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https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-26 17:43:48 +01:00
Toned down strength Augmentations even more. Increased growth rate by 50%. Readjusted crime success formulas. Fixed bug with Agent in Company.js
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206d5dbe34
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@ -209,7 +209,7 @@ initAugmentations = function() {
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SyntheticHeart.setRequirements(300000, 575000000);
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SyntheticHeart.setInfo("This advanced artificial heart, created from plasteel and graphene, is capable of pumping more blood " +
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"at much higher efficiencies than a normal human heart.<br><br> This augmentation increases the player's agility " +
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"and strength by 100%");
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"and strength by 80%");
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SyntheticHeart.addToFactions(["KuaiGong International", "Fulcrum Secret Technologies", "Speakers for the Dead",
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"NWO", "The Covenant", "Daedalus", "Illuminati"]);
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if (augmentationExists(AugmentationNames.SyntheticHeart)) {
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@ -223,7 +223,7 @@ initAugmentations = function() {
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SynfibrilMuscle.setInfo("The myofibrils in human muscles are injected with special chemicals that react with the proteins inside " +
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"the myofibrils, altering their underlying structure. The end result is muscles that are stronger and more elastic. " +
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"Scientists have named these artificially enhanced units 'synfibrils'.<br><br> This augmentation increases the player's " +
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"strength and defense by 60%.");
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"strength and defense by 50%.");
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SynfibrilMuscle.addToFactions(["KuaiGong International", "Fulcrum Secret Technologies", "Speakers for the Dead",
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"NWO", "The Covenant", "Daedalus", "Illuminati", "Blade Industries"]);
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if (augmentationExists(AugmentationNames.SynfibrilMuscle)) {
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@ -315,7 +315,7 @@ initAugmentations = function() {
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GrapheneBoneLacings.setRequirements(450000, 850000000);
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GrapheneBoneLacings.setInfo("A graphene-based material is grafted and fused into the user's bones, significantly increasing " +
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"their density and tensile strength.<br><br>" +
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"This augmentation increases the player's strength and defense by 110%.");
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"This augmentation increases the player's strength and defense by 90%.");
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GrapheneBoneLacings.addToFactions(["Fulcrum Secret Technologies", "The Covenant"]);
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if (augmentationExists(AugmentationNames.GrapheneBoneLacings)) {
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GrapheneBoneLacings.owned = Augmentations[AugmentationNames.GrapheneBoneLacings].owned;
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@ -342,7 +342,7 @@ initAugmentations = function() {
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GrapheneBionicSpine.setRequirements(650000, 1200000000);
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GrapheneBionicSpine.setInfo("An upgrade to the Bionic Spine augmentation. It fuses the implant with an advanced graphene " +
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"material to make it much stronger and lighter.<br><br>" +
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"This augmentation increases all of the player's combat stats by 80%.");
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"This augmentation increases all of the player's combat stats by 70%.");
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GrapheneBionicSpine.addToFactions(["Fulcrum Secret Technologies", "ECorp"]);
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if (augmentationExists(AugmentationNames.GrapheneBionicSpine)) {
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GrapheneBionicSpine.owned = Augmentations[AugmentationNames.GrapheneBionicSpine].owned;
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@ -472,7 +472,7 @@ initAugmentations = function() {
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"This augmentation:<br>" +
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"Increases the player's hacking speed by 3%<br>" +
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"Increases the player's hacking skill by 8%<br>" +
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"Increases the player's hacking experience gain rate by 15%");
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"Increases the player's hacking experience gain rate by 12%");
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EnhancedMyelinSheathing.addToFactions(["Fulcrum Secret Technologies", "BitRunners", "The Black Hand"]);
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if (augmentationExists(AugmentationNames.EnhancedMyelinSheathing)) {
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EnhancedMyelinSheathing.owned = Augmentations[AugmentationNames.EnhancedMyelinSheathing].owned;
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@ -496,7 +496,7 @@ initAugmentations = function() {
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NeuralRetentionEnhancement.setRequirements(8000, 50000000);
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NeuralRetentionEnhancement.setInfo("Chemical injections are used to permanently alter and strengthen the brain's neuronal " +
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"circuits, strengthening its ability to retain information.<br><br>" +
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"This augmentation increases the player's hacking experience gain rate by 35%.");
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"This augmentation increases the player's hacking experience gain rate by 25%.");
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NeuralRetentionEnhancement.addToFactions(["NiteSec"]);
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if (augmentationExists(AugmentationNames.NeuralRetentionEnhancement)) {
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NeuralRetentionEnhancement.owned = Augmentations[AugmentationNames.NeuralRetentionEnhancement].owned;
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@ -580,7 +580,7 @@ initAugmentations = function() {
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"Increases the player's hacking speed by 5%<br>" +
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"Increases the amount of money the player gains from hacking by 40%<br>" +
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"Increases the player's chance of successfully performing a hack by 10%<br>" +
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"Increases the player's hacking experience gain rate by 50%<br>" +
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"Increases the player's hacking experience gain rate by 35%<br>" +
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"Increases the player's hacking skill by 10%");
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ENMCoreV3.addToFactions(["ECorp", "MegaCorp", "Fulcrum Secret Technologies", "NWO",
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"Daedalus", "The Covenant", "Illuminati"]);
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@ -1396,7 +1396,7 @@ initAugmentations = function() {
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GrapheneBionicArms.setInfo("An upgrade to the Bionic Arms augmentation. It infuses the " +
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"prosthetic arms with an advanced graphene material " +
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"to make them much stronger and lighter. <br><br>" +
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"This augmentation increases the player's strength and dexterity by 125%");
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"This augmentation increases the player's strength and dexterity by 90%");
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GrapheneBionicArms.setRequirements(200000, 750000000);
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GrapheneBionicArms.addToFactions(["The Dark Army"]);
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if (augmentationExists(AugmentationNames.GrapheneBionicArms)) {
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@ -1468,12 +1468,12 @@ applyAugmentation = function(aug, reapply=false) {
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Player.dexterity_mult *= 1.40;
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break;
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case AugmentationNames.SyntheticHeart: //High level
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Player.agility_mult *= 2.0;
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Player.strength_mult *= 2.0;
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Player.agility_mult *= 1.8;
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Player.strength_mult *= 1.8;
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break;
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case AugmentationNames.SynfibrilMuscle: //Medium-high level
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Player.strength_mult *= 1.6;
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Player.defense_mult *= 1.6;
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Player.strength_mult *= 1.5;
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Player.defense_mult *= 1.5;
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break;
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case AugmentationNames.CombatRib1:
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Player.strength_mult *= 1.1;
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@ -1499,8 +1499,8 @@ applyAugmentation = function(aug, reapply=false) {
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Player.dexterity_mult *= 1.05;
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break;
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case AugmentationNames.GrapheneBoneLacings: //High level
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Player.strength_mult *= 2.10;
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Player.defense_mult *= 2.10;
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Player.strength_mult *= 1.9;
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Player.defense_mult *= 1.9;
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break;
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case AugmentationNames.BionicSpine: //Med level
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Player.strength_mult *= 1.2;
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@ -1509,10 +1509,10 @@ applyAugmentation = function(aug, reapply=false) {
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Player.dexterity_mult *= 1.2;
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break;
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case AugmentationNames.GrapheneBionicSpine: //High level
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Player.strength_mult *= 1.8;
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Player.defense_mult *= 1.8;
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Player.agility_mult *= 1.8;
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Player.dexterity_mult *= 1.8;
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Player.strength_mult *= 1.7;
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Player.defense_mult *= 1.7;
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Player.agility_mult *= 1.7;
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Player.dexterity_mult *= 1.7;
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break;
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case AugmentationNames.BionicLegs: //Med level
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Player.agility_mult *= 1.6;
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@ -1550,14 +1550,14 @@ applyAugmentation = function(aug, reapply=false) {
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break;
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case AugmentationNames.EnhancedMyelinSheathing: //Med level
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Player.hacking_speed_mult *= 1.03;
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Player.hacking_exp_mult *= 1.15;
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Player.hacking_exp_mult *= 1.12;
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Player.hacking_mult *= 1.08;
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break;
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case AugmentationNames.SynapticEnhancement: //Low Level
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Player.hacking_speed_mult *= 1.03;
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break;
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case AugmentationNames.NeuralRetentionEnhancement: //Med level
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Player.hacking_exp_mult *= 1.35;
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Player.hacking_exp_mult *= 1.25;
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break;
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case AugmentationNames.DataJack: //Med low level
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Player.hacking_money_mult *= 1.3;
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@ -1583,7 +1583,7 @@ applyAugmentation = function(aug, reapply=false) {
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Player.hacking_speed_mult *= 1.05;
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Player.hacking_money_mult *= 1.4;
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Player.hacking_chance_mult *= 1.1;
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Player.hacking_exp_mult *= 1.5;
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Player.hacking_exp_mult *= 1.35;
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Player.hacking_mult *= 1.1;
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break;
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case AugmentationNames.ENMAnalyzeEngine: //High level
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@ -1901,8 +1901,8 @@ applyAugmentation = function(aug, reapply=false) {
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Player.crime_money_mult *= 1.25;
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break;
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case AugmentationNames.GrapheneBionicArms:
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Player.strength_mult *= 2.25;
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Player.dexterity_mult *= 2.25;
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Player.strength_mult *= 1.9;
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Player.dexterity_mult *= 1.9;
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break;
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case AugmentationNames.BrachiBlades:
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Player.strength_mult *= 1.2;
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@ -1995,5 +1995,10 @@ function augmentationExists(name) {
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//Used for testing balance
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function giveAllAugmentations() {
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for (var name in Augmentations) {
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var aug = Augmentations[name];
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if (aug == null) {continue;}
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Player.augmentations.push(name);
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}
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Player.reapplyAllAugmentations();
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}
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@ -271,10 +271,10 @@ CompanyPositions = {
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SecurityGuard: new CompanyPosition("Security Guard", 0, 51, 51, 51, 51, 1, 0, 20),
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SecurityOfficer: new CompanyPosition("Security Officer", 26, 151, 151, 151, 151, 51, 8000, 75),
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SecuritySupervisor: new CompanyPosition("Security Supervisor", 26, 251, 251, 251, 251, 101, 32000, 275),
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HeadOfSecurity: new CompanyPosition("Head of Security", 51, 501, 501, 501, 501, 151, 144000, 550),
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FieldAgent: new CompanyPosition("Field Agent", 101, 101, 101, 101, 101, 101, 8000, 55),
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SecretAgent: new CompanyPosition("Secret Agent", 201, 251, 251, 251, 251, 32000, 190),
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SpecialOperative: new CompanyPosition("Special Operative", 251, 501, 501, 501, 501, 144000, 425),
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HeadOfSecurity: new CompanyPosition("Head of Security", 51, 501, 501, 501, 501, 151, 144000, 550),
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FieldAgent: new CompanyPosition("Field Agent", 101, 101, 101, 101, 101, 101, 8000, 55),
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SecretAgent: new CompanyPosition("Secret Agent", 201, 251, 251, 251, 251, 201, 32000, 190),
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SpecialOperative: new CompanyPosition("Special Operative", 251, 501, 501, 501, 501, 251, 144000, 425),
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init: function() {
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//Argument order: hack, str, def, dex, agi, cha
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@ -68,8 +68,8 @@ CONSTANTS = {
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ScriptHNUpgCoreRamCost: 0.8,
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//Server constants
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ServerBaseGrowthRate: 1.02, //Unadjusted Growth rate
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ServerMaxGrowthRate: 1.003, //Maximum possible growth rate (max rate accounting for server security)
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ServerBaseGrowthRate: 1.03, //Unadjusted Growth rate
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ServerMaxGrowthRate: 1.0045, //Maximum possible growth rate (max rate accounting for server security)
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ServerFortifyAmount: 0.002, //Amount by which server's security increases when its hacked/grown
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ServerWeakenAmount: 0.1, //Amount by which server's security decreases when weakened
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@ -650,8 +650,10 @@ CONSTANTS = {
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"-Servers now have a minimum server security, which is approximately one third of their starting server security<br>" +
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"-If you do not steal any money from a server, then you gain hacking experience equal to the amount you would have gained " +
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"had you failed the hack<br>" +
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"-The effects of grow() increased by 50%<br>" +
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"-grow() and weaken() now give hacking experience based on the server's base security level, rather than a flat exp amount<br>" +
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"-Slightly reduced amount of exp gained from hack(), weaken(), and grow()<br>" +
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"-Rebalanced formulas that determine crime success<br>" +
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"v0.21.1<br>" +
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"-IF YOUR GAME BREAKS, DO THE FOLLOWING: Options -> Soft Reset -> Save Game -> Reload Page. Sorry about that! <br>" +
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"-Autocompletion for aliases - courtesy of Github user LTCNugget<br><br>" +
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@ -90,28 +90,24 @@ function determineCrimeSuccess(crime, moneyGained) {
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}
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function determineCrimeChanceShoplift() {
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var chance = ((Player.strength / CONSTANTS.MaxSkillLevel +
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Player.defense / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel)) * 10;
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var chance = ((Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel)) * 20;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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function determineCrimeChanceMug() {
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var chance = ((Player.strength / CONSTANTS.MaxSkillLevel +
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Player.defense / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel)) * 5;
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var chance = ((2 *Player.strength / CONSTANTS.MaxSkillLevel +
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0.5 * Player.defense / CONSTANTS.MaxSkillLevel +
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2 * Player.dexterity / CONSTANTS.MaxSkillLevel +
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0.5 * Player.agility / CONSTANTS.MaxSkillLevel)) * 5;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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function determineCrimeChanceDealDrugs() {
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var chance = ((2*Player.charisma / CONSTANTS.MaxSkillLevel +
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Player.strength / CONSTANTS.MaxSkillLevel +
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Player.defense / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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var chance = ((3*Player.charisma / CONSTANTS.MaxSkillLevel +
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2*Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel));
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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@ -128,10 +124,10 @@ function determineCrimeChanceTraffickArms() {
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}
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function determineCrimeChanceHomicide() {
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var chance = ((Player.strength / CONSTANTS.MaxSkillLevel +
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Player.defense / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel));
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var chance = ((2 * Player.strength / CONSTANTS.MaxSkillLevel +
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2 * Player.defense / CONSTANTS.MaxSkillLevel +
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0.5 * Player.dexterity / CONSTANTS.MaxSkillLevel +
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0.5 * Player.agility / CONSTANTS.MaxSkillLevel));
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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@ -139,9 +135,8 @@ function determineCrimeChanceHomicide() {
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function determineCrimeChanceGrandTheftAuto() {
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var chance = ((Player.hacking_skill / CONSTANTS.MaxSkillLevel +
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Player.strength / CONSTANTS.MaxSkillLevel +
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Player.defense / CONSTANTS.MaxSkillLevel +
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4 * Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel +
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2 * Player.agility / CONSTANTS.MaxSkillLevel +
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2 * Player.charisma / CONSTANTS.MaxSkillLevel)) / 8;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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@ -150,17 +145,15 @@ function determineCrimeChanceGrandTheftAuto() {
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function determineCrimeChanceKidnap() {
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var chance = ((Player.charisma / CONSTANTS.MaxSkillLevel +
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Player.strength / CONSTANTS.MaxSkillLevel +
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Player.defense / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel)) / 6;
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Player.agility / CONSTANTS.MaxSkillLevel)) / 5;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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function determineCrimeChanceAssassination() {
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var chance = ((Player.strength / CONSTANTS.MaxSkillLevel +
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Player.defense / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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2 * Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel)) / 8;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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