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The glitch in Ishima grows restless
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@ -103,10 +103,10 @@ Cities[CityName.Ishima].asciiArt = `
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/ o / \\ /
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48 o / 55 x \\ /
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\\ / / x [glitch]
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\\ / [nova medical] / 4/30 \\
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49 x A \\ H
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/ \\ / \\
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/ \\ [travel agency] F o 31
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\\ / [nova medical] / 4/30 \\ ⨇ ⏦
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49 x A \\ ⨝H ␀
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/ \\ / \\ ␀ ⌹ ␀
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/ \\ [travel agency] F o 31 ⎠
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/ \\ 51 /
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/ o----B------x-----o
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o 50 52
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@ -305,7 +305,9 @@ export function SpecialLocation(props: IProps): React.ReactElement {
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return (
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<>
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<Typography>
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<CorruptableText content={"An eerie aura surrounds this area. You feel you should leave."} />
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<CorruptableText content={"An eerie aura surrounds this area. You feel you should leave IMMEDIATELY."} />
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<br />
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{Player.sourceFileLvl(10) > 1 && <Button disabled><CorruptableText content={"Explore the Myrian"} /></Button>}
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</Typography>
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</>
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);
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73
src/Myrian/notes.txt
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73
src/Myrian/notes.txt
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@ -0,0 +1,73 @@
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Lore (not important):
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After the player searched for weeks / months they finally found a spark of hope to get out of the control of the Enders.
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Exploring the glitch in Ishima reveals an entrance to another world. That world was dubbed "The Myrian".
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The Myrian is the real world, where the Enders control . In the Myrian the player can fight The Enders directly.
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The player can bring Sleeves to The Myrian with them in order to explore it and perhaps find a way out for good.
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Due to gravity and atmosphere the stats of the sleeves and player are heavily nerfed. Also dying in The Myrian has
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far greater consequences than inside simulations.
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Big spoilers but it's a simulation, inside a simulation. There's no way out.
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Mechanics:
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The basic premise is that your sleeves go in The Myrian, walk and fight about on a 2d grid of tiles.
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Obstacles can be removed, structures can be built. Power ups discovered.
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The Myrian is a large grid of ~100x100 to 500x500 tiles, depending on performance, yet to be determined.
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Alternatively we might use a cell-based approach, like 10 cell by 10 cells that are 20x20 tiles in size.
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On that giant grid there is a starting point called the core.
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Yourself and Sleeves can only enter and leave The Myrian when they are directly adjacent to the core.
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Once both the player and a Sleeve is inside the Myrian, commands can be issued. The player cannot move
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as they must stay in the core in order to keep the connection alive. But they must also be in the core in order
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to be able to send commands to sleeves.
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It is not possible to see all of The Myrian at once. Tiles are covered in a fog of war that is only
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discovered when a sleeve gets close enough.
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Inside The Myrian all the stats are nerfed immensely. Something like myrianstat = log10(original).
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- Strength directly correlates to the amount of damage you deal in The Myrian, 2 strength = damage.
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- Defense reduces damage taken, 2 defense = reduce damage by 2.
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- Dexterity determines the speed of some `interact` calls, like attacking and breaking things.
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- Agility detemines the speed of the `move` call as well as affects how far away a sleeve provides vision. 2 agility means can see from 2 tiles away.
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- Hack determines the speed of some `interact` calls, like opening Power ups.
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- Cha does nothing, as usual.
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Each tile has 2 layers. The floor and the middle.
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The floor is used to determine the speed that a sleeve needs in order to leave that tile.
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A brick road is easier to naviguate on than a swampy tile.
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The tile middle can be occupied by a variety of things.
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Most common is empty. In that case something else can take it's place.
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- Sleeves themselves.
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- 1 core on the map.
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- enemies, which move on their own, will hunt down the player units and attack them.
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- buildings, which the player can place. Like turrets or walls.
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- rock-like objects, that can be destroyed with enough time.
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- Resource nodes. Which can be mined for materials used to build buildings.
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- Power ups. Which can be used to upgrade sleeves stats in The Myrian.
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The goal is to find the Ends core and destroy it. Ending the Bitnode.
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API:
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// interact is a very flexible function.
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// Interacting with an enemy will attack it.
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// With a chest will open it.
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// A rock will try to break it.
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async interact(sleeveId, x, y)
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// move a sleeve to the given coordinate. That tile must be 1 tile away
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// from the sleeves current position.
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async move(sleeveId, x, y)
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// Enter / leave The Myrian, give -1 or nothing for the player or something.
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enter(sleeveId)
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leave(sleeveId)
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build(sleeveId, buildingId, x, y)
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applyPowerup(sleeveId, stat)
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