implement more enemies, balance some programming languages and enemies to be less annoying
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@@ -131,8 +131,8 @@ namespace KernelPanic.Run
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return upgradeKind switch
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{
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RunStatUpgradeKind.MaxCycles => $"+{CombatTuning.StatUpgradeMaxCycles} max cycles this run",
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RunStatUpgradeKind.MaxUptime => $"+{CombatTuning.StatUpgradeMaxUptime} max uptime this run",
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RunStatUpgradeKind.Heal => $"heal {CombatTuning.StatUpgradeHeal} uptime now",
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RunStatUpgradeKind.MaxUptime => $"+{CombatTuning.StatUpgradeMaxUptimePercent}% max uptime this run",
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RunStatUpgradeKind.Heal => $"heal {CombatTuning.StatUpgradeHealPercent}% max uptime now",
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RunStatUpgradeKind.Ram => $"+{CombatTuning.StatUpgradeRam} RAM this run",
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_ => "--"
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};
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@@ -496,10 +496,11 @@ namespace KernelPanic.Run
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}
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return true;
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case RunStatUpgradeKind.MaxUptime:
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_maxUptimeBonus += CombatTuning.StatUpgradeMaxUptime;
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int uptimeBonus = CombatTuning.ScaleStatUpgradeMaxUptime(playerState == null ? EffectiveMaxUptime() : playerState.MaxUptime);
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_maxUptimeBonus += uptimeBonus;
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if (playerState != null)
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{
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playerState.MaxUptime += CombatTuning.StatUpgradeMaxUptime;
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playerState.MaxUptime += uptimeBonus;
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}
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return true;
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case RunStatUpgradeKind.Heal:
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@@ -508,7 +509,8 @@ namespace KernelPanic.Run
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return false;
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}
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playerState.CurrentUptime = Mathf.Min(playerState.MaxUptime, playerState.CurrentUptime + CombatTuning.StatUpgradeHeal);
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int healAmount = CombatTuning.ScaleStatUpgradeHeal(playerState.MaxUptime);
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playerState.CurrentUptime = Mathf.Min(playerState.MaxUptime, playerState.CurrentUptime + healAmount);
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return true;
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case RunStatUpgradeKind.Ram:
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_ramBonus += CombatTuning.StatUpgradeRam;
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