implement more enemies, balance some programming languages and enemies to be less annoying

This commit is contained in:
2026-07-10 10:21:47 +02:00
parent e3ea42c93e
commit 18297fac9a
33 changed files with 1025 additions and 136 deletions
+2 -2
View File
@@ -131,8 +131,8 @@ namespace KernelPanic.Run
return upgradeKind switch
{
RunStatUpgradeKind.MaxCycles => $"+{CombatTuning.StatUpgradeMaxCycles} max cycles this run",
RunStatUpgradeKind.MaxUptime => $"+{CombatTuning.StatUpgradeMaxUptime} max uptime this run",
RunStatUpgradeKind.Heal => $"heal {CombatTuning.StatUpgradeHeal} uptime now",
RunStatUpgradeKind.MaxUptime => $"+{CombatTuning.StatUpgradeMaxUptimePercent}% max uptime this run",
RunStatUpgradeKind.Heal => $"heal {CombatTuning.StatUpgradeHealPercent}% max uptime now",
RunStatUpgradeKind.Ram => $"+{CombatTuning.StatUpgradeRam} RAM this run",
_ => "--"
};
+5 -3
View File
@@ -496,10 +496,11 @@ namespace KernelPanic.Run
}
return true;
case RunStatUpgradeKind.MaxUptime:
_maxUptimeBonus += CombatTuning.StatUpgradeMaxUptime;
int uptimeBonus = CombatTuning.ScaleStatUpgradeMaxUptime(playerState == null ? EffectiveMaxUptime() : playerState.MaxUptime);
_maxUptimeBonus += uptimeBonus;
if (playerState != null)
{
playerState.MaxUptime += CombatTuning.StatUpgradeMaxUptime;
playerState.MaxUptime += uptimeBonus;
}
return true;
case RunStatUpgradeKind.Heal:
@@ -508,7 +509,8 @@ namespace KernelPanic.Run
return false;
}
playerState.CurrentUptime = Mathf.Min(playerState.MaxUptime, playerState.CurrentUptime + CombatTuning.StatUpgradeHeal);
int healAmount = CombatTuning.ScaleStatUpgradeHeal(playerState.MaxUptime);
playerState.CurrentUptime = Mathf.Min(playerState.MaxUptime, playerState.CurrentUptime + healAmount);
return true;
case RunStatUpgradeKind.Ram:
_ramBonus += CombatTuning.StatUpgradeRam;