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Ghost-Miner committed Aug 12, 2024
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6 changes: 3 additions & 3 deletions about/score.html
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Expand Up @@ -62,16 +62,16 @@ <h2 class="pageSubtitle"> Leaderboards </h2>
<p>The game has an integrated leaderboard system, which can be used to compare your score against Steam-Friends. The community has created a<a href="../leaderboard/"> Community Leaderboard</a>, that shows the highest score achieved for each map.</p>
<h2 class="pageSubtitle"> Eternal Trials </h2>
<hr>
<p>The eternal trials are a special case in which each map gives the player a score, which is added up at the end of each stage. After the player has been defeated, all of their achieved scores are added up and a stage bonus is added. The stage bonus is calculated using this formular: <span class="codeBlock">(Won Stages)^2 x 10000</span></p>
<p>The eternal trials are a special case in which each map gives the player a score, which is added up at the end of each stage. After the player has been defeated, all of their achieved scores are added up and a stage bonus is added. The stage bonus is calculated using this formular: <span class="codeBlock">(Won Stages)&sup2; &times; 10 000</span></p>
<h2 class="pageSubtitle"> Base Score </h2>
<hr>
<p>The Base Score consists of 3 Scores that are added together at the end of each night: 1. Night Survived, 2. Realm Protected, 3. Time Bonus.<br>
Night Survived:<br>
You gain +100 Score for surviving a night.<br>
Realm Protected:<br>
You gain up to +250 Score for protecting your buildings. If no building was destroyed, you gain +250 score. Everything below 100% protected is calculated with this formular: <span class="codeBlock">+250 (NOT destroyed buildings / total amount of buildings)^2</span>. Note that each wall segment counts as a separate building.<br>
You gain up to +250 Score for protecting your buildings. If no building was destroyed, you gain +250 score. Everything below 100% protected is calculated with this formular: <span class="codeBlock">+250 (NOT destroyed buildings &divide; total amount of buildings)&sup2;</span>. Note that each wall segment counts as a separate building.<br>
Time Bonus:<br>
You gain up to +250 Score for killing the enemies fast. You gain the full +250, if you kill all enemies up to 5s after the last enemy spawned. Every bonus below +250 is calculated with this formular: <span class="codeBlock">+250 &times; ([90s - {total time - time of last spawn}] / 85s)^2</span>. Note that this means, you will not gain any score, if you kill all enemies more than 90s after the last enemy has spawned.<br>
You gain up to +250 Score for killing the enemies fast. You gain the full +250, if you kill all enemies up to 5s after the last enemy spawned. Every bonus below +250 is calculated with this formular: <span class="codeBlock">+250 &times; ( [90s &minus; {total time &minus; time of last spawn} ] &divide; 85s)&sup2;</span>. Note that this means, you will not gain any score, if you kill all enemies more than 90s after the last enemy has spawned.<br>
</p>
<h2 class="pageSubtitle"> Gold Score </h2>
<hr>
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2 changes: 1 addition & 1 deletion events.html
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Expand Up @@ -106,7 +106,7 @@ <h6 class="updateSubtitle">20th March 2024</h6>
<p><strong>QUALITY OF LIFE:</strong></p>
<ul>
<li>New unit control hotkeys, opening up huge micro potential and saving you tons of time during the day</li>
<li>New command hotkey that selects / places only one unit type at a time (allows for easy sorting of clumped up units)</li>
<li>New command hotkey that selects or places only one unit type at a time (allows for easy sorting of clumped up units)</li>
<li>Snappier keyboard controls and mouse movement added as a control option.</li>
<li>Next day gold preview in the pause menu</li>
<li>Tower range indicators</li>
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2 changes: 1 addition & 1 deletion game-content/buildings/mill.html
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Expand Up @@ -107,7 +107,7 @@ <h2 class="pageSubtitle"> Upgrades </h2>
<tbody>
<tr>
<td><a href="../upgrades/improved plow.html"> Improved Plow </a></td>
<td>Every future upgrade of this mill will increase its income even more. (+1 / Upgrade)</td>
<td>Every future upgrade of this mill will increase its income even more. (+1 &divide; Upgrade)</td>
<td>
<img src="/assets/images/icons/upgrades/improved_plow.webp" alt="upgrade icon" class="tableIcon">
</td>
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2 changes: 1 addition & 1 deletion game-content/buildings/tower.html
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Expand Up @@ -183,7 +183,7 @@ <h4>Level 2:</h4>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td>Lowest health / flying</td>
<td>Lowest health &divide; flying</td>
<td>Activates a shield for 5 seconds when damage is first sustained</td>
</tr>
<tr>
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2 changes: 1 addition & 1 deletion game-content/eternal-trials.html
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Expand Up @@ -60,7 +60,7 @@ <h2 class="pageSubtitle" id="Gameplay"> Gameplay </h2>
<hr>
<p>The eternal trials consists of stages. At the start of each stage the player is offered three options. Each option shows a map, a weapon and two perks. After the player has chosen an option, they will have to play on the selected map with their respective weapon and will obtain the two chosen perks for the rest of their run. This means that the player has 2 perks on stage 1, 4 perks on stage 2, 6 perks on stage 3 and so on.</p>
<p>While the maps, weapons and perks are chosen by the player, they have to fight a randomised set of enemies each stage. The player has to face a random number of waves per map. The enemies in each of those waves are also randomly generated, meaning the player will face enemies that do not normally spawn on a specific map (see below for more details on wave generation).</p>
<p>If the player manages to beat all the waves, they move on and are able to select the map, the weapon and the two perks for the next stage. The difficulty of the game increases with each stage (see below for more details on difficulty increases). After the players castle center eventually gets destroyed, they lose. All of their previous scores from each stage will be added together and the player receives a score bonus, increasing with each stage they have won. The stage bonus is calculated using this formular: <span class="codeBlock">(Won Stages)^2 x 10 000</span>. After the player has received their final score, they lose all their perks and they may start another run.</p>
<p>If the player manages to beat all the waves, they move on and are able to select the map, the weapon and the two perks for the next stage. The difficulty of the game increases with each stage (see below for more details on difficulty increases). After the players castle center eventually gets destroyed, they lose. All of their previous scores from each stage will be added together and the player receives a score bonus, increasing with each stage they have won. The stage bonus is calculated using this formular: <span class="codeBlock">(Won Stages)&sup2; &times; 10 000</span>. After the player has received their final score, they lose all their perks and they may start another run.</p>

<!-- <h2 class="pageSubtitle"> Wave Generation </h2>
<hr class="mainSeparator"> -->
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2 changes: 1 addition & 1 deletion game-content/mutators/growth-god.html
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Expand Up @@ -54,7 +54,7 @@ <h1 class="pageTitle">Growth God</h1>
<h2 class="pageSubtitle"> General</h2>
<hr>
<p>The Challenge the Growth God mutator increases the health and damage of all enemies each night, but also increases the score and XP by 50% if you win.</p>
<p>The increase in health and damge is calculated using this formular: <span class="codeBlock"> 1.75^(current_night/total_amount_of_nights)</span></p>
<p>The increase in health and damge is calculated using this formular: <span class="codeBlock"> 1.75<sup>(current_night &div; total_amount_of_nights) </sup></span></p>
<br>
<h2 class="pageSubtitle"> Description</h2>
<hr>
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2 changes: 1 addition & 1 deletion game-content/perks/warrior-mode.html
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Expand Up @@ -60,7 +60,7 @@ <h2 class="pageSubtitle"> Description</h2>
<p>The weapon you equipped becomes more powerful every night all the way up to +175%, but all of your units and buildings deal -30% less damage right from the beginning.</p>
<h2 class="pageSubtitle"> Statistics</h2>
<hr>
<p>The units and structures deal 30% less damage, but your king gains damage each night, up to a total of +175% damage. The kings damage is calculated with this formula: <span class="codeBlock"> 2.75^(current_night/total_amount_of_nights)</span>.</p>
<p>The units and structures deal 30% less damage, but your king gains damage each night, up to a total of +175% damage. The kings damage is calculated with this formula: <span class="codeBlock"> 2.75<sup>(current_night &divide; total_amount_of_nights)</sup></span>.</p>

<!-- Sidebar content -->
<article id="sidebar">
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2 changes: 1 addition & 1 deletion game-content/upgrades/improved-plow.html
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Expand Up @@ -57,7 +57,7 @@ <h2 class="pageSubtitle"> General </h2>
<p>Improved Plow gives the mill +1 gold per night per upgrade.</p>
<h2 class="pageSubtitle"> Description </h2>
<hr>
<p>Every future upgrade of this mill will increase its income even more. (+1 / Upgrade)</p>
<p>Every future upgrade of this mill will increase its income even more. (+1 &divide; Upgrade)</p>
<h2 class="pageSubtitle"> Details </h2>
<hr>
<table>
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