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Lumberjack buff
Changes: - Lumberjack now gets ~4x more ore from chopping trees and ore amount scales with leagues to make it slightly more "relevant" in late game
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@ -61,6 +61,7 @@ Public.scout_damage_taken_multiplier = 1.25
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Public.scout_damage_dealt_multiplier = 0.6
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Public.fisherman_reach_bonus = 10
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Public.lumberjack_coins_from_tree = 12
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Public.lumberjack_ore_base_amount = 4
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Public.master_angler_reach_bonus = 16
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Public.master_angler_fish_bonus = 2
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Public.master_angler_coin_bonus = 20
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@ -1171,11 +1171,12 @@ if _DEBUG then
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player.insert{name='substation', count = 50}
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player.insert{name='solar-panel', count = 50}
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player.insert{name='submachine-gun', count = 1}
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player.insert{name='vehicle-machine-gun', count = 1}
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player.insert{name='uranium-rounds-magazine', count = 200}
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player.insert{name='raw-fish', count = 100}
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player.insert{name='coin', count = 50000}
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player.insert{name='rail-signal', count = 300}
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player.insert{name='grenade', count = 100}
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player.insert{name='steel-chest', count = 50}
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end
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end)
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@ -431,10 +431,12 @@ function Public.lumberjack_bonus_items(give_table)
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give_table[#give_table + 1] = {name = 'coin', count = a}
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memory.playtesting_stats.coins_gained_by_trees_and_rocks = memory.playtesting_stats.coins_gained_by_trees_and_rocks + a
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elseif Math.random(2) == 1 then
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if Math.random(5) == 1 then
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give_table[#give_table + 1] = {name = 'copper-ore', count = 1}
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local multiplier = Balance.island_richness_avg_multiplier() * Math.random_float_in_range(1, 1.5)
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local amount = Math.ceil(Balance.lumberjack_ore_base_amount * multiplier)
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if Math.random(4) == 1 then
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give_table[#give_table + 1] = {name = 'copper-ore', count = amount}
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else
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give_table[#give_table + 1] = {name = 'iron-ore', count = 1}
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give_table[#give_table + 1] = {name = 'iron-ore', count = amount}
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end
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end
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end
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