Toned down strength Augmentations even more. Increased growth rate by 50%. Readjusted crime success formulas. Fixed bug with Agent in Company.js

This commit is contained in:
Daniel Xie 2017-06-18 03:24:08 -05:00
parent 206d5dbe34
commit dc39b941dc
4 changed files with 51 additions and 51 deletions

@ -209,7 +209,7 @@ initAugmentations = function() {
SyntheticHeart.setRequirements(300000, 575000000);
SyntheticHeart.setInfo("This advanced artificial heart, created from plasteel and graphene, is capable of pumping more blood " +
"at much higher efficiencies than a normal human heart.<br><br> This augmentation increases the player's agility " +
"and strength by 100%");
"and strength by 80%");
SyntheticHeart.addToFactions(["KuaiGong International", "Fulcrum Secret Technologies", "Speakers for the Dead",
"NWO", "The Covenant", "Daedalus", "Illuminati"]);
if (augmentationExists(AugmentationNames.SyntheticHeart)) {
@ -223,7 +223,7 @@ initAugmentations = function() {
SynfibrilMuscle.setInfo("The myofibrils in human muscles are injected with special chemicals that react with the proteins inside " +
"the myofibrils, altering their underlying structure. The end result is muscles that are stronger and more elastic. " +
"Scientists have named these artificially enhanced units 'synfibrils'.<br><br> This augmentation increases the player's " +
"strength and defense by 60%.");
"strength and defense by 50%.");
SynfibrilMuscle.addToFactions(["KuaiGong International", "Fulcrum Secret Technologies", "Speakers for the Dead",
"NWO", "The Covenant", "Daedalus", "Illuminati", "Blade Industries"]);
if (augmentationExists(AugmentationNames.SynfibrilMuscle)) {
@ -315,7 +315,7 @@ initAugmentations = function() {
GrapheneBoneLacings.setRequirements(450000, 850000000);
GrapheneBoneLacings.setInfo("A graphene-based material is grafted and fused into the user's bones, significantly increasing " +
"their density and tensile strength.<br><br>" +
"This augmentation increases the player's strength and defense by 110%.");
"This augmentation increases the player's strength and defense by 90%.");
GrapheneBoneLacings.addToFactions(["Fulcrum Secret Technologies", "The Covenant"]);
if (augmentationExists(AugmentationNames.GrapheneBoneLacings)) {
GrapheneBoneLacings.owned = Augmentations[AugmentationNames.GrapheneBoneLacings].owned;
@ -342,7 +342,7 @@ initAugmentations = function() {
GrapheneBionicSpine.setRequirements(650000, 1200000000);
GrapheneBionicSpine.setInfo("An upgrade to the Bionic Spine augmentation. It fuses the implant with an advanced graphene " +
"material to make it much stronger and lighter.<br><br>" +
"This augmentation increases all of the player's combat stats by 80%.");
"This augmentation increases all of the player's combat stats by 70%.");
GrapheneBionicSpine.addToFactions(["Fulcrum Secret Technologies", "ECorp"]);
if (augmentationExists(AugmentationNames.GrapheneBionicSpine)) {
GrapheneBionicSpine.owned = Augmentations[AugmentationNames.GrapheneBionicSpine].owned;
@ -472,7 +472,7 @@ initAugmentations = function() {
"This augmentation:<br>" +
"Increases the player's hacking speed by 3%<br>" +
"Increases the player's hacking skill by 8%<br>" +
"Increases the player's hacking experience gain rate by 15%");
"Increases the player's hacking experience gain rate by 12%");
EnhancedMyelinSheathing.addToFactions(["Fulcrum Secret Technologies", "BitRunners", "The Black Hand"]);
if (augmentationExists(AugmentationNames.EnhancedMyelinSheathing)) {
EnhancedMyelinSheathing.owned = Augmentations[AugmentationNames.EnhancedMyelinSheathing].owned;
@ -496,7 +496,7 @@ initAugmentations = function() {
NeuralRetentionEnhancement.setRequirements(8000, 50000000);
NeuralRetentionEnhancement.setInfo("Chemical injections are used to permanently alter and strengthen the brain's neuronal " +
"circuits, strengthening its ability to retain information.<br><br>" +
"This augmentation increases the player's hacking experience gain rate by 35%.");
"This augmentation increases the player's hacking experience gain rate by 25%.");
NeuralRetentionEnhancement.addToFactions(["NiteSec"]);
if (augmentationExists(AugmentationNames.NeuralRetentionEnhancement)) {
NeuralRetentionEnhancement.owned = Augmentations[AugmentationNames.NeuralRetentionEnhancement].owned;
@ -580,7 +580,7 @@ initAugmentations = function() {
"Increases the player's hacking speed by 5%<br>" +
"Increases the amount of money the player gains from hacking by 40%<br>" +
"Increases the player's chance of successfully performing a hack by 10%<br>" +
"Increases the player's hacking experience gain rate by 50%<br>" +
"Increases the player's hacking experience gain rate by 35%<br>" +
"Increases the player's hacking skill by 10%");
ENMCoreV3.addToFactions(["ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO",
"Daedalus", "The Covenant", "Illuminati"]);
@ -1396,7 +1396,7 @@ initAugmentations = function() {
GrapheneBionicArms.setInfo("An upgrade to the Bionic Arms augmentation. It infuses the " +
"prosthetic arms with an advanced graphene material " +
"to make them much stronger and lighter. <br><br>" +
"This augmentation increases the player's strength and dexterity by 125%");
"This augmentation increases the player's strength and dexterity by 90%");
GrapheneBionicArms.setRequirements(200000, 750000000);
GrapheneBionicArms.addToFactions(["The Dark Army"]);
if (augmentationExists(AugmentationNames.GrapheneBionicArms)) {
@ -1468,12 +1468,12 @@ applyAugmentation = function(aug, reapply=false) {
Player.dexterity_mult *= 1.40;
break;
case AugmentationNames.SyntheticHeart: //High level
Player.agility_mult *= 2.0;
Player.strength_mult *= 2.0;
Player.agility_mult *= 1.8;
Player.strength_mult *= 1.8;
break;
case AugmentationNames.SynfibrilMuscle: //Medium-high level
Player.strength_mult *= 1.6;
Player.defense_mult *= 1.6;
Player.strength_mult *= 1.5;
Player.defense_mult *= 1.5;
break;
case AugmentationNames.CombatRib1:
Player.strength_mult *= 1.1;
@ -1499,8 +1499,8 @@ applyAugmentation = function(aug, reapply=false) {
Player.dexterity_mult *= 1.05;
break;
case AugmentationNames.GrapheneBoneLacings: //High level
Player.strength_mult *= 2.10;
Player.defense_mult *= 2.10;
Player.strength_mult *= 1.9;
Player.defense_mult *= 1.9;
break;
case AugmentationNames.BionicSpine: //Med level
Player.strength_mult *= 1.2;
@ -1509,10 +1509,10 @@ applyAugmentation = function(aug, reapply=false) {
Player.dexterity_mult *= 1.2;
break;
case AugmentationNames.GrapheneBionicSpine: //High level
Player.strength_mult *= 1.8;
Player.defense_mult *= 1.8;
Player.agility_mult *= 1.8;
Player.dexterity_mult *= 1.8;
Player.strength_mult *= 1.7;
Player.defense_mult *= 1.7;
Player.agility_mult *= 1.7;
Player.dexterity_mult *= 1.7;
break;
case AugmentationNames.BionicLegs: //Med level
Player.agility_mult *= 1.6;
@ -1550,14 +1550,14 @@ applyAugmentation = function(aug, reapply=false) {
break;
case AugmentationNames.EnhancedMyelinSheathing: //Med level
Player.hacking_speed_mult *= 1.03;
Player.hacking_exp_mult *= 1.15;
Player.hacking_exp_mult *= 1.12;
Player.hacking_mult *= 1.08;
break;
case AugmentationNames.SynapticEnhancement: //Low Level
Player.hacking_speed_mult *= 1.03;
break;
case AugmentationNames.NeuralRetentionEnhancement: //Med level
Player.hacking_exp_mult *= 1.35;
Player.hacking_exp_mult *= 1.25;
break;
case AugmentationNames.DataJack: //Med low level
Player.hacking_money_mult *= 1.3;
@ -1583,7 +1583,7 @@ applyAugmentation = function(aug, reapply=false) {
Player.hacking_speed_mult *= 1.05;
Player.hacking_money_mult *= 1.4;
Player.hacking_chance_mult *= 1.1;
Player.hacking_exp_mult *= 1.5;
Player.hacking_exp_mult *= 1.35;
Player.hacking_mult *= 1.1;
break;
case AugmentationNames.ENMAnalyzeEngine: //High level
@ -1901,8 +1901,8 @@ applyAugmentation = function(aug, reapply=false) {
Player.crime_money_mult *= 1.25;
break;
case AugmentationNames.GrapheneBionicArms:
Player.strength_mult *= 2.25;
Player.dexterity_mult *= 2.25;
Player.strength_mult *= 1.9;
Player.dexterity_mult *= 1.9;
break;
case AugmentationNames.BrachiBlades:
Player.strength_mult *= 1.2;
@ -1995,5 +1995,10 @@ function augmentationExists(name) {
//Used for testing balance
function giveAllAugmentations() {
for (var name in Augmentations) {
var aug = Augmentations[name];
if (aug == null) {continue;}
Player.augmentations.push(name);
}
Player.reapplyAllAugmentations();
}

@ -271,10 +271,10 @@ CompanyPositions = {
SecurityGuard: new CompanyPosition("Security Guard", 0, 51, 51, 51, 51, 1, 0, 20),
SecurityOfficer: new CompanyPosition("Security Officer", 26, 151, 151, 151, 151, 51, 8000, 75),
SecuritySupervisor: new CompanyPosition("Security Supervisor", 26, 251, 251, 251, 251, 101, 32000, 275),
HeadOfSecurity: new CompanyPosition("Head of Security", 51, 501, 501, 501, 501, 151, 144000, 550),
FieldAgent: new CompanyPosition("Field Agent", 101, 101, 101, 101, 101, 101, 8000, 55),
SecretAgent: new CompanyPosition("Secret Agent", 201, 251, 251, 251, 251, 32000, 190),
SpecialOperative: new CompanyPosition("Special Operative", 251, 501, 501, 501, 501, 144000, 425),
HeadOfSecurity: new CompanyPosition("Head of Security", 51, 501, 501, 501, 501, 151, 144000, 550),
FieldAgent: new CompanyPosition("Field Agent", 101, 101, 101, 101, 101, 101, 8000, 55),
SecretAgent: new CompanyPosition("Secret Agent", 201, 251, 251, 251, 251, 201, 32000, 190),
SpecialOperative: new CompanyPosition("Special Operative", 251, 501, 501, 501, 501, 251, 144000, 425),
init: function() {
//Argument order: hack, str, def, dex, agi, cha

@ -68,8 +68,8 @@ CONSTANTS = {
ScriptHNUpgCoreRamCost: 0.8,
//Server constants
ServerBaseGrowthRate: 1.02, //Unadjusted Growth rate
ServerMaxGrowthRate: 1.003, //Maximum possible growth rate (max rate accounting for server security)
ServerBaseGrowthRate: 1.03, //Unadjusted Growth rate
ServerMaxGrowthRate: 1.0045, //Maximum possible growth rate (max rate accounting for server security)
ServerFortifyAmount: 0.002, //Amount by which server's security increases when its hacked/grown
ServerWeakenAmount: 0.1, //Amount by which server's security decreases when weakened
@ -650,8 +650,10 @@ CONSTANTS = {
"-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>" +
"-The effects of grow() increased by 50%<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>" +
"-Rebalanced formulas that determine crime success<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<br><br>" +

@ -90,28 +90,24 @@ function determineCrimeSuccess(crime, moneyGained) {
}
function determineCrimeChanceShoplift() {
var chance = ((Player.strength / CONSTANTS.MaxSkillLevel +
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel)) * 10;
var chance = ((Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel)) * 20;
chance *= Player.crime_success_mult;
return Math.min(chance, 1);
}
function determineCrimeChanceMug() {
var chance = ((Player.strength / CONSTANTS.MaxSkillLevel +
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel)) * 5;
var chance = ((2 *Player.strength / CONSTANTS.MaxSkillLevel +
0.5 * Player.defense / CONSTANTS.MaxSkillLevel +
2 * Player.dexterity / CONSTANTS.MaxSkillLevel +
0.5 * Player.agility / CONSTANTS.MaxSkillLevel)) * 5;
chance *= Player.crime_success_mult;
return Math.min(chance, 1);
}
function determineCrimeChanceDealDrugs() {
var chance = ((2*Player.charisma / CONSTANTS.MaxSkillLevel +
Player.strength / CONSTANTS.MaxSkillLevel +
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
var chance = ((3*Player.charisma / CONSTANTS.MaxSkillLevel +
2*Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel));
chance *= Player.crime_success_mult;
return Math.min(chance, 1);
@ -128,10 +124,10 @@ function determineCrimeChanceTraffickArms() {
}
function determineCrimeChanceHomicide() {
var chance = ((Player.strength / CONSTANTS.MaxSkillLevel +
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel));
var chance = ((2 * Player.strength / CONSTANTS.MaxSkillLevel +
2 * Player.defense / CONSTANTS.MaxSkillLevel +
0.5 * Player.dexterity / CONSTANTS.MaxSkillLevel +
0.5 * Player.agility / CONSTANTS.MaxSkillLevel));
chance *= Player.crime_success_mult;
return Math.min(chance, 1);
}
@ -139,9 +135,8 @@ function determineCrimeChanceHomicide() {
function determineCrimeChanceGrandTheftAuto() {
var chance = ((Player.hacking_skill / CONSTANTS.MaxSkillLevel +
Player.strength / CONSTANTS.MaxSkillLevel +
Player.defense / CONSTANTS.MaxSkillLevel +
4 * Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel +
2 * Player.agility / CONSTANTS.MaxSkillLevel +
2 * Player.charisma / CONSTANTS.MaxSkillLevel)) / 8;
chance *= Player.crime_success_mult;
return Math.min(chance, 1);
@ -150,17 +145,15 @@ function determineCrimeChanceGrandTheftAuto() {
function determineCrimeChanceKidnap() {
var chance = ((Player.charisma / CONSTANTS.MaxSkillLevel +
Player.strength / CONSTANTS.MaxSkillLevel +
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel)) / 6;
Player.agility / CONSTANTS.MaxSkillLevel)) / 5;
chance *= Player.crime_success_mult;
return Math.min(chance, 1);
}
function determineCrimeChanceAssassination() {
var chance = ((Player.strength / CONSTANTS.MaxSkillLevel +
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
2 * Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel)) / 8;
chance *= Player.crime_success_mult;
return Math.min(chance, 1);