1
0
mirror of https://github.com/veden/Rampant.git synced 2025-03-17 20:58:35 +02:00

decreased evolution variability when picking base factions

This commit is contained in:
Aaron Veden 2021-11-26 14:09:10 -08:00
parent 386b33358c
commit 6c6c811a91
No known key found for this signature in database
GPG Key ID: FF5990B1C6DD3F84
2 changed files with 3 additions and 2 deletions

View File

@ -20,6 +20,7 @@ Date: 23. 11. 2021
- Increased base point accumulation by 3000%, used for enemy building upgrades
- Added early stopping when determining the faction tier to use, so higher level factions will appear more frequently
- Increased acceptance rate of higher evolution to tiers when calculated factions
- Decreased evolution target variability when calculating bases faction type
Bugfixes:
- 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.
- Fixed vengence squads only processing half the expected chunks

View File

@ -227,8 +227,8 @@ local function findEntityUpgrade(baseAlignment, currentEvo, evoIndex, originalEn
end
local function findBaseInitialAlignment(map, evoIndex)
local dev = evoIndex * 0.3
local evoTop = gaussianRandomRange(evoIndex - dev, dev, 0, evoIndex)
local dev = evoIndex * 0.15
local evoTop = gaussianRandomRange(evoIndex - (evoIndex * 0.075), dev, 0, evoIndex)
local result
if mRandom() < 0.05 then