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update patch notes.
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@ -6,7 +6,7 @@
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import { IMap } from "./types";
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import { IMap } from "./types";
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export const CONSTANTS: IMap<any> = {
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export const CONSTANTS: IMap<any> = {
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Version: "0.52.2",
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Version: "0.52.3",
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/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
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/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
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* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
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* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
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@ -225,18 +225,25 @@ export const CONSTANTS: IMap<any> = {
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TotalNumBitNodes: 24,
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TotalNumBitNodes: 24,
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LatestUpdate: `
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LatestUpdate: `
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v0.52.2 - 2021-07-15 Oh yeah, BN11 is a thing (drunk hydroflame tbh)
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v0.52.3 - 2021-07-XX Gangs were OP (hydroflame)
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-------------------------------------------
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-------------------------------------------
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** Source-Files **
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** Gang **
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* Source-File 11 now also provides a small reduction to the price increase
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* Significant rework. Ascension is now based on exp gained.
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multiplier.
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* All upgrades give exp bonuses.
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* Maximum gang members reduced to 12.
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* Respect required to recruit sharply increased.
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* Rewritten in React, the UI should be smoother and less laggy now.
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** Augmentations **
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** Infiltration **
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* New Augmentation offered by Aevum, themed around 777 and offers some basic
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* Now isTrusted protected.
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programs.
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* Augmentation descriptions are now more concise and consistent.
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** Misc. **
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* Many UI element are now "noselect" protected.
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* Fixed an issue where you could join the same faction twice via script and
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UI simultaneously.
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`,
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`,
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}
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}
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@ -8,6 +8,11 @@ export function KeyHandler(props: IProps): React.ReactElement {
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let elem: any;
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let elem: any;
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useEffect(() => elem.focus());
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useEffect(() => elem.focus());
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function onKeyDown(event: React.KeyboardEvent<HTMLElement>): void {
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if(!event.isTrusted) return;
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props.onKeyDown(event);
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}
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// invisible autofocused element that eats all the keypress for the minigames.
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// invisible autofocused element that eats all the keypress for the minigames.
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return (<div tabIndex={1} ref={c => elem = c} onKeyDown={props.onKeyDown} />)
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return (<div tabIndex={1} ref={c => elem = c} onKeyDown={onKeyDown} />)
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}
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}
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