Make anomalies harder (#16760)
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@@ -103,14 +103,16 @@ public sealed class AnomalyComponent : Component
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/// A percentage by which the length of a pulse might vary.
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/// </summary>
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[DataField("pulseVariation")]
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public float PulseVariation = .1f;
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public float PulseVariation = 0.1f;
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/// <summary>
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/// The largest value by which the anomaly will vary in stability for each pulse.
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/// In simple terms, every pulse, stability changes from a range of -this_value to this_value
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/// The range that an anomaly's stability can vary each pulse. Scales with severity.
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/// </summary>
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/// <remarks>
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/// This is more likely to trend upwards than donwards, because that's funny
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/// </remarks>
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[DataField("pulseStabilityVariation")]
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public float PulseStabilityVariation = 0.05f;
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public Vector2 PulseStabilityVariation = (-0.125f, 0.20f);
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/// <summary>
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/// The sound played when an anomaly pulses
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@@ -180,7 +182,7 @@ public sealed class AnomalyComponent : Component
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/// This doesn't include the point bonus for being unstable.
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/// </summary>
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[DataField("maxPointsPerSecond")]
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public int MaxPointsPerSecond = 100;
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public int MaxPointsPerSecond = 75;
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/// <summary>
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/// The multiplier applied to the point value for the
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