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tweaks
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@ -84,15 +84,14 @@ local function set_difficulty()
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wave_defense_table.max_active_biters = 1024
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-- threat gain / wave
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wave_defense_table.threat_gain_multiplier = 2 + player_count * 0.1
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wave_defense_table.threat_gain_multiplier = 1.9 + player_count * 0.1
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local amount = player_count * 0.25 + 2
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amount = math.floor(amount)
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if amount > 8 then amount = 8 end
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if amount > 6 then amount = 6 end
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Collapse.set_amount(amount)
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--20 Players for fastest wave_interval
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wave_defense_table.wave_interval = 3600 - player_count * 90
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wave_defense_table.wave_interval = 3600 - player_count * 60
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if wave_defense_table.wave_interval < 1800 then wave_defense_table.wave_interval = 1800 end
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end
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@ -510,7 +509,7 @@ local function on_init()
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["water-shallow"] = 1000,
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}
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Map_score.set_score_description("Wagon depth reached:")
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Map_score.set_score_description("Wagon distance reached:")
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Public.reset_map()
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end
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@ -14,15 +14,15 @@ local blacklist = {
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}
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function Public.treasure_chest(surface, position, container_name)
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local budget = 48 + math_abs(position.y) * 2
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local budget = 48 + math_abs(position.y) * 1.75
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budget = budget * math_random(25, 175) * 0.01
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if math_random(1, 128) == 1 then
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budget = budget * 5
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budget = budget * 4
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container_name = "crash-site-chest-" .. math_random(1, 2)
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end
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if math_random(1, 256) == 1 then
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budget = budget * 10
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budget = budget * 4
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container_name = "crash-site-chest-" .. math_random(1, 2)
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end
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@ -51,8 +51,8 @@ function Public.wave_defense_set_unit_raffle(level)
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wave_defense_table.spitter_raffle["big-spitter"] = (level - 500) * 2
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end
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if level > 800 then
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wave_defense_table.biter_raffle["behemoth-biter"] = (level - 800) * 3
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wave_defense_table.spitter_raffle["behemoth-spitter"] = (level - 800) * 3
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wave_defense_table.biter_raffle["behemoth-biter"] = (level - 800) * 2.75
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wave_defense_table.spitter_raffle["behemoth-spitter"] = (level - 800) * 2.75
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end
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for k, v in pairs(wave_defense_table.biter_raffle) do
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if wave_defense_table.biter_raffle[k] < 0 then wave_defense_table.biter_raffle[k] = 0 end
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