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decreased evolution variability when picking base factions
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@ -20,6 +20,7 @@ Date: 23. 11. 2021
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- Increased base point accumulation by 3000%, used for enemy building upgrades
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- Added early stopping when determining the faction tier to use, so higher level factions will appear more frequently
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- Increased acceptance rate of higher evolution to tiers when calculated factions
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- Decreased evolution target variability when calculating bases faction type
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Bugfixes:
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- Greatly reduced chance a chunk is not processed due to chunk not being actually generated by game engine. You may notice a small delay before the spawners and worms convert to Rampant new enemy versions.
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- Fixed vengence squads only processing half the expected chunks
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@ -227,8 +227,8 @@ local function findEntityUpgrade(baseAlignment, currentEvo, evoIndex, originalEn
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end
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local function findBaseInitialAlignment(map, evoIndex)
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local dev = evoIndex * 0.3
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local evoTop = gaussianRandomRange(evoIndex - dev, dev, 0, evoIndex)
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local dev = evoIndex * 0.15
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local evoTop = gaussianRandomRange(evoIndex - (evoIndex * 0.075), dev, 0, evoIndex)
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local result
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if mRandom() < 0.05 then
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