diff --git a/src/SecExp/attackHandler.tw b/src/SecExp/attackHandler.tw index 6d7a08be76ce60d8022490ba043651f9f3cb7b81..f0837dc4c0db921f0415889c82f67e8d0af161fb 100644 --- a/src/SecExp/attackHandler.tw +++ b/src/SecExp/attackHandler.tw @@ -174,7 +174,7 @@ /* 80% chance of increasing warfare */ <<if $PC.warfare < 100 && random(1,100) <= 80>> <<set $gainedWarfare = 1>> - <<= IncreasePCSkills('warfare', 10)>> + <<= IncreasePCSkills('warfare', 10)>> <<set $PC.warfare = Math.clamp($PC.warfare,-100,100)>> <</if>> /* does the PC get wounded? */ diff --git a/src/SecExp/attackReport.tw b/src/SecExp/attackReport.tw index 94efe957686a484fed60fb0fa21eacb0324661bd..4f0fa61c460b6334c04970092fe6654faa47c02c 100644 --- a/src/SecExp/attackReport.tw +++ b/src/SecExp/attackReport.tw @@ -436,7 +436,7 @@ <<run cashX(_loot, "war")>> <br> Damage to the infrastructure was @@.yellow;virtually non-existent,@@ costing only pocket cash to bring the structure back to normal. The inhabitants as well reported little to no injuries, because of this the prosperity of the arcology did not suffer. - <<= IncreasePCSkills('engineering', 0.1)>> + <<= IncreasePCSkills('engineering', 0.1)>> <<run cashX(forceNeg(1000 * _majorBattleMod), "war")>> <<if $PCvictoryStreak >= 3>> It seems your victories over the constant threats directed your way is having @@.green;a positive effect on the prosperity of the arcology,@@ due to the security your leadership affords. @@ -459,7 +459,7 @@ <</if>> <br> In the raiding following the battle @@.red;the arcology sustained heavy damage,@@ which will cost quite the amount of cash to fix. Reports of @@.red;citizens or slaves killed or missing@@ flood your office for a few days following the defeat. - <<= IncreasePCSkills('engineering', 0.1)>> + <<= IncreasePCSkills('engineering', 0.1)>> <<run cashX(forceNeg(5000 * _majorBattleMod), "war")>> <<if $week <= 30>> <<set $lowerClass -= random(100) * _majorBattleMod>> @@ -545,7 +545,7 @@ <<run cashX(_loot, "war")>> <br> Damage to the city was @@.red;limited,@@ it won't take much to rebuild. Very few citizens or slaves were involved in the fight and even fewer met their end, safeguarding the prosperity of the arcology. - <<= IncreasePCSkills('engineering', 0.1)>> + <<= IncreasePCSkills('engineering', 0.1)>> <<run cashX(forceNeg(2000 * _majorBattleMod), "war")>> <<set $lowerClass -= random(10) * _majorBattleMod>> <<set _lostSlaves = random(20) * _majorBattleMod, @@ -571,7 +571,7 @@ <br> The enemy did not have the strength to raid the arcology for long, still @@.red;the arcology sustained some damage,@@ which will cost a moderate amount of cash to fix. Some citizens and slaves found themselves on the wrong end of a gun and met their demise. Some business sustained heavy damage, slightly impacting the arcology's prosperity. - <<= IncreasePCSkills('engineering', 0.1)>> + <<= IncreasePCSkills('engineering', 0.1)>> <<run cashX(forceNeg(3000 * _majorBattleMod), "war")>> <<if $week <= 30>> <<set $lowerClass -= random(50) * _majorBattleMod>> @@ -631,7 +631,7 @@ <</if>> <br> The surrender allows the arcology to survive @@.red;mostly intact,@@ however reports of @@.red;mass looting and killing of citizens@@ flood your office for a few days. - <<= IncreasePCSkills('engineering', 0.1)>> + <<= IncreasePCSkills('engineering', 0.1)>> <<run cashX(forceNeg(1000 * _majorBattleMod), "war")>> <<if $week <= 30>> <<set $lowerClass -= random(80) * _majorBattleMod>> @@ -692,7 +692,7 @@ <</if>> <br> Fortunately the arcology survives @@.yellow;mostly intact,@@ however reports of @@.red;mass looting and killing of citizens@@ flood your office for a few days. - <<= IncreasePCSkills('engineering', 0.1)>> + <<= IncreasePCSkills('engineering', 0.1)>> <<run cashX(-1000, "war")>> <<if $week <= 30>> <<set $lowerClass -= random(80) * _majorBattleMod>> diff --git a/src/SecExp/rebellionReport.tw b/src/SecExp/rebellionReport.tw index d2688fa4829d72d71661587d31e21e2d9f9c1b23..bae87bcecf2d22d05cc2793fc43a7d30699352a0 100644 --- a/src/SecExp/rebellionReport.tw +++ b/src/SecExp/rebellionReport.tw @@ -347,7 +347,7 @@ <<if $engageRule == 0>> Since you ordered your troops to limit their weaponry to low caliber or nonlethal, the arcology reported only @@.red;minor damage.@@ Most citizens and non involved slaves remained unharmed, though some casualties between the civilians were inevitable. A few businesses were looted and burned, but the damage was pretty limited. - <<set $arcRepairTime += 3, IncreasePCSkills('engineering', 0.1)>> + <<set $arcRepairTime += 3, IncreasePCSkills('engineering', 0.1)>> <<if $week <= 30>> <<set $lowerClass -= random(40)>> <<set _lostSlaves = random(65), @@ -392,7 +392,7 @@ <<elseif $engageRule == 1>> You ordered your troops to limit their weaponry to non-heavy, non-explosive, because of this the arcology reported @@.red;moderate damage.@@ Most citizens and non involved slaves remained unharmed or only lightly wounded, but many others did not make it. Unfortunately casualties between the civilians were inevitable. A few businesses were looted and burned, but the damage was pretty limited. - <<set $arcRepairTime += 5, IncreasePCSkills('engineering', 0.1)>> + <<set $arcRepairTime += 5, IncreasePCSkills('engineering', 0.1)>> <<if $week <= 30>> <<set $lowerClass -= random(60)>> <<set _lostSlaves = random(85), @@ -437,7 +437,7 @@ <<elseif $engageRule == 2>> Since you did not apply any restriction on the weapons your forces should use, the arcology reported @@.red;heavy damage.@@ Many citizens and uninvolved slaves are reported killed or missing. Casualties between the civilians were inevitable. Many businesses were damaged during the battle either by the fight itself, by fires which spread unchecked for hours or by looters. - <<set $arcRepairTime += 7, IncreasePCSkills('engineering', 0.1)>> + <<set $arcRepairTime += 7, IncreasePCSkills('engineering', 0.1)>> <<if $week <= 30>> <<set $lowerClass -= random(100)>> <<set _lostSlaves = random(150), @@ -482,7 +482,7 @@ <<else>> Thanks to the advance riot control weaponry developed by your experts, the rebels were mostly subdued or killed with @@.yellow;little to no collateral damage to the arcology@@ and its inhabitants. A few businesses were looted, but the damage was very limited. - <<set $arcRepairTime += 2, IncreasePCSkills('engineering', 0.1)>> + <<set $arcRepairTime += 2, IncreasePCSkills('engineering', 0.1)>> <<run cashX(-1000, "war")>> <<if $week <= 30>> <<set $lowerClass -= random(20)>> @@ -539,7 +539,7 @@ <<if random(1,100) <= (75 - ($fort.reactor * 25))>> Unfortunately during the fighting a group of slaves infiltrated the reactor complex and sabotaged it, causing massive power fluctuations and blackouts. It will take @@.red;time and money to repair the damage.@@ - <<set $garrison.reactorTime = $repairTime + random(1) - $fort.reactor, IncreasePCSkills('engineering', 0.1)>> + <<set $garrison.reactorTime = $repairTime + random(1) - $fort.reactor, IncreasePCSkills('engineering', 0.1)>> <<run cashX(-2000, "war")>> <<else>> While the reactor was left defenseless without a garrison, there was no attempt at sabotage. Let's hope we'll always be this lucky. @@ -551,7 +551,7 @@ <<if random(1,100) <= (75 - ($fort.waterway * 25))>> Unfortunately during the fighting a group of slaves infiltrated the water management complex and sabotaged it, causing huge water leaks throughout the arcology and severely limiting the water supply. It will take @@.red;time and money to repair the damage.@@ - <<set $garrison.waterwayTime = $repairTime + random(1) - $fort.waterway, IncreasePCSkills('engineering', 0.1)>> + <<set $garrison.waterwayTime = $repairTime + random(1) - $fort.waterway, IncreasePCSkills('engineering', 0.1)>> <<run cashX(-2000, "war")>> <<else>> While the water management complex was left defenseless without a garrison, there was no attempt at sabotage. Let's hope we'll always be this lucky. @@ -563,7 +563,7 @@ <<if random(1,100) <= (75 - ($fort.assistant * 25))>> Unfortunately during the fighting a group of slaves infiltrated the facility housing $assistantName's mainframe and sabotaged it. Without its AI the arcology will be next to impossible to manage. It will take @@.red;time and money to repair the damage.@@ - <<set $garrison.assistantTime = $repairTime + random(1) - $fort.assistant, IncreasePCSkills('engineering', 0.1)>> + <<set $garrison.assistantTime = $repairTime + random(1) - $fort.assistant, IncreasePCSkills('engineering', 0.1)>> <<run cashX(-2000, "war")>> <<else>> While the $assistantName's mainframe was left defenseless without a garrison, there was no attempt at sabotage. Let's hope we'll always be this lucky. @@ -742,7 +742,7 @@ <</if>> <</if>> The damage to the structure will be @@.red;costly to repair.@@ - <<= IncreasePCSkills('engineering', 0.1)>> + <<= IncreasePCSkills('engineering', 0.1)>> <<run cashX(-2000, "war")>> <<else>> While the penthouse was left without a sizable garrison, there was no dangerous assault against it. Let's hope we'll always be this lucky. @@ -854,7 +854,7 @@ <</if>> <</if>> The damage to the structure will be @@.red;costly to repair.@@ - <<= IncreasePCSkills('engineering', 0.1)>> + <<= IncreasePCSkills('engineering', 0.1)>> <<run cashX(-2000, "war")>> <<else>> There was no sizable assault against the penthouse. Let's hope we'll always be this lucky. diff --git a/src/js/storyJS.js b/src/js/storyJS.js index b86699ddd0387a7e31c6899e0a2d338330ac4622..38ff9921af1a3bc93204372aca3a69442b2cc4bb 100644 --- a/src/js/storyJS.js +++ b/src/js/storyJS.js @@ -396,14 +396,14 @@ window.overpowerCheck = /** @param {App.Entity.SlaveState} slave */ function (sl if (State.variables.arcologies[0].FSPhysicalIdealist !== "unset") { if (PC.title === 1) { - strength = 110; + strength = 120; } else { - strength = 90; + strength = 100; } } else if (PC.title === 1) { - strength = 50; + strength = 60; } else { - strength = 30; + strength = 40; } switch (PC.career) { case "mercenary": diff --git a/src/uncategorized/RESS.tw b/src/uncategorized/RESS.tw index 0f2c35e58f6e173ffecd1d08491763e2b22a722b..3070ab1332f6696d449022205f94a44bcff86082 100644 --- a/src/uncategorized/RESS.tw +++ b/src/uncategorized/RESS.tw @@ -5332,13 +5332,13 @@ brought in to you. This time <<EventNameLink>> has been sent to deliver it. $He You struggle underneath $his grip and manage to wriggle your arms free. You grab the amorous bull and effortlessly flip $him off of you. $He might be strong, but you are <<if $arcologies[0].FSPhysicalIdealist != "unset">>a chiseled god<<if $PC.title == 0>>dess<</if>><<else>>far stronger<</if>>. <br><br><span id="result2"> <<link "Show $him who's in charge">> - <<replace "#result2" + <<replace "#result2">> You <<if $PC.dick == 0>>grab your biggest strap-on<<else>>stroke your growing erection<</if>> as $activeSlave.slaveName struggles to right $himself, catching $his hips as $he tries to escape. You show no mercy as you force yourself into $his <<if $activeSlave.anus == 0>>virgin<</if>> ass and viciously fuck $him like $he intended to do to you. You savor the sight of your every thrust against $his prostate forcing spurts of precum out $his gigantic, throbbing erection. You pick up the pace as $he climaxes, soaking the sheets beneath $him; $he's not getting out of this until you are satisfied. By the end of things, the master suite reeks of fresh cum and $activeSlave.slaveName's twitching body is the center piece of $his semen puddle. The sheets will definitely need a changing, you note, as $his semi-erect cock twitches and a thick rope of jism sprays forth. <<= AnalVCheck(5)>> <</replace>> <</link>><<if ($activeSlave.anus == 0)>> //This option will take anal virginity//<</if>> <br><<link "Just get $him out of here">> - <<replace "#result2" + <<replace "#result2">> You grab $activeSlave.slaveName by the scruff of $his neck as $he struggles to right $himself and literally throw $him out of your room and into the hallway, where $he lands with a painful-sounding crash. You decide to deal with getting that mess cleaned up later; for now, you're going back to bed. <<set $activeSlave.health -= 10>> <</replace>>