Invisible, Inc.

Invisible, Inc.

Advanced Cyberwarfare
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Update: 25 Jul @ 6:56am

Update: 1 Jun @ 3:05am

Update: 28 May @ 11:22am

Update: 28 May @ 12:52am

- Fixed crash related to missing program scrollbar
- Fixed programs that have non-standard PWR cost calculations using the standard calculation with ACW installed
(in English: Parasite works!)

Update: 15 May @ 3:15pm

- Work: -1 PWR at the cost of 2 AP rather than 3. It still disables sprinting, which is plenty punishing.
- Moonlight and Keyhole: made a bit rarer.
- Data Punch: fixed incorrect tooltip. Credit value reduced from 900 to 600.
- Data Nuke: renamed to Data Flood. Cooldown reduced from 9 to 5, and no longer starts on cooldown. Firewalls broken increased from 3 to 5.
- Both of the above: now use break_firewalls, allowing them to be upgraded at More Missions' AI Terminals.
- Keyhole: fixed cooldown not ticking.
- Focus: Costs 2 PWR instead of 3.
- Deafen: made slightly rarer. Costs 4 PWR instead of 5.
- New programs, sharing a subtype: Caïssa. Pawn, Knight, Bishop, Rook and Queen, and of course King.
- Caïssa programs have a 1:1 or better breaking ratio, but are limited in specific ways.
- King is a passive Caïssa program that removes these limitations!
- New configs:
- Grimoire, offering 3 slots exclusively for script chip programs.
- The Red Queen, offering 3 slots for Caïssa programs.
- Monolith, offering approximately a metric ton of PWR.
- Fixed a visual glitch when loading a save that had an Incognita Config change in the mission
- Script Chips no longer account for MM's AI Terminal program slots twice
- Fixed alternate program cost display being buggy when scrolling (if the list of programs is long enough)
- Fixed Mask descriptions being off despite the previous patches altering the behaviour:
- Normal Mask rework makes it shuffle the daemons, hiding everything except known daemons.
- Hard Mask, on top of the shuffle, hides everything, including known daemons. At the end, if you control a Daemon Database, you get new daemon info.
- Fixed some more descriptions in generation options.

Update: 12 May @ 3:45am

Advanced Cyberwarfare v1.8 - The Matrix Modulation update
1.8.0.245

Grid Updates
- Standardized grid creation; in particular, codified the previous "grids are 3x more likely to spawn in their home corp" rule.
- Terminus grid is still the exception, being restricted to Omni only with a rare chance of K&O spawn.
- Neutral grids use half the multiplier (1.5x) - you're a bit more likely to see a neutral grid in a Sankaku mission than a grid from one of the other corps.
- Introduced Mahkota Langit, the first Neutral grid. Requires PE's Counterintelligence AI. Increases its subroutine deletion requirement by 2.
- Introduced Nisei, a Sankaku-based grid. "When the objective is completed, rewind, then pinpoint 2 agent locations".
- Moved GameNET grid from Sankaku to Neptune.

A little balancing
- Keyhole buff:
- Formerly: 0 PWR / 2 cooldown. Breaks 1 firewall; if it was the last one, reduce cooldown by 1.
- Now: Whenever you capture a device, reset cooldown to 0.

UI and bugfixes
- Introduced a bunch of Netrunner-themed flavour text to many of the Grid tooltips.
- Alternate cost display improvements:
- now uses proper PWR cost calculation, accounting for quirks like Charge and Seed.
- similar things for credit and alarm costs are not standardized on account of not yet existing, so they are not supported.
- alarm cost now specifies "+3 alarm" rather than "3 alarm", making it more intuitive to grasp what an alarm cost is.
- Bugfix: Skorpios Grid no longer limits the guards' weapons to 3 charges.
- Bugfix: fixed a Load launcher assembly crash.

newstuff.mcd
Introducing Matrix Configuration Datapacks, or MCDs. These items can tweak Incognita to your liking; whether you'd like access to a lot of program slots, or recover PWR every time you hack something, or even bump daemon durations up (why the hell would you want that?)
- Incognita Configs: Spymaster, Memory Master, Desperado, Obelus, The Toolbox.

Update: 19 Apr @ 9:51am

Advanced Cyberwarfare v1.7.4.35-beta
An untested update with a lot of new potentially broken tweaks! I didn't want to push it to Steam before testing, but IRL stuff forced me to compromise on polish to get a (maybe?) semi-stable version out there. Let me know about any issues!

I recommend you back up the mod before updating!

(Full patch notes available on the Invisible, Inc. discord)

- made some under-the-hood fixes to Mask, it's "dumber" but with fewer corner cases. Cyber Consciousness daemons can get shuffled. Daemon Databases are not rebooted, but if you control one when Mask expires, you get all the daemon data for free.
- Script chip fixes. Most notably a fix to the chronoshift crash. Flicker payload should have more stability and module compatibility. Removed Duo module, replaced it with Helix launcher, and introduced Trial module. Made basic tooltips.
- HUD will reflect programs costing a resource other than PWR
- translation pack compatibility reintroduced

Update: 13 Mar @ 10:31am

Advanced Cyberwarfare v1.7.3.480
Hotfix centered around Mask and the UI

UI fixes
- Attempts to change the UI no longer occur when Grids are turned off in generation options
- Removed the Hash Key display, since PE adds it

Mask update
For context, Mask's ACW behaviour: Shuffle all existing Daemons, then hide them for Mask's duration.
Before:
- Devices with previously revealed Daemons would keep revealing their Daemon (or lack thereof).
Now, a generation option controls the following:
- Easy mode: previously revealed Daemons will now remain revealed, whichever device Mask moves them to
- Hard mode: previously revealed Daemons are hidden. Databases reboot until Mask wears off
Also, Mask duration was lowered to 2-3 turns from 3-4.

Update: 9 Mar @ 12:50pm

Advanced Cyberwarfare v1.7.3.470 - Finally Fixed Update
As promised, releasing the bugfixes with a marginal update, a little less than originally planned.

Renovations
- Removed the objective trigger system from ACW as it is now inside Sim Constructor.
- Balance change: Feather (alarm reducing program) cost 2 + 2/use => 1 + 1/use
- Removed Grid: Heinlein (After a device is captured, lock Incognita for the rest of the turn).
- Added replacement: Mirrormorph (After a device is captured, drain 1 PWR)
- Schysm feature: compiled script programs from Schysm will 'ave some neat names, and won't serve as a way to make free money.

Grids Expansion
- Added Grids:
- Hokusai (All drones are shut down. Each turn, one wakes up, pre-alerted.)
- Skorpios (All weapons are limited to 3 charges.)
- Argus (After the objective is completed, install a Blowfish.)
- Manegarm (After a shopcat/nanofab window is closed, end the turn.)
- Harmony (Extra unarmed scientists are spawned in the mission.)
- A Teia (Firewall boosting is twice as effective.)
- GRNDL (Turrets have +2 HP, ammo and firewalls.)
- GameNET (Mini-server terminals and stores are replaced with databases.)
- Terminus (Guards can see through cover while at max alarm level.)
- Rebalanced grid spawn weights (relative to each other; total chances of grid occurrence unchanged).
- Each corp has some "home" grids, thrice as likely to spawn in that corp.
- K&O: Satellite, Skorpios, GRNDL.
- FTM: SanSan City, Argus, Harmony.
- Sankaku: Hokusai, Oaktown, GameNET.
- Plastech: Crisium, Mirrormorph, A Teia.
- Neptune: Djupstad, Manegarm.
- Terminus is "home" at no corp, and spawns in Omni (making it fairly rare).

Quality of Life
- Fadeout timer is now clamped to its max value (when playing with decaying timer, this means Dragon could have fewer turns to extract if the alarm level rises multiple levels in a turn; TLDR - niche nerf)
- Dragon's colour will reflect her status: yellow means she's fading away, and orange means she's fading *imminently*.
- Clarified the Subvert ability tooltip with regards to its behaviour when controlling drones.
- Introduced a new Subvert alert when failing to control a Destroyer drone due to Failsafe AI.
- Clarified the Moonlight tooltip to hopefully make it clearer it follows a 0-1-2-1 pattern.

Bug Net's Latest Catches
- On-File Dragon's fadeout timer, as the counter on the augment, now displays the maximum fadeout properly (e.g. 8/8 turns rather than 8/0)
- On-File Dragon can no longer pin guards. I thought this was the case for about 2 years now, but apparently not.
- Fixed guards performing a dance when leaving known tiles. Thanks to Phyrax for the report and Cyberboy for the diagnosis.
- Fixed a potentially fatal display bug from improper Hash Key Counter initialization.
- Fixed the first mission sometimes containing a Grid.
- Schysm compatibility: copied Script Chips will not have unintentionally synchronized icons.
- Fixed Satellite grid failing to close the elevator properly.

Update: 9 Mar @ 12:48pm