01) units spawn cost is 50% of original value 02) towers spawn cost is 50% of original value 03) towers upgrade cost is 50% of original value 04) shields upgrade cost is 50% of original value 05) heroes xp gained is 250% of original value 06) credit currency gained is 250% of original value 07) tech upgrades cost is 50% of original value 01) PlayerActionBase public float EnergyCost get return this.energyCost; into return this.energyCost / 2f; 02) ArmyPlayerController public override float GetTowerCost(TowerType towerType) if (towerType == TowerType.MINIGUN) { return this.energyFortifyCostMinigun / 2f; } if (TowerType.LASER == towerType) { return this.energyFortifyCostLaser / 2f; } if (TowerType.PSY == towerType) { return this.energyFortifyCostPsy / 2f; } if (TowerType.ROCKET == towerType) { return this.energyFortifyCostRocket / 2f; } if (TowerType.GAAR_BARRACKS == towerType) { return this.energyFortifyCostGaarBarrack / 2f; } return 0f; into if (towerType == TowerType.MINIGUN) { return this.energyFortifyCostMinigun / 2f; } if (TowerType.LASER == towerType) { return this.energyFortifyCostLaser / 2f; } if (TowerType.PSY == towerType) { return this.energyFortifyCostPsy / 2f; } if (TowerType.ROCKET == towerType) { return this.energyFortifyCostRocket / 2f; } if (TowerType.GAAR_BARRACKS == towerType) { return this.energyFortifyCostGaarBarrack / 2f; } return 0f; 03) TowerSpecialState public int GetPrice() return this.prices.GetItemOrLast(this.currentLevel); into return this.prices.GetItemOrLast(this.currentLevel) / 2; 04) UpgradeableBase public int GetPrice() return Mathf.RoundToInt(this.energyCosts.GetItemOrLast(this.GetLevel())); into return Mathf.RoundToInt(this.energyCosts.GetItemOrLast(this.GetLevel())) / 2; 05) ProgressionSystemScript private int GetXpGained(float playedTime) return this.GetMinTimeReward(reward, victoryXp, playedTime); into return this.GetMinTimeReward(reward, victoryXp, playedTime) / 2 * 5; 06) ProgressionSystemScript private int GetCreditsGained(float playedTime) return num + Mathf.CeilToInt(this.extraHiddenCredits); into return num / 2 * 5 + Mathf.CeilToInt(this.extraHiddenCredits) / 2 * 5; 07) UpgradesManagerImpl private void LoadUpgrades(List upgradesDefinitions) baseCost = upgradeDefinition.baseCost, into baseCost = upgradeDefinition.baseCost / 2, ************* * DISCARDED * ************* 0A) store items cost is 20% of original price 0B) tech points gained is 500% of original value 0C) towers spawn cost is 50% of original value 0A) StoreViewScript private void ReloadPowers() powerCard.powerConfiguration.cost = this.storeManager.GetItemCost(powerCard.powerConfiguration.key).cost[0]; into powerCard.powerConfiguration.cost = this.storeManager.GetItemCost(powerCard.powerConfiguration.key).cost[0] / 5; private PowerCard CreatePowerCard(string storePowerKey) int cost = this.storeManager.GetItemCost(storePowerKey).cost[0] / 5; into int cost = this.storeManager.GetItemCost(storePowerKey).cost[0] / 5; Object.Instantiate into UnityEngine.Object.Instantiate Currency public void Consume(CurrencyType currencyType, int cost) savegameCurrency.credits -= cost; into savegameCurrency.credits -= cost/5; public bool CanBuy(CurrencyType currencyType, int cost) return savegameCurrency.credits >= cost; into return savegameCurrency.credits >= cost / 5; 0B) ProgressionSystemScript private int GetTechpointsGained(float playedTime) return num; into return num * 5; 0C) TowersHolderBase public int GetPrice(TowerType towerType) return Mathf.RoundToInt(this.player.GetTowerCost(towerType)); into return Mathf.RoundToInt(this.player.GetTowerCost(towerType)) / 2; --- for (int i = 0; i < this.energyCosts.Length; i++) { this.energyCosts[i] = this.energyCosts[i] * 0.5f; }