/** * Bitnode multipliers influence the difficulty of different aspects of the game. * Each Bitnode has a different theme/strategy to achieving the end goal, so these multipliers will can help drive the * player toward the intended strategy. Unless they really want to play the long, slow game of waiting... */ interface IBitNodeMultipliers { /** * Influences how quickly the player's agility level (not exp) scales */ AgilityLevelMultiplier: number; /** * Influences the base cost to purchase an augmentation. */ AugmentationMoneyCost: number; /** * Influences the base rep the player must have with a faction to purchase an augmentation. */ AugmentationRepCost: number; /** * Influences how quickly the player can gain rank within Bladeburner. */ BladeburnerRank: number; /** * Influences the cost of skill levels from Bladeburner. */ BladeburnerSkillCost: number; /** * Influences how quickly the player's charisma level (not exp) scales */ CharismaLevelMultiplier: number; /** * Influences the experience gained for each ability when a player completes a class. */ ClassGymExpGain: number; /** * Influences the amount of money gained from completing Coding Contracts **/ CodingContractMoney: number; /** * Influences the experience gained for each ability when the player completes working their job. */ CompanyWorkExpGain: number; /** * Influences how much money the player earns when completing working their job. */ CompanyWorkMoney: number; /** * Influences the valuation of corporations created by the player. */ CorporationValuation: number; /** * Influences the base experience gained for each ability when the player commits a crime. */ CrimeExpGain: number; /** * Influences the base money gained when the player commits a crime. */ CrimeMoney: number; /** * Influences how many Augmentations you need in order to get invited to the Daedalus faction */ DaedalusAugsRequirement: number; /** * Influences how quickly the player's defense level (not exp) scales */ DefenseLevelMultiplier: number; /** * Influences how quickly the player's dexterity level (not exp) scales */ DexterityLevelMultiplier: number; /** * Influences how much rep the player gains in each faction simply by being a member. */ FactionPassiveRepGain: number; /** * Influences the experience gained for each ability when the player completes work for a Faction. */ FactionWorkExpGain: number; /** * Influences how much rep the player gains when performing work for a faction. */ FactionWorkRepGain: number; /** * Influences how much it costs to unlock the stock market's 4S Market Data API */ FourSigmaMarketDataApiCost: number; /** * Influences how much it costs to unlock the stock market's 4S Market Data (NOT API) */ FourSigmaMarketDataCost: number; /** * Reduces gangs earning. */ GangSoftcap: number; /** * Influences the experienced gained when hacking a server. */ HackExpGain: number; /** * Influences how quickly the player's hacking level (not experience) scales */ HackingLevelMultiplier: number; /** * Influences how much money is produced by Hacknet Nodes. * Influeces the hash rate of Hacknet Servers (unlocked in BitNode-9) */ HacknetNodeMoney: number; /** * Influences how much money it costs to upgrade your home computer's RAM */ HomeComputerRamCost: number; /** * Influences how much money is gained when the player infiltrates a company. */ InfiltrationMoney: number; /** * Influences how much rep the player can gain from factions when selling stolen documents and secrets */ InfiltrationRep: number; /** * Influences how much money can be stolen from a server when the player performs a hack against it through * the Terminal. */ ManualHackMoney: number; /** * Influence how much it costs to purchase a server */ PurchasedServerCost: number; /** * Influence how much it costs to purchase a server */ PurchasedServerSoftcap: number; /** * Influences the maximum number of purchased servers you can have */ PurchasedServerLimit: number; /** * Influences the maximum allowed RAM for a purchased server */ PurchasedServerMaxRam: number; /** * Influences the minimum favor the player must have with a faction before they can donate to gain rep. */ RepToDonateToFaction: number; /** * Influences how much money can be stolen from a server when a script performs a hack against it. */ ScriptHackMoney: number; /** * The amount of money actually gained when script hack a server. This is * different than the above because you can reduce the amount of money but * not gain that same amount. */ ScriptHackMoneyGain: number; /** * Influences the growth percentage per cycle against a server. */ ServerGrowthRate: number; /** * Influences the maxmimum money that a server can grow to. */ ServerMaxMoney: number; /** * Influences the initial money that a server starts with. */ ServerStartingMoney: number; /** * Influences the initial security level (hackDifficulty) of a server. */ ServerStartingSecurity: number; /** * Influences the weaken amount per invocation against a server. */ ServerWeakenRate: number; /** * Influences how quickly the player's strength level (not exp) scales */ StrengthLevelMultiplier: number; // Index signature [key: string]: number; } /** * The multipliers that are influenced by current Bitnode progression. */ // tslint:disable-next-line:variable-name export const BitNodeMultipliers: IBitNodeMultipliers = { HackingLevelMultiplier: 1, StrengthLevelMultiplier: 1, DefenseLevelMultiplier: 1, DexterityLevelMultiplier: 1, AgilityLevelMultiplier: 1, CharismaLevelMultiplier: 1, ServerGrowthRate: 1, ServerMaxMoney: 1, ServerStartingMoney: 1, ServerStartingSecurity: 1, ServerWeakenRate: 1, HomeComputerRamCost: 1, PurchasedServerCost: 1, PurchasedServerSoftcap: 1, PurchasedServerLimit: 1, PurchasedServerMaxRam: 1, CompanyWorkMoney: 1, CrimeMoney: 1, HacknetNodeMoney: 1, ManualHackMoney: 1, ScriptHackMoney: 1, ScriptHackMoneyGain: 1, CodingContractMoney: 1, ClassGymExpGain: 1, CompanyWorkExpGain: 1, CrimeExpGain: 1, FactionWorkExpGain: 1, HackExpGain: 1, FactionPassiveRepGain: 1, FactionWorkRepGain: 1, RepToDonateToFaction: 1, AugmentationMoneyCost: 1, AugmentationRepCost: 1, InfiltrationMoney: 1, InfiltrationRep: 1, FourSigmaMarketDataCost: 1, FourSigmaMarketDataApiCost: 1, CorporationValuation: 1, CorporationSoftCap: 1, BladeburnerRank: 1, BladeburnerSkillCost: 1, GangSoftcap: 1, DaedalusAugsRequirement: 1, };