diff --git a/index.html b/index.html
index 7bf409b5a..6a076d6d0 100644
--- a/index.html
+++ b/index.html
@@ -760,7 +760,19 @@
Save Game
Delete Game
- (DEBUG) Delete Active Scripts
+
+ (DEBUG) Delete Active Scripts
+
+ Debug option used to forcefully kill all active running scripts, in case there is a bug or some unexpected issue with the game. After
+ using this, save the game and then reload the page.
+
+
+
+ (DEBUG) Soft Reset
+
+ Perform a soft reset. Resets everything as if you had just purchased an Augmentation
+
+
diff --git a/src/Augmentations.js b/src/Augmentations.js
index 153455e2b..061108d27 100644
--- a/src/Augmentations.js
+++ b/src/Augmentations.js
@@ -98,6 +98,13 @@ AugmentationNames = {
ENMAnalyzeEngine: "Embedded Netburner Module Analyze Engine",
ENMDMA: "Embedded Netburner Module Direct Memory Access Upgrade",
Neuralstimulator: "Neuralstimulator",
+ NeuralAccelerator: "Neural Accelerator",
+ CranialSignalProcessorsG1: "Cranial Signal Processors - Gen I",
+ CranialSignalProcessorsG2: "Cranial Signal Processors - Gen II",
+ CranialSignalProcessorsG3: "Cranial Signal Processors - Gen III",
+ CranialSignalProcessorsG4: "Cranial Signal Processors - Gen IV",
+ CranialSignalProcessorsG5: "Cranial Signal Processors - Gen V",
+ NeuronalDensification: "Neuronal Densification",
NuoptimalInjectorImplant: "Nuoptimal Nootropic Injector Implant",
SpeechEnhancement: "Speech Enhancement",
FocusWire: "FocusWire",
@@ -416,7 +423,7 @@ initAugmentations = function() {
BitWire.setRequirements(1500, 2000000);
BitWire.setInfo("A small brain implant embedded in the cerebrum. This regulates and improves the brain's computing " +
"capabilities.
This augmentation increases the player's hacking skill by 10%");
- BitWire.addToFactions(["CyberSec", "BitRunners", "NiteSec"]);
+ BitWire.addToFactions(["CyberSec", "NiteSec"]);
if (augmentationExists(AugmentationNames.BitWire)) {
BitWire.owned = Augmentations[AugmentationNames.BitWire].owned;
delete Augmentations[AugmentationNames.BitWire];
@@ -629,6 +636,120 @@ initAugmentations = function() {
}
AddToAugmentations(Neuralstimulator);
+ var NeuralAccelerator = new Augmentation(AugmentationNames.NeuralAccelerator);
+ NeuralAccelerator.setRequirements(80000, 300000000);
+ NeuralAccelerator.setInfo("A microprocessor that accelerates the processing " +
+ "speed of biological neural networks. This is a cranial implant that is embedded inside the brain.
" +
+ "This augmentation:
" +
+ "Increases the player's hacking skill by 20%
" +
+ "Increases the player's hacking experience gain rate by 20%
" +
+ "Increases the amount of money the player gains from hacking by 20%");
+ NeuralAccelerator.addToFactions(["BitRunners"]);
+ if (augmentationExists(AugmentationNames.NeuralAccelerator)) {
+ NeuralAccelerator.owned = Augmentations[AugmentationNames.NeuralAccelerator].owned;
+ delete Augmentations[AugmentationNames.NeuralAccelerator];
+ }
+ AddToAugmentations(NeuralAccelerator);
+
+ var CranialSignalProcessorsG1 = new Augmentation(AugmentationNames.CranialSignalProcessorsG1);
+ CranialSignalProcessorsG1.setRequirements(4000, 15000000);
+ CranialSignalProcessorsG1.setInfo("The first generation of Cranial Signal Processors. Cranial Signal Processors " +
+ "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 " +
+ "so that the brain doesn't have to.
" +
+ "This augmentation:
" +
+ "Increases the player's hacking speed by 1%
" +
+ "Increases the player's hacking skill by 10%");
+ CranialSignalProcessorsG1.addToFactions(["CyberSec"]);
+ if (augmentationExists(AugmentationNames.CranialSignalProcessorsG1)) {
+ CranialSignalProcessorsG1.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG1].owned;
+ delete Augmentations[AugmentationNames.CranialSignalProcessorsG1];
+ }
+ AddToAugmentations(CranialSignalProcessorsG1);
+
+ var CranialSignalProcessorsG2 = new Augmentation(AugmentationNames.CranialSignalProcessorsG2);
+ CranialSignalProcessorsG2.setRequirements(7500, 21000000);
+ CranialSignalProcessorsG2.setInfo("The second generation of Cranial Signal Processors. Cranial Signal Processors " +
+ "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 " +
+ "so that the brain doesn't have to.
" +
+ "This augmentation:
" +
+ "Increases the player's hacking speed by 2%
" +
+ "Increases the player's chance of successfully performing a hack by 5%
" +
+ "Increases the player's hacking skill by 10%");
+ CranialSignalProcessorsG2.addToFactions(["NiteSec"]);
+ if (augmentationExists(AugmentationNames.CranialSignalProcessorsG2)) {
+ CranialSignalProcessorsG2.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG2].owned;
+ delete Augmentations[AugmentationNames.CranialSignalProcessorsG2];
+ }
+ AddToAugmentations(CranialSignalProcessorsG2);
+
+ var CranialSignalProcessorsG3 = new Augmentation(AugmentationNames.CranialSignalProcessorsG3);
+ CranialSignalProcessorsG3.setRequirements(20000, 90000000);
+ CranialSignalProcessorsG3.setInfo("The third generation of Cranial Signal Processors. Cranial Signal Processors " +
+ "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 " +
+ "so that the brain doesn't have to.
" +
+ "This augmentation:
" +
+ "Increases the player's hacking speed by 2%
" +
+ "Increases the amount of money the player gains from hacking by 20%
" +
+ "Increases the player's hacking skill by 10%");
+ CranialSignalProcessorsG3.addToFactions(["NiteSec", "The Black Hand"]);
+ if (augmentationExists(AugmentationNames.CranialSignalProcessorsG3)) {
+ CranialSignalProcessorsG3.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG3].owned;
+ delete Augmentations[AugmentationNames.CranialSignalProcessorsG3];
+ }
+ AddToAugmentations(CranialSignalProcessorsG3);
+
+ var CranialSignalProcessorsG4 = new Augmentation(AugmentationNames.CranialSignalProcessorsG4);
+ CranialSignalProcessorsG4.setRequirements(50000, 200000000);
+ CranialSignalProcessorsG4.setInfo("The fourth generation of Cranial Signal Processors. Cranial Signal Processors " +
+ "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 " +
+ "so that the brain doesn't have to.
" +
+ "This augmentation:
" +
+ "Increases the player's hacking speed by 2%
" +
+ "Increases the amount of money the player gains from hacking by 25%
" +
+ "Increases the amount of money the player can inject into servers using grow() by 25%");
+ CranialSignalProcessorsG4.addToFactions(["The Black Hand"]);
+ if (augmentationExists(AugmentationNames.CranialSignalProcessorsG4)) {
+ CranialSignalProcessorsG4.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG4].owned;
+ delete Augmentations[AugmentationNames.CranialSignalProcessorsG4];
+ }
+ AddToAugmentations(CranialSignalProcessorsG4);
+
+ var CranialSignalProcessorsG5 = new Augmentation(AugmentationNames.CranialSignalProcessorsG5);
+ CranialSignalProcessorsG5.setRequirements(100000, 350000000);
+ CranialSignalProcessorsG5.setInfo("The fifth generation of Cranial Signal Processors. Cranial Signal Processors " +
+ "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 " +
+ "so that the brain doesn't have to.
" +
+ "This augmentation:
" +
+ "Increases the player's hacking skill by 60%
" +
+ "Increases the amount of money the player can inject into servers using grow() by 50%");
+ CranialSignalProcessorsG5.addToFactions(["BitRunners"]);
+ if (augmentationExists(AugmentationNames.CranialSignalProcessorsG5)) {
+ CranialSignalProcessorsG5.owned = Augmentations[AugmentationNames.CranialSignalProcessorsG5].owned;
+ delete Augmentations[AugmentationNames.CranialSignalProcessorsG5];
+ }
+ AddToAugmentations(CranialSignalProcessorsG5);
+
+ var NeuronalDensification = new Augmentation(AugmentationNames.NeuronalDensification);
+ NeuronalDensification.setRequirements(75000, 250000000);
+ NeuronalDensification.setInfo("The brain is surgically re-engineered to have increased neuronal density " +
+ "by decreasing the neuron gap junction. Then, the body is genetically modified " +
+ "to enhance the production and capabilities of its neural stem cells.
" +
+ "This augmentation:
" +
+ "Increases the player's hacking skill by 30%
" +
+ "Increases the player's hacking experience gain rate by 30%
"+
+ "Increases the player's hacking speed by 3%");
+ NeuronalDensification.addToFactions(["Clarke Incorporated"]);
+ if (augmentationExists(AugmentationNames.NeuronalDensification)) {
+ NeuronalDensification.owned = Augmentations[AugmentationNames.NeuronalDensification].owned;
+ delete Augmentations[AugmentationNames.NeuronalDensification];
+ }
+ AddToAugmentations(NeuronalDensification);
+
//Work Augmentations
var NuoptimalInjectorImplant = new Augmentation(AugmentationNames.NuoptimalInjectorImplant);
NuoptimalInjectorImplant.setRequirements(2000, 2500000);
@@ -745,7 +866,7 @@ initAugmentations = function() {
"the brain. This allows the user to engineer custom hardware and software " +
"for the Hacknet Node that provides better performance.
" +
"This augmentation:
" +
- "Increases the amount of money produced by Hacknet Nodes by 20%
" +
+ "Increases the amount of money produced by Hacknet Nodes by 15%
" +
"Decreases the cost of purchasing a Hacknet Node Core by 15%");
HacknetNodeCPUUpload.addToFactions(["Netburners"]);
if (augmentationExists(AugmentationNames.HacknetNodeCPUUpload)) {
@@ -760,7 +881,7 @@ initAugmentations = function() {
"into the brain. This allows the user to engineer custom cache hardware for the " +
"Hacknet Node that offers better performance.
" +
"This augmentation:
" +
- "Increases the amount of money produced by Hacknet Nodes by 15%
" +
+ "Increases the amount of money produced by Hacknet Nodes by 10%
" +
"Decreases the cost of leveling up a Hacknet Node by 15%");
HacknetNodeCacheUpload.addToFactions(["Netburners"]);
if (augmentationExists(AugmentationNames.HacknetNodeCacheUpload)) {
@@ -1477,6 +1598,39 @@ applyAugmentation = function(aug, reapply=false) {
Player.hacking_chance_mult *= 1.1;
Player.hacking_exp_mult *= 1.25;
break;
+ case AugmentationNames.NeuralAccelerator:
+ Player.hacking_mult *= 1.2;
+ Player.hacking_exp_mult *= 1.2;
+ Player.hacking_money_mult *= 1.2;
+ break;
+ case AugmentationNames.CranialSignalProcessorsG1:
+ Player.hacking_speed_mult *= 0.99;
+ Player.hacking_mult *= 1.1;
+ break;
+ case AugmentationNames.CranialSignalProcessorsG2:
+ Player.hacking_speed_mult *= 0.98;
+ Player.hacking_chance_mult *= 1.05;
+ Player.hacking_mult *= 1.1;
+ break;
+ case AugmentationNames.CranialSignalProcessorsG3:
+ Player.hacking_speed_mult *= 0.98;
+ Player.hacking_money_mult *= 1.2;
+ Player.hacking_mult *= 1.1;
+ break;
+ case AugmentationNames.CranialSignalProcessorsG4:
+ Player.hacking_speed_mult *= 0.98;
+ Player.hacking_money_mult *= 1.25;
+ Player.hacking_grow_mult *= 1.25;
+ break;
+ case AugmentationNames.CranialSignalProcessorsG5:
+ Player.hacking_mult *= 1.6;
+ Player.hacking_grow_mult *= 1.5;
+ break;
+ case AugmentationNames.NeuronalDensification:
+ Player.hacking_mult *= 1.3;
+ Player.hacking_exp_mult *= 1.3;
+ Player.hacking_speed_mult *= 0.97;
+ break;
//Work augmentations
case AugmentationNames.NuoptimalInjectorImplant: //Low medium level
@@ -1516,11 +1670,11 @@ applyAugmentation = function(aug, reapply=false) {
//Hacknet Node Augmentations
case AugmentationNames.HacknetNodeCPUUpload:
- Player.hacknet_node_money_mult *= 1.2;
+ Player.hacknet_node_money_mult *= 1.15;
Player.hacknet_node_purchase_cost_mult *= 0.85;
break;
case AugmentationNames.HacknetNodeCacheUpload:
- Player.hacknet_node_money_mult *= 1.15;
+ Player.hacknet_node_money_mult *= 1.10;
Player.hacknet_node_level_cost_mult *= 0.85;
break;
case AugmentationNames.HacknetNodeNICUpload:
diff --git a/src/Constants.js b/src/Constants.js
index 399d2600d..24234780f 100644
--- a/src/Constants.js
+++ b/src/Constants.js
@@ -19,10 +19,10 @@ CONSTANTS = {
/* Hacknet Node constants */
HacknetNodeMoneyGainPerLevel: 1.65,
- HacknetNodePurchaseNextMult: 1.38, //Multiplier when purchasing an additional hacknet node
+ HacknetNodePurchaseNextMult: 1.39, //Multiplier when purchasing an additional hacknet node
HacknetNodeUpgradeLevelMult: 1.04, //Multiplier for cost when upgrading level
- HacknetNodeUpgradeRamMult: 1.24, //Multiplier for cost when upgrading RAM
- HacknetNodeUpgradeCoreMult: 1.48, //Multiplier for cost when buying another core
+ HacknetNodeUpgradeRamMult: 1.26, //Multiplier for cost when upgrading RAM
+ HacknetNodeUpgradeCoreMult: 1.49, //Multiplier for cost when buying another core
HacknetNodeMaxLevel: 200,
HacknetNodeMaxRam: 64,
@@ -62,7 +62,7 @@ CONSTANTS = {
ScriptHNUpgCoreRamCost: 0.8,
//Server growth rate
- ServerGrowthRate: 1.0015,
+ ServerGrowthRate: 1.0018,
//Maximum number of log entries for a script
MaxLogCapacity: 40,
@@ -397,7 +397,7 @@ CONSTANTS = {
"other actions such as using your terminal or visiting other locations (However, note that any scripts you have " +
"running on servers will continue to run as you work!). It is possible to cancel your work shift before the " +
"8 hours is up. However, if you have a full-time job, then cancelling a shift early will result in you gaining " +
- "only half of all of the money, experience, and reputation " +
+ "only half of the reputation " +
"that you had earned up to that point. There are also part-time/consultant jobs available where you will not " +
" be penalized if you cancel a work shift early. However, these positions pay less than full-time positions.
" +
"As you continue to work at a company, you will gain more and more reputation at that company. When your stats " +
diff --git a/src/HacknetNode.js b/src/HacknetNode.js
index 39aa2e51d..b8c3ef05f 100644
--- a/src/HacknetNode.js
+++ b/src/HacknetNode.js
@@ -49,7 +49,7 @@ HacknetNode.prototype.updateMoneyGainRate = function() {
var gainPerLevel = CONSTANTS.HacknetNodeMoneyGainPerLevel;
this.moneyGainRatePerSecond = (this.level * gainPerLevel) *
- Math.pow(1.0375, this.ram-1) *
+ Math.pow(1.037, this.ram-1) *
((this.numCores + 4) / 5) * Player.hacknet_node_money_mult;
if (isNaN(this.moneyGainRatePerSecond)) {
this.moneyGainRatePerSecond = 0;
diff --git a/src/NetscriptEvaluator.js b/src/NetscriptEvaluator.js
index ffc49ddb2..b17124d0c 100644
--- a/src/NetscriptEvaluator.js
+++ b/src/NetscriptEvaluator.js
@@ -1266,7 +1266,7 @@ function scriptCalculateExpGain(server) {
function scriptCalculatePercentMoneyHacked(server) {
var difficultyMult = (100 - server.hackDifficulty) / 100;
var skillMult = (Player.hacking_skill - (server.requiredHackingSkill - 1)) / Player.hacking_skill;
- var percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_mult / 350;
+ var percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_mult / 150;
if (percentMoneyHacked < 0) {return 0;}
if (percentMoneyHacked > 1) {return 1;}
return percentMoneyHacked;
diff --git a/src/Player.js b/src/Player.js
index 5fed36345..8497f4ad9 100644
--- a/src/Player.js
+++ b/src/Player.js
@@ -243,7 +243,7 @@ PlayerObject.prototype.calculateHackingTime = function() {
PlayerObject.prototype.calculatePercentMoneyHacked = function() {
var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;
var skillMult = (this.hacking_skill - (this.getCurrentServer().requiredHackingSkill - 1)) / this.hacking_skill;
- var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult / 350;
+ var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult / 150;
console.log("Percent money hacked calculated to be: " + percentMoneyHacked);
if (percentMoneyHacked < 0) {return 0;}
if (percentMoneyHacked > 1) {return 1;}
@@ -367,47 +367,44 @@ PlayerObject.prototype.resetWorkStatus = function() {
document.getElementById("work-in-progress-text").innerHTML = "";
}
-PlayerObject.prototype.gainWorkExp = function(divMult = 1) {
- this.gainHackingExp(this.workHackExpGained / divMult);
- this.gainStrengthExp(this.workStrExpGained / divMult);
- this.gainDefenseExp(this.workDefExpGained / divMult);
- this.gainDexterityExp(this.workDexExpGained / divMult);
- this.gainAgilityExp(this.workAgiExpGained / divMult);
- this.gainCharismaExp(this.workChaExpGained / divMult);
+PlayerObject.prototype.gainWorkExp = function() {
+ this.gainHackingExp(this.workHackExpGained);
+ this.gainStrengthExp(this.workStrExpGained);
+ this.gainDefenseExp(this.workDefExpGained);
+ this.gainDexterityExp(this.workDexExpGained);
+ this.gainAgilityExp(this.workAgiExpGained);
+ this.gainCharismaExp(this.workChaExpGained);
}
/* Working for Company */
PlayerObject.prototype.finishWork = function(cancelled) {
//Since the work was cancelled early, player only gains half of what they've earned so far
- var cancMult = 1;
- if (cancelled) {cancMult = 2;}
-
- if (Engine.Debug) {
- console.log("Player finishWork() called with " + this.workMoneyGained / cancMult + " $ gained");
+ if (cancelled) {
+ this.workRepGained /= 2;
}
- this.gainWorkExp(cancMult);
+ this.gainWorkExp();
var company = Companies[this.companyName];
- company.playerReputation += (this.workRepGained / cancMult);
+ company.playerReputation += (this.workRepGained);
- this.gainMoney(this.workMoneyGained / cancMult);
+ this.gainMoney(this.workMoneyGained);
this.updateSkillLevels();
var txt = "You earned a total of:
" +
- "$" + formatNumber(this.workMoneyGained / cancMult, 2) + "
" +
- formatNumber(this.workRepGained / cancMult, 4) + " reputation for the company
" +
- formatNumber(this.workHackExpGained / cancMult, 4) + " hacking exp
" +
- formatNumber(this.workStrExpGained / cancMult, 4) + " strength exp
" +
- formatNumber(this.workDefExpGained / cancMult, 4) + " defense exp
" +
- formatNumber(this.workDexExpGained / cancMult, 4) + " dexterity exp
" +
- formatNumber(this.workAgiExpGained / cancMult, 4) + " agility exp
" +
- formatNumber(this.workChaExpGained / cancMult, 4) + " charisma exp
";
+ "$" + formatNumber(this.workMoneyGained, 2) + "
" +
+ formatNumber(this.workRepGained, 4) + " reputation for the company
" +
+ formatNumber(this.workHackExpGained, 4) + " hacking exp
" +
+ formatNumber(this.workStrExpGained, 4) + " strength exp
" +
+ formatNumber(this.workDefExpGained, 4) + " defense exp
" +
+ formatNumber(this.workDexExpGained, 4) + " dexterity exp
" +
+ formatNumber(this.workAgiExpGained, 4) + " agility exp
" +
+ formatNumber(this.workChaExpGained, 4) + " charisma exp
";
if (cancelled) {
txt = "You worked a short shift of " + convertTimeMsToTimeElapsedString(this.timeWorked) + "
" +
- "Since you cancelled your work early, you only gained half of the experience, money, and reputation you earned.
" + txt;
+ "Since you cancelled your work early, you only gained half of the reputation you earned.
" + txt;
} else {
txt = "You worked a full shift of 8 hours!
" +
"You earned a total of:
" + txt;
@@ -492,8 +489,8 @@ PlayerObject.prototype.work = function(numCycles) {
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp
" +
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp
" +
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp
" +
- "You will automatically finish after working for 8 hours. You can cancel earlier if you wish,
" +
- "but you will only gain half of the experience, money, and reputation you've earned so far."
+ "You will automatically finish after working for 8 hours. You can cancel earlier if you wish, " +
+ "but you will only gain half of the reputation you've earned so far."
}
diff --git a/src/engine.js b/src/engine.js
index 23b28909f..293ea3392 100644
--- a/src/engine.js
+++ b/src/engine.js
@@ -1094,11 +1094,18 @@ var Engine = {
document.getElementById("world-menu-link").removeAttribute("class");
document.getElementById("tutorial-menu-link").removeAttribute("class");
- //DEBUG
+ //DEBUG Delete active Scripts on home
document.getElementById("debug-delete-scripts-link").addEventListener("click", function() {
console.log("Deleting running scripts on home computer");
Player.getHomeComputer().runningScripts = [];
- dialogBoxCreate("Forcefully deleted scripts. Please refresh page");
+ dialogBoxCreate("Forcefully deleted all running scripts on home computer. Please save and refresh page");
+ return false;
+ });
+
+ //DEBUG Soft Reset
+ document.getElementById("debug-soft-reset").addEventListener("click", function() {
+ dialogBoxCreate("Soft Reset!");
+ prestigeAugmentation();
return false;
});
},