Rebalance traitor objective difficulty (#5988)
* Adjusted traitor steal objectives * Added theft target to cargo * Rebalanced difficulty
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@@ -25,7 +25,7 @@ namespace Content.Server.Objectives.Conditions
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public float Progress => (_mind?.CharacterDeadIC ?? true) ? 1f : 0f;
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public float Progress => (_mind?.CharacterDeadIC ?? true) ? 1f : 0f;
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public float Difficulty => 1f;
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public float Difficulty => 0.5f;
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public bool Equals(IObjectiveCondition? other)
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public bool Equals(IObjectiveCondition? other)
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{
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{
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@@ -35,7 +35,7 @@ namespace Content.Server.Objectives.Conditions
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public float Progress => (Target?.CharacterDeadIC ?? true) ? 1f : 0f;
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public float Progress => (Target?.CharacterDeadIC ?? true) ? 1f : 0f;
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public float Difficulty => 2f;
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public float Difficulty => 2.25f;
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public bool Equals(IObjectiveCondition? other)
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public bool Equals(IObjectiveCondition? other)
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{
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{
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@@ -25,7 +25,7 @@ namespace Content.Server.Objectives.Conditions
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public float Progress => (_mind?.CharacterDeadIC ?? false) ? 0f : 1f;
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public float Progress => (_mind?.CharacterDeadIC ?? false) ? 0f : 1f;
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public float Difficulty => 1f;
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public float Difficulty => 1.25f;
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public bool Equals(IObjectiveCondition? other)
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public bool Equals(IObjectiveCondition? other)
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{
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{
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@@ -65,7 +65,7 @@ namespace Content.Server.Objectives.Conditions
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}
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}
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}
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}
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public float Difficulty => 1.5f;
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public float Difficulty => 2f;
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public bool Equals(IObjectiveCondition? other)
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public bool Equals(IObjectiveCondition? other)
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{
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{
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