mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2024-12-30 23:17:53 +02:00
Make treasure rooms unbounded but lower frequency the more that appear
This commit is contained in:
parent
e91d492a93
commit
43e7be2337
@ -78,7 +78,7 @@ map_info_text=Expand into the depths for treasure.\nEverytime a new room is disc
|
||||
descend=Descend to lower floor.\nEach floor has stronger enemies and better treasure.\nRIGHT-CLICK: Descend 5 floors.\nSHIFT-CLICK: Desscend to lowest accessible Floor.
|
||||
ascend=Ascend to higher floor.\nRIGHT-CLICK: Ascend 5 floors.\nSHIFT-CLICK: Ascend to Floor 0.
|
||||
depth=~ Floor __1__ | Depth __2__ ~
|
||||
depth_tooltip=Evolution: __1__%\nEnemy Health: __2__%\nEnemy Damage: __3__%\nLoot Value: __4__\nTreasure rooms found: __5__ / 5\nHidden Technologies: __6__
|
||||
depth_tooltip=Evolution: __1__%\nEnemy Health: __2__%\nEnemy Damage: __3__%\nLoot Value: __4__\nTreasure rooms found: __5__\nHidden Technologies: __6__
|
||||
max_depth=You are on deepest level already!
|
||||
min_depth=You are on highest level already!
|
||||
only_on_spawn=You can change floors only on spawn.
|
||||
|
@ -77,7 +77,7 @@ map_info_text=Отправляйтесь в глубины за сокровищ
|
||||
descend=Спуститься на нижний этаж.\nНа каждом этаже более сильные враги и лучшие сокровища.\nПКМ: спуск на 5 этажей.\nShift+ЛКМ: спуск на самый нижний доступный этаж.
|
||||
ascend=Подняться на верхний этаж.\nПКМ: подняться на 5 этажей.\nShift+ЛКМ: подняться на 0-й этаж.
|
||||
depth=~ Этаж __1__ | Глубина __2__ ~
|
||||
depth_tooltip=Эволюция: __1__%\nЗдоровье врагов: __2__%\nУрон врагов: __3__%\nЦенность добычи: __4__\nКомнат с сокровищами найдено: __5__ / 5\nСкрытых технологий: __6__
|
||||
depth_tooltip=Эволюция: __1__%\nЗдоровье врагов: __2__%\nУрон врагов: __3__%\nЦенность добычи: __4__\nКомнат с сокровищами найдено: __5__\nСкрытых технологий: __6__
|
||||
max_depth=Вы уже на самом глубоком уровне!
|
||||
min_depth=Вы уже на самом верхнем уровне!
|
||||
only_on_spawn=Вы можете изменить этаж только на точке появления.
|
||||
|
@ -78,7 +78,7 @@ map_info_text=Expand into the depths for treasure.\nEverytime a new room is disc
|
||||
descend=Descend to lower floor.\nEach floor has stronger enemies and better treasure.\nRIGHT-CLICK: Descend 5 floors.\nSHIFT-CLICK: Desscend to lowest accessible Floor.
|
||||
ascend=Ascend to higher floor.\nRIGHT-CLICK: Ascend 5 floors.\nSHIFT-CLICK: Ascend to Floor 0.
|
||||
depth=~ Floor __1__ | Depth __2__ ~
|
||||
depth_tooltip=Evolution: __1__%\nEnemy Health: __2__%\nEnemy Damage: __3__%\nLoot Value: __4__\nTreasure rooms found: __5__ / 5\nHidden Technologies: __6__
|
||||
depth_tooltip=Evolution: __1__%\nEnemy Health: __2__%\nEnemy Damage: __3__%\nLoot Value: __4__\nTreasure rooms found: __5__\nHidden Technologies: __6__
|
||||
max_depth=You are on deepest level already!
|
||||
min_depth=You are on highest level already!
|
||||
only_on_spawn=You can change floors only on spawn.
|
||||
|
@ -188,7 +188,9 @@ local function expand(surface, position)
|
||||
if not room then
|
||||
return
|
||||
end
|
||||
if dungeontable.treasures[surface.index] < 5 and dungeontable.surface_size[surface.index] >= 225 and math.random(1, 50) == 1 then
|
||||
local treasure_room_one_in = 30 + 10 * dungeontable.treasures[surface.index]
|
||||
if dungeontable.surface_size[surface.index] >= 225 and math.random(1, treasure_room_one_in) == 1 then
|
||||
log('Found treasure room, change was 1 in ' .. treasure_room_one_in)
|
||||
Biomes['treasure'](surface, room)
|
||||
if room.room_tiles[1] then
|
||||
dungeontable.treasures[surface.index] = dungeontable.treasures[surface.index] + 1
|
||||
@ -880,7 +882,9 @@ Changelog.SetVersions({
|
||||
* Add melee mode toggle to top bar. Keeps weapons in main inventory if possible.
|
||||
* Ore from rocks nerfed. Used to hit max value on floor 2, now scales up from
|
||||
floors 0-19 along with ore from rooms. After floor 20 ore from rooms scales up faster.
|
||||
* Treasure room resources rescaled to have similar total regardless of size
|
||||
* Treasure rooms
|
||||
* Rescaled to have similar total resources regardless of size
|
||||
* Unlimited number of rooms but lower frequency
|
||||
* Autostash and corpse clearing from Mountain Fortress enabled
|
||||
* Harder rooms will occur somewhat farther out on the early floors.
|
||||
* Spawners and worm counts bounded in early rooms.
|
||||
|
Loading…
Reference in New Issue
Block a user