MOre rebalancing with universities and companies

This commit is contained in:
Daniel Xie 2017-07-05 11:49:01 -05:00
parent 0f59d48c53
commit 542a32c768
5 changed files with 30 additions and 19 deletions

@ -295,9 +295,9 @@ CompanyPositions = {
CompanyPositions.LeadDev.setExperienceGains(.5, 0, 0, 0, 0, .1); CompanyPositions.LeadDev.setExperienceGains(.5, 0, 0, 0, 0, .1);
CompanyPositions.SoftwareConsultant.setPerformanceParameters(80, 0, 0, 0, 0, 20, 1); CompanyPositions.SoftwareConsultant.setPerformanceParameters(80, 0, 0, 0, 0, 20, 1);
CompanyPositions.SoftwareConsultant.setExperienceGains(.175, 0, 0, 0, 0, .03); CompanyPositions.SoftwareConsultant.setExperienceGains(.08, 0, 0, 0, 0, .03);
CompanyPositions.SeniorSoftwareConsultant.setPerformanceParameters(75, 0, 0, 0, 0, 25, 1.2); CompanyPositions.SeniorSoftwareConsultant.setPerformanceParameters(75, 0, 0, 0, 0, 25, 1.2);
CompanyPositions.SeniorSoftwareConsultant.setExperienceGains(.35, 0, 0, 0, 0, .06); CompanyPositions.SeniorSoftwareConsultant.setExperienceGains(.25, 0, 0, 0, 0, .06);
//Security //Security
CompanyPositions.ITIntern.setPerformanceParameters(90, 0, 0, 0, 0, 10, 0.9); CompanyPositions.ITIntern.setPerformanceParameters(90, 0, 0, 0, 0, 10, 0.9);

@ -152,12 +152,12 @@ CONSTANTS = {
ClassGymDexterity: "training your dexterity at a gym", ClassGymDexterity: "training your dexterity at a gym",
ClassGymAgility: "training your agility at a gym", ClassGymAgility: "training your agility at a gym",
ClassDataStructuresBaseCost: 10, ClassDataStructuresBaseCost: 30,
ClassNetworksBaseCost: 32, ClassNetworksBaseCost: 60,
ClassAlgorithmsBaseCost: 120, ClassAlgorithmsBaseCost: 240,
ClassManagementBaseCost: 60, ClassManagementBaseCost: 120,
ClassLeadershipBaseCost: 120, ClassLeadershipBaseCost: 240,
ClassGymBaseCost: 100, ClassGymBaseCost: 120,
CrimeShoplift: "shoplift", CrimeShoplift: "shoplift",
CrimeMug: "mug someone", CrimeMug: "mug someone",
@ -910,10 +910,11 @@ CONSTANTS = {
"v0.24.1<br>" + "v0.24.1<br>" +
"-Adjusted cost of upgrading home computer RAM. Should be a little cheaper for the first few upgrades (up to ~64GB), and " + "-Adjusted cost of upgrading home computer RAM. Should be a little cheaper for the first few upgrades (up to ~64GB), and " +
"then will start being more expensive than before. High RAM upgrades should now be significantly more expensive than before.<br>" + "then will start being more expensive than before. High RAM upgrades should now be significantly more expensive than before.<br>" +
"-Very slightly lowered the starting money available on most mid-game and end-game servers (servers with required hacking level " + "-Slightly lowered the starting money available on most mid-game and end-game servers (servers with required hacking level " +
"greater than 200) by about 10-15%<br>" + "greater than 200) by about 10-15%<br>" +
"-Rebalanced company/company position reputation gains and requirements<br>" + "-Rebalanced company/company position reputation gains and requirements<br>" +
"-Studying at a university now gives slightly more EXP and early jobs give slightly less EXP<br>" + "-Studying at a university now gives slightly more EXP and early jobs give slightly less EXP<br>" +
"-Studying at a university is now considerably more expensive<br>" +
"-Significantly increased cost multiplier for purchasing additional Hacknet Nodes<br>" + "-Significantly increased cost multiplier for purchasing additional Hacknet Nodes<br>" +
"-Updated Faction descriptions<br>" + "-Updated Faction descriptions<br>" +
"-'top' Terminal command implemented courtesy of Github user LTCNugget<br><br>" + "-'top' Terminal command implemented courtesy of Github user LTCNugget<br><br>" +

@ -216,6 +216,9 @@ getMaxNumberLevelUpgrades = function(nodeObj) {
var min = 1; var min = 1;
var max = CONSTANTS.HacknetNodeMaxLevel-1; var max = CONSTANTS.HacknetNodeMaxLevel-1;
var levelsToMax = CONSTANTS.HacknetNodeMaxLevel - nodeObj.level; var levelsToMax = CONSTANTS.HacknetNodeMaxLevel - nodeObj.level;
if (nodeObj.calculateLevelUpgradeCost(levelsToMax) < Player.money) {
return levelsToMax;
}
while (min <= max) { while (min <= max) {
var curr = (min + max) / 2 | 0; var curr = (min + max) / 2 | 0;

@ -938,13 +938,13 @@ PlayerObject.prototype.startClass = function(costMult, expMult, className) {
var gameCPS = 1000 / Engine._idleSpeed; var gameCPS = 1000 / Engine._idleSpeed;
//Base exp gains per second //Base exp gains per second
var baseStudyComputerScienceExp = 0.3; var baseStudyComputerScienceExp = 0.25;
var baseDataStructuresExp = 0.6; var baseDataStructuresExp = 0.5;
var baseNetworksExp = 1.2; var baseNetworksExp = 1;
var baseAlgorithmsExp = 2.4; var baseAlgorithmsExp = 2;
var baseManagementExp = 1.0; var baseManagementExp = 1;
var baseLeadershipExp = 2.0; var baseLeadershipExp = 2;
var baseGymExp = 1.0; var baseGymExp = 1;
//Find cost and exp gain per game cycle //Find cost and exp gain per game cycle
var cost = 0; var cost = 0;

@ -491,15 +491,22 @@ function displayStockMarketContent() {
li.appendChild(sharesTxt); li.appendChild(sharesTxt);
li.appendChild(returnTxt); li.appendChild(returnTxt);
stockList.appendChild(li); stockList.appendChild(li);
updateStockTicker(stock, true);
updateStockPlayerPosition(stock);
}()); //Immediate invocation }()); //Immediate invocation
}//End if }//End if
} }
stockMarketContentCreated = true; stockMarketContentCreated = true;
} }
if (Player.hasWseAccount) {
for (var name in StockMarket) {
if (StockMarket.hasOwnProperty(name)) {
var stock = StockMarket[name];
updateStockTicker(stock, true);
updateStockPlayerPosition(stock);
}
}
}
} }
//'increase' argument is a boolean indicating whether the price increased or decreased //'increase' argument is a boolean indicating whether the price increased or decreased