Clockwork component generation is twice as fast, but scriptures cost up to twice as much
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@@ -37,15 +37,15 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
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#define JUDGEMENT_CV_REQ 300
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//general component/cooldown things
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#define SLAB_PRODUCTION_TIME 900 //how long(deciseconds) slabs require to produce a single component; defaults to 1 minute 30 seconds
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#define SLAB_PRODUCTION_TIME 450 //how long(deciseconds) slabs require to produce a single component; defaults to 45 seconds
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#define SLAB_SERVANT_SLOWDOWN 300 //how much each servant above 5 slows down slab-based generation; defaults to 30 seconds per sevant
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#define SLAB_SERVANT_SLOWDOWN 150 //how much each servant above 5 slows down slab-based generation; defaults to 15 seconds per sevant
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#define SLAB_SLOWDOWN_MAXIMUM 2700 //maximum slowdown from additional servants; defaults to 4 minutes 30 seconds
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#define SLAB_SLOWDOWN_MAXIMUM 1350 //maximum slowdown from additional servants; defaults to 2 minutes 15 seconds
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#define CACHE_PRODUCTION_TIME 600 //how long(deciseconds) caches require to produce a component; defaults to 1 minute
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#define CACHE_PRODUCTION_TIME 300 //how long(deciseconds) caches require to produce a component; defaults to 30 seconds
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#define ACTIVE_CACHE_SLOWDOWN 100 //how many additional deciseconds caches take to produce a component for each linked cache; defaults to 10 seconds
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#define ACTIVE_CACHE_SLOWDOWN 50 //how many additional deciseconds caches take to produce a component for each linked cache; defaults to 5 seconds
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#define LOWER_PROB_PER_COMPONENT 10 //how much each component in the cache reduces the weight of getting another of that component type
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@@ -87,9 +87,9 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
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#define GATEWAY_RATVAR_ARRIVAL 300 //when progress is at or above this, game over ratvar's here everybody go home
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#define ARK_SUMMON_COST 3 //how many of each component an Ark costs to summon
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#define ARK_SUMMON_COST 5 //how many of each component an Ark costs to summon
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#define ARK_CONSUME_COST 7 //how many of each component an Ark needs to consume to activate
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#define ARK_CONSUME_COST 15 //how many of each component an Ark needs to consume to activate
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//Objective text define
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#define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justicar and free Ratvar."
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