level
|
||||
Player.strength_mult *= 1.25;
|
||||
Player.defense_mult *= 1.25;
|
||||
Player.agility_mult *= 1.25;
|
||||
Player.dexterity_mult *= 1.25;
|
||||
break;
|
||||
case AugmentationNames.SubdermalArmor: //High level
|
||||
Player.defense_mult *= 2.25;
|
||||
break;
|
||||
case AugmentationNames.WiredReflexes: //Low level
|
||||
Player.agility_mult *= 1.05;
|
||||
Player.dexterity_mult *= 1.05;
|
||||
break;
|
||||
case AugmentationNames.GrapheneBoneLacings: //High level
|
||||
Player.strength_mult *= 2.10;
|
||||
Player.defense_mult *= 2.10;
|
||||
break;
|
||||
case AugmentationNames.BionicSpine: //Med level
|
||||
Player.strength_mult *= 1.2;
|
||||
Player.defense_mult *= 1.2;
|
||||
Player.agility_mult *= 1.2;
|
||||
Player.dexterity_mult *= 1.2;
|
||||
break;
|
||||
case AugmentationNames.GrapheneBionicSpine: //High level
|
||||
Player.strength_mult *= 2;
|
||||
Player.defense_mult *= 2;
|
||||
Player.agility_mult *= 2;
|
||||
Player.dexterity_mult *= 2;
|
||||
Player.strength_mult *= 1.8;
|
||||
Player.defense_mult *= 1.8;
|
||||
Player.agility_mult *= 1.8;
|
||||
Player.dexterity_mult *= 1.8;
|
||||
break;
|
||||
case AugmentationNames.BionicLegs: //Med level
|
||||
Player.agility_mult *= 1.75;
|
||||
Player.agility_mult *= 1.6;
|
||||
break;
|
||||
case AugmentationNames.GrapheneBionicLegs: //High level
|
||||
Player.agility_mult *= 3.0;
|
||||
Player.agility_mult *= 2.75;
|
||||
break;
|
||||
|
||||
//Labor stats augmentations
|
||||
@ -1536,90 +1536,90 @@ applyAugmentation = function(aug, reapply=false) {
|
||||
|
||||
//Hacking augmentations
|
||||
case AugmentationNames.BitWire:
|
||||
Player.hacking_mult *= 1.1;
|
||||
Player.hacking_mult *= 1.05;
|
||||
break;
|
||||
case AugmentationNames.ArtificialBioNeuralNetwork: //Med level
|
||||
Player.hacking_speed_mult *= .97;
|
||||
Player.hacking_speed_mult *= 1.03;
|
||||
Player.hacking_money_mult *= 1.15;
|
||||
Player.hacking_mult *= 1.15;
|
||||
Player.hacking_mult *= 1.12;
|
||||
break;
|
||||
case AugmentationNames.ArtificialSynapticPotentiation: //Med level
|
||||
Player.hacking_speed_mult *= .97;
|
||||
Player.hacking_speed_mult *= 1.02;
|
||||
Player.hacking_chance_mult *= 1.05;
|
||||
Player.hacking_exp_mult *= 1.05;
|
||||
break;
|
||||
case AugmentationNames.EnhancedMyelinSheathing: //Med level
|
||||
Player.hacking_speed_mult *= .97;
|
||||
Player.hacking_exp_mult *= 1.2;
|
||||
Player.hacking_mult *= 1.1;
|
||||
Player.hacking_speed_mult *= 1.03;
|
||||
Player.hacking_exp_mult *= 1.15;
|
||||
Player.hacking_mult *= 1.08;
|
||||
break;
|
||||
case AugmentationNames.SynapticEnhancement: //Low Level
|
||||
Player.hacking_speed_mult *= .97;
|
||||
Player.hacking_speed_mult *= 1.03;
|
||||
break;
|
||||
case AugmentationNames.NeuralRetentionEnhancement: //Med level
|
||||
Player.hacking_exp_mult *= 1.4;
|
||||
Player.hacking_exp_mult *= 1.35;
|
||||
break;
|
||||
case AugmentationNames.DataJack: //Med low level
|
||||
Player.hacking_money_mult *= 1.3;
|
||||
break;
|
||||
case AugmentationNames.ENM: //Medium level
|
||||
Player.hacking_mult *= 1.1;
|
||||
Player.hacking_mult *= 1.08;
|
||||
break;
|
||||
case AugmentationNames.ENMCore: //Medium level
|
||||
Player.hacking_speed_mult *= .97;
|
||||
Player.hacking_speed_mult *= 1.03;
|
||||
Player.hacking_money_mult *= 1.1;
|
||||
Player.hacking_chance_mult *= 1.03;
|
||||
Player.hacking_exp_mult *= 1.1;
|
||||
Player.hacking_mult *= 1.1;
|
||||
Player.hacking_exp_mult *= 1.07;
|
||||
Player.hacking_mult *= 1.07;
|
||||
break;
|
||||
case AugmentationNames.ENMCoreV2: //Medium high level
|
||||
Player.hacking_speed_mult *= .95;
|
||||
Player.hacking_money_mult *= 1.5;
|
||||
Player.hacking_speed_mult *= 1.05;
|
||||
Player.hacking_money_mult *= 1.3;
|
||||
Player.hacking_chance_mult *= 1.05;
|
||||
Player.hacking_exp_mult *= 1.5;
|
||||
Player.hacking_mult *= 1.15;
|
||||
Player.hacking_exp_mult *= 1.2;
|
||||
Player.hacking_mult *= 1.08;
|
||||
break;
|
||||
case AugmentationNames.ENMCoreV3: //High level
|
||||
Player.hacking_speed_mult *= .95;
|
||||
Player.hacking_money_mult *= 1.5;
|
||||
Player.hacking_speed_mult *= 1.05;
|
||||
Player.hacking_money_mult *= 1.4;
|
||||
Player.hacking_chance_mult *= 1.1;
|
||||
Player.hacking_exp_mult *= 2.0;
|
||||
Player.hacking_mult *= 1.2;
|
||||
Player.hacking_exp_mult *= 1.5;
|
||||
Player.hacking_mult *= 1.1;
|
||||
break;
|
||||
case AugmentationNames.ENMAnalyzeEngine: //High level
|
||||
Player.hacking_speed_mult *= 0.88;
|
||||
Player.hacking_speed_mult *= 1.1;
|
||||
break;
|
||||
case AugmentationNames.ENMDMA: //High level
|
||||
Player.hacking_money_mult *= 1.5;
|
||||
Player.hacking_money_mult *= 1.4;
|
||||
Player.hacking_chance_mult *= 1.2;
|
||||
break;
|
||||
case AugmentationNames.Neuralstimulator: //Medium Level
|
||||
Player.hacking_speed_mult *= .98;
|
||||
Player.hacking_chance_mult *= 1.15;
|
||||
Player.hacking_exp_mult *= 1.3;
|
||||
Player.hacking_speed_mult *= 1.02;
|
||||
Player.hacking_chance_mult *= 1.1;
|
||||
Player.hacking_exp_mult *= 1.2;
|
||||
break;
|
||||
case AugmentationNames.NeuralAccelerator:
|
||||
Player.hacking_mult *= 1.2;
|
||||
Player.hacking_exp_mult *= 1.2;
|
||||
Player.hacking_mult *= 1.1;
|
||||
Player.hacking_exp_mult *= 1.15;
|
||||
Player.hacking_money_mult *= 1.2;
|
||||
break;
|
||||
case AugmentationNames.CranialSignalProcessorsG1:
|
||||
Player.hacking_speed_mult *= 0.99;
|
||||
Player.hacking_mult *= 1.15;
|
||||
Player.hacking_speed_mult *= 1.01;
|
||||
Player.hacking_mult *= 1.05;
|
||||
break;
|
||||
case AugmentationNames.CranialSignalProcessorsG2:
|
||||
Player.hacking_speed_mult *= 0.98;
|
||||
Player.hacking_speed_mult *= 1.02;
|
||||
Player.hacking_chance_mult *= 1.05;
|
||||
Player.hacking_mult *= 1.15;
|
||||
Player.hacking_mult *= 1.07;
|
||||
break;
|
||||
case AugmentationNames.CranialSignalProcessorsG3:
|
||||
Player.hacking_speed_mult *= 0.98;
|
||||
Player.hacking_money_mult *= 1.2;
|
||||
Player.hacking_mult *= 1.15;
|
||||
Player.hacking_speed_mult *= 1.02;
|
||||
Player.hacking_money_mult *= 1.15;
|
||||
Player.hacking_mult *= 1.09;
|
||||
break;
|
||||
case AugmentationNames.CranialSignalProcessorsG4:
|
||||
Player.hacking_speed_mult *= 0.98;
|
||||
Player.hacking_money_mult *= 1.25;
|
||||
Player.hacking_speed_mult *= 1.02;
|
||||
Player.hacking_money_mult *= 1.2;
|
||||
Player.hacking_grow_mult *= 1.25;
|
||||
break;
|
||||
case AugmentationNames.CranialSignalProcessorsG5:
|
||||
@ -1628,9 +1628,9 @@ applyAugmentation = function(aug, reapply=false) {
|
||||
Player.hacking_grow_mult *= 1.75;
|
||||
break;
|
||||
case AugmentationNames.NeuronalDensification:
|
||||
Player.hacking_mult *= 1.25;
|
||||
Player.hacking_exp_mult *= 1.40;
|
||||
Player.hacking_speed_mult *= 0.97;
|
||||
Player.hacking_mult *= 1.15;
|
||||
Player.hacking_exp_mult *= 1.2;
|
||||
Player.hacking_speed_mult *= 1.03;
|
||||
break;
|
||||
|
||||
//Work augmentations
|
||||
@ -1653,16 +1653,16 @@ applyAugmentation = function(aug, reapply=false) {
|
||||
break;
|
||||
case AugmentationNames.PCDNI: //Med level
|
||||
Player.company_rep_mult *= 1.3;
|
||||
Player.hacking_mult *= 1.1;
|
||||
Player.hacking_mult *= 1.08;
|
||||
break;
|
||||
case AugmentationNames.PCDNIOptimizer: //High level
|
||||
Player.company_rep_mult *= 1.75;
|
||||
Player.hacking_mult *= 1.20;
|
||||
Player.hacking_mult *= 1.1;
|
||||
break;
|
||||
case AugmentationNames.PCDNINeuralNetwork: //High level
|
||||
Player.company_rep_mult *= 2;
|
||||
Player.hacking_mult *= 1.1;
|
||||
Player.hacking_speed_mult *= .95;
|
||||
Player.hacking_speed_mult *= 1.05;
|
||||
break;
|
||||
case AugmentationNames.ADRPheromone1:
|
||||
Player.company_rep_mult *= 1.1;
|
||||
@ -1692,7 +1692,7 @@ applyAugmentation = function(aug, reapply=false) {
|
||||
//Misc augmentations
|
||||
case AugmentationNames.NeuroFluxGovernor:
|
||||
Player.hacking_chance_mult *= 1.01;
|
||||
Player.hacking_speed_mult *= 0.99;
|
||||
Player.hacking_speed_mult *= 1.01;
|
||||
Player.hacking_money_mult *= 1.01;
|
||||
Player.hacking_grow_mult *= 1.01;
|
||||
Player.hacking_mult *= 1.01;
|
||||
@ -1737,6 +1737,14 @@ applyAugmentation = function(aug, reapply=false) {
|
||||
Player.charisma_exp_mult *= 1.1;
|
||||
break;
|
||||
case AugmentationNames.Neurotrainer2: //Medium level
|
||||
Player.hacking_exp_mult *= 1.15;
|
||||
Player.strength_exp_mult *= 1.15;
|
||||
Player.defense_exp_mult *= 1.15;
|
||||
Player.dexterity_exp_mult *= 1.15;
|
||||
Player.agility_exp_mult *= 1.15;
|
||||
Player.charisma_exp_mult *= 1.15;
|
||||
break;
|
||||
case AugmentationNames.Neurotrainer3: //High Level
|
||||
Player.hacking_exp_mult *= 1.2;
|
||||
Player.strength_exp_mult *= 1.2;
|
||||
Player.defense_exp_mult *= 1.2;
|
||||
@ -1744,17 +1752,9 @@ applyAugmentation = function(aug, reapply=false) {
|
||||
Player.agility_exp_mult *= 1.2;
|
||||
Player.charisma_exp_mult *= 1.2;
|
||||
break;
|
||||
case AugmentationNames.Neurotrainer3: //High Level
|
||||
Player.hacking_exp_mult *= 1.3;
|
||||
Player.strength_exp_mult *= 1.3;
|
||||
Player.defense_exp_mult *= 1.3;
|
||||
Player.dexterity_exp_mult *= 1.3;
|
||||
Player.agility_exp_mult *= 1.3;
|
||||
Player.charisma_exp_mult *= 1.3;
|
||||
break;
|
||||
case AugmentationNames.Hypersight: //Medium high level
|
||||
Player.dexterity_mult *= 1.5;
|
||||
Player.hacking_speed_mult *= .97;
|
||||
Player.dexterity_mult *= 1.4;
|
||||
Player.hacking_speed_mult *= 1.03;
|
||||
Player.hacking_money_mult *= 1.1;
|
||||
break;
|
||||
case AugmentationNames.LuminCloaking1:
|
||||
@ -1767,10 +1767,10 @@ applyAugmentation = function(aug, reapply=false) {
|
||||
Player.crime_money_mult *= 1.25;
|
||||
break;
|
||||
case AugmentationNames.HemoRecirculator:
|
||||
Player.strength_mult *= 1.15;
|
||||
Player.defense_mult *= 1.15;
|
||||
Player.agility_mult *= 1.15;
|
||||
Player.dexterity_mult *= 1.15;
|
||||
Player.strength_mult *= 1.1;
|
||||
Player.defense_mult *= 1.1;
|
||||
Player.agility_mult *= 1.1;
|
||||
Player.dexterity_mult *= 1.1;
|
||||
break;
|
||||
case AugmentationNames.SmartSonar:
|
||||
Player.dexterity_mult *= 1.1;
|
||||
@ -1778,12 +1778,12 @@ applyAugmentation = function(aug, reapply=false) {
|
||||
Player.crime_money_mult *= 1.25;
|
||||
break;
|
||||
case AugmentationNames.PowerRecirculator:
|
||||
Player.hacking_mult *= 1.1;
|
||||
Player.strength_mult *= 1.1;
|
||||
Player.defense_mult *= 1.1;
|
||||
Player.dexterity_mult *= 1.1;
|
||||
Player.agility_mult *= 1.1;
|
||||
Player.charisma_mult *= 1.1;
|
||||
Player.hacking_mult *= 1.05;
|
||||
Player.strength_mult *= 1.05;
|
||||
Player.defense_mult *= 1.05;
|
||||
Player.dexterity_mult *= 1.05;
|
||||
Player.agility_mult *= 1.05;
|
||||
Player.charisma_mult *= 1.05;
|
||||
Player.hacking_exp_mult *= 1.1;
|
||||
Player.strength_exp_mult *= 1.1;
|
||||
Player.defense_exp_mult *= 1.1;
|
||||
@ -1793,7 +1793,7 @@ applyAugmentation = function(aug, reapply=false) {
|
||||
break;
|
||||
//Unique augmentations (for factions)
|
||||
case AugmentationNames.QLink:
|
||||
Player.hacking_speed_mult *= 0.9;
|
||||
Player.hacking_speed_mult *= 1.1;
|
||||
Player.hacking_chance_mult *= 1.3;
|
||||
Player.hacking_money_mult *= 2;
|
||||
break;
|
||||
@ -1802,20 +1802,20 @@ applyAugmentation = function(aug, reapply=false) {
|
||||
Player.defense_mult *= 1.75;
|
||||
Player.dexterity_mult *= 1.75;
|
||||
Player.agility_mult *= 1.75;
|
||||
Player.hacking_mult *= 1.25;
|
||||
Player.hacking_mult *= 1.15;
|
||||
break;
|
||||
case AugmentationNames.HiveMind:
|
||||
Player.hacking_grow_mult *= 3;
|
||||
break;
|
||||
case AugmentationNames.CordiARCReactor:
|
||||
Player.strength_mult *= 1.4;
|
||||
Player.defense_mult *= 1.4;
|
||||
Player.dexterity_mult *= 1.4;
|
||||
Player.agility_mult *= 1.4;
|
||||
Player.strength_exp_mult *= 1.4;
|
||||
Player.defense_exp_mult *= 1.4;
|
||||
Player.dexterity_exp_mult *= 1.4;
|
||||
Player.agility_exp_mult *= 1.4;
|
||||
Player.strength_mult *= 1.35;
|
||||
Player.defense_mult *= 1.35;
|
||||
Player.dexterity_mult *= 1.35;
|
||||
Player.agility_mult *= 1.35;
|
||||
Player.strength_exp_mult *= 1.35;
|
||||
Player.defense_exp_mult *= 1.35;
|
||||
Player.dexterity_exp_mult *= 1.35;
|
||||
Player.agility_exp_mult *= 1.35;
|
||||
break;
|
||||
case AugmentationNames.SmartJaw:
|
||||
Player.charisma_mult *= 1.5;
|
||||
@ -1828,18 +1828,18 @@ applyAugmentation = function(aug, reapply=false) {
|
||||
Player.defense_mult *= 1.75;
|
||||
break;
|
||||
case AugmentationNames.Xanipher:
|
||||
Player.hacking_mult *= 1.25;
|
||||
Player.strength_mult *= 1.25;
|
||||
Player.defense_mult *= 1.25;
|
||||
Player.dexterity_mult *= 1.25;
|
||||
Player.agility_mult *= 1.25;
|
||||
Player.charisma_mult *= 1.25;
|
||||
Player.hacking_exp_mult *= 1.2;
|
||||
Player.strength_exp_mult *= 1.2;
|
||||
Player.defense_exp_mult *= 1.2;
|
||||
Player.dexterity_exp_mult *= 1.2;
|
||||
Player.agility_exp_mult *= 1.2;
|
||||
Player.charisma_exp_mult *= 1.2;
|
||||
Player.hacking_mult *= 1.2;
|
||||
Player.strength_mult *= 1.2;
|
||||
Player.defense_mult *= 1.2;
|
||||
Player.dexterity_mult *= 1.2;
|
||||
Player.agility_mult *= 1.2;
|
||||
Player.charisma_mult *= 1.2;
|
||||
Player.hacking_exp_mult *= 1.15;
|
||||
Player.strength_exp_mult *= 1.15;
|
||||
Player.defense_exp_mult *= 1.15;
|
||||
Player.dexterity_exp_mult *= 1.15;
|
||||
Player.agility_exp_mult *= 1.15;
|
||||
Player.charisma_exp_mult *= 1.15;
|
||||
break;
|
||||
case AugmentationNames.nextSENS:
|
||||
Player.hacking_mult *= 1.2;
|
||||
@ -1850,8 +1850,8 @@ applyAugmentation = function(aug, reapply=false) {
|
||||
Player.charisma_mult *= 1.2;
|
||||
break;
|
||||
case AugmentationNames.OmniTekInfoLoad:
|
||||
Player.hacking_mult *= 1.3;
|
||||
Player.hacking_exp_mult *= 1.3;
|
||||
Player.hacking_mult *= 1.2;
|
||||
Player.hacking_exp_mult *= 1.25;
|
||||
break;
|
||||
case AugmentationNames.PhotosyntheticCells:
|
||||
Player.strength_mult *= 1.5;
|
||||
@ -1859,24 +1859,24 @@ applyAugmentation = function(aug, reapply=false) {
|
||||
Player.agility_mult *= 1.5;
|
||||
break;
|
||||
case AugmentationNames.Neurolink:
|
||||
Player.hacking_mult *= 1.2;
|
||||
Player.hacking_exp_mult *= 1.25;
|
||||
Player.hacking_mult *= 1.15;
|
||||
Player.hacking_exp_mult *= 1.2;
|
||||
Player.hacking_chance_mult *= 1.1;
|
||||
Player.hacking_speed_mult *= 0.95;
|
||||
Player.hacking_speed_mult *= 1.05;
|
||||
break;
|
||||
case AugmentationNames.TheBlackHand:
|
||||
Player.strength_mult *= 1.2;
|
||||
Player.dexterity_mult *= 1.2;
|
||||
Player.hacking_mult *= 1.1;
|
||||
Player.hacking_speed_mult *= 0.98;
|
||||
Player.hacking_speed_mult *= 1.02;
|
||||
Player.hacking_money_mult *= 1.1;
|
||||
break;
|
||||
case AugmentationNames.CRTX42AA:
|
||||
Player.hacking_mult *= 1.1;
|
||||
Player.hacking_exp_mult *= 1.2;
|
||||
Player.hacking_mult *= 1.08;
|
||||
Player.hacking_exp_mult *= 1.15;
|
||||
break;
|
||||
case AugmentationNames.Neuregen:
|
||||
Player.hacking_exp_mult *= 1.75;
|
||||
Player.hacking_exp_mult *= 1.4;
|
||||
break;
|
||||
case AugmentationNames.CashRoot:
|
||||
break;
|
||||
@ -1991,4 +1991,9 @@ PlayerObject.prototype.reapplyAllAugmentations = function() {
|
||||
|
||||
function augmentationExists(name) {
|
||||
return Augmentations.hasOwnProperty(name);
|
||||
}
|
||||
|
||||
//Used for testing balance
|
||||
function giveAllAugmentations() {
|
||||
Player.reapplyAllAugmentations();
|
||||
}
|
@ -643,9 +643,18 @@ CONSTANTS = {
|
||||
"RAM Upgrades on your home computer",
|
||||
|
||||
Changelog:
|
||||
"v0.21.2<br>" +
|
||||
"-Significantly nerfed most augmentations<br>" +
|
||||
"-The hacking speed multiplier now increases rather than decreases. The hacking time is divided by your hacking speed " +
|
||||
"multiplier rather than multiplied. In other words, a higher hacking speed multiplier is better now<br>" +
|
||||
"-Servers now have a minimum server security, which is approximately one third of their starting server security<br>" +
|
||||
"-If you do not steal any money from a server, then you gain hacking experience equal to the amount you would have gained " +
|
||||
"had you failed the hack<br>" +
|
||||
"-grow() and weaken() now give hacking experience based on the server's base security level, rather than a flat exp amount<br>" +
|
||||
"-Slightly reduced amount of exp gained from hack(), weaken(), and grow()<br>" +
|
||||
"v0.21.1<br>" +
|
||||
"-IF YOUR GAME BREAKS, DO THE FOLLOWING: Options -> Soft Reset -> Save Game -> Reload Page. Sorry about that! <br>" +
|
||||
"-Autocompletion for aliases - courtesy of Github user LTCNugget" +
|
||||
"-Autocompletion for aliases - courtesy of Github user LTCNugget<br><br>" +
|
||||
"v0.21.0<br>" +
|
||||
"-Added dynamic arrays. See Netscript documentation<br>" +
|
||||
"-Added ability to pass arguments into scripts. See documentation<br>" +
|
||||
|
@ -1023,7 +1023,7 @@ function scriptCalculateHackingChance(server) {
|
||||
function scriptCalculateHackingTime(server) {
|
||||
var difficultyMult = server.requiredHackingSkill * server.hackDifficulty;
|
||||
var skillFactor = (2.5 * difficultyMult + 500) / (Player.hacking_skill + 50);
|
||||
var hackingTime = skillFactor * Player.hacking_speed_mult * 5; //This is in seconds
|
||||
var hackingTime = 5 * skillFactor / Player.hacking_speed_mult; //This is in seconds
|
||||
return hackingTime;
|
||||
}
|
||||
|
||||
@ -1032,7 +1032,7 @@ function scriptCalculateExpGain(server) {
|
||||
if (server.baseDifficulty == null) {
|
||||
server.baseDifficulty = server.hackDifficulty;
|
||||
}
|
||||
return (server.baseDifficulty * Player.hacking_exp_mult * 0.5 + 4);
|
||||
return (server.baseDifficulty * Player.hacking_exp_mult * 0.5 + 1);
|
||||
}
|
||||
|
||||
//The same as Player's calculatePercentMoneyHacked() function but takes in the server as an argument
|
||||
|
@ -188,7 +188,10 @@ function netscriptHack(exp, workerScript) {
|
||||
moneyGained = Math.floor(server.moneyAvailable * moneyGained) * threads;
|
||||
|
||||
//Over-the-top safety checks
|
||||
if (moneyGained <= 0) {moneyGained = 0;}
|
||||
if (moneyGained <= 0) {
|
||||
moneyGained = 0;
|
||||
expGainedOnSuccess = expGainedOnFailure;
|
||||
}
|
||||
if (moneyGained > server.moneyAvailable) {moneyGained = server.moneyAvailable;}
|
||||
server.moneyAvailable -= moneyGained;
|
||||
if (server.moneyAvailable < 0) {server.moneyAvailable = 0;}
|
||||
@ -253,7 +256,10 @@ function netscriptGrow(exp, workerScript) {
|
||||
server.moneyAvailable += (1 * threads); //It can be grown even if it has no money
|
||||
var growthPercentage = processSingleServerGrowth(server, 450 * threads);
|
||||
workerScript.scriptRef.recordGrow(server.ip, threads);
|
||||
var expGain = 0.5 * Player.hacking_exp_mult * threads;
|
||||
var expGain = scriptCalculateExpGain(server) * threads;
|
||||
if (growthPercentage == 1) {
|
||||
expGain = 0;
|
||||
}
|
||||
workerScript.scriptRef.log("Available money on " + server.hostname + " grown by "
|
||||
+ formatNumber(growthPercentage*100 - 100, 6) + "%. Gained " +
|
||||
formatNumber(expGain, 4) + " hacking exp (t=" + threads +")");
|
||||
@ -303,7 +309,7 @@ function netscriptWeaken(exp, workerScript) {
|
||||
if (env.stopFlag) {return Promise.reject(workerScript);}
|
||||
server.weaken(CONSTANTS.ServerWeakenAmount * threads);
|
||||
workerScript.scriptRef.recordWeaken(server.ip, threads);
|
||||
var expGain = 3 * Player.hacking_exp_mult * threads;
|
||||
var expGain = scriptCalculateExpGain(server) * threads;
|
||||
workerScript.scriptRef.log("Server security level on " + server.hostname + " weakened to " + server.hackDifficulty +
|
||||
". Gained " + formatNumber(expGain, 4) + " hacking exp (t=" + threads + ")");
|
||||
workerScript.scriptRef.onlineExpGained += expGain;
|
||||
|
@ -233,7 +233,7 @@ PlayerObject.prototype.calculateHackingChance = function() {
|
||||
PlayerObject.prototype.calculateHackingTime = function() {
|
||||
var difficultyMult = this.getCurrentServer().requiredHackingSkill * this.getCurrentServer().hackDifficulty;
|
||||
var skillFactor = (2.5 * difficultyMult + 200) / (this.hacking_skill + 100);
|
||||
return skillFactor * this.hacking_speed_mult * 5;
|
||||
return 5 * skillFactor / this.hacking_speed_mult;
|
||||
}
|
||||
|
||||
//Calculates the PERCENTAGE of a server's money that the player will hack from the server if successful
|
||||
@ -259,7 +259,7 @@ PlayerObject.prototype.calculateExpGain = function() {
|
||||
if (s.baseDifficulty == null) {
|
||||
s.baseDifficulty = s.hackDifficulty;
|
||||
}
|
||||
return (s.baseDifficulty * this.hacking_exp_mult * 0.5 + 4);
|
||||
return (s.baseDifficulty * this.hacking_exp_mult * 0.5 + 1);
|
||||
}
|
||||
|
||||
//Hack/Analyze a server. Return the amount of time the hack will take. This lets the Terminal object know how long to disable itself for
|
||||
|
@ -83,7 +83,7 @@ Server.prototype.setHackingParameters = function(requiredHackingSkill, moneyAvai
|
||||
this.moneyMax = 50 * moneyAvailable;
|
||||
this.hackDifficulty = hackDifficulty;
|
||||
this.baseDifficulty = hackDifficulty;
|
||||
this.minDifficulty = Math.max(1, hackDifficulty - 25);
|
||||
this.minDifficulty = Math.max(1, Math.round(hackDifficulty / 3));
|
||||
this.serverGrowth = serverGrowth;
|
||||
}
|
||||
|
||||
@ -122,6 +122,7 @@ Server.prototype.fortify = function(amt) {
|
||||
|
||||
Server.prototype.weaken = function(amt) {
|
||||
this.hackDifficulty -= amt;
|
||||
if (this.hackDifficulty < this.minDifficulty) {this.hackDifficulty = this.minDifficulty;}
|
||||
if (this.hackDifficulty < 1) {this.hackDifficulty = 1;}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user