Attack=(int)(Attack*upgradeFactor);// Don't wanna randomise upgrades for now, to be honest
Damage=(int)(Damage*upgradeFactor);
// We increase value, but only by half as much as the upgrade improved stats. No one wants to buy a bad item upgraded to be passable. Cost to do so is higher by as much as the upgrade shop charges extra
basePrice+=(int)(GetUpgradeCosts(upgradeFactor)*0.5);// The goal is to make upgrading an endless money sink, and incentivise buying better base items