Invisible, Inc.

Invisible, Inc.

Advanced Cyberwarfare
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Update: 23 Jun, 2023 @ 5:32am

Hotfix v1.6.1.41

- At Cyberboy's suggestion, amended how chip data is stored between missions. Should clear up errors down the line
- Chip icons are no longer visually blanked at the start of a new mission

Update: 6 Jun, 2023 @ 8:24am

Minor update v1.6.1.37

Mini-update with content. I'm still not brave enough to tackle unloading issues. Soon:tm:?

New programs
- Keyhole: breaks 1 firewall for 0 PWR, 2 turn cooldown. If this captures the device, cooldown is reduced by 1. Available both as starter and in shops at 300 CR.
- Focus (courtesy of Jlaub, amazing player, great person!): reduce camera vision by 2 tiles for 3 turns, for 3 PWR. 1 turn cooldown. Available in shops at 450 CR.

Transparency daemon refactor
- Transparency no longer relies on under-the-hood units to do door manipulation (compatibility/stability benefits)
- As a direct result of the above, Transparency will no longer nuke mission alarm with ProgExtend's Lockdown
- Fixed doors closing during a Transparency daemon via another Transparency daemon expiring
- Fixed a crash when attempting to close a door with multiple instances of Transparency active (was that really in the game?)

Update: 17 May, 2023 @ 6:47am

Update: 3 May, 2023 @ 5:43am

Update: 2 May, 2023 @ 5:41pm

Update: 30 Apr, 2023 @ 4:48am

Hotfix v1.6.0.941
- Chips conserve their script loadouts between missions.
- Chip loadout now visible on agent upgrade screen.
- Fixed a couple of delayed crashes related to script program creation.
- Fixed some cases where descriptions erroneously listed PWR costs as negative.
- Script Chips generation option is now on by default.
- Fixed Shuffle using Shatter's icon.
- Script abilities are now a separate type of abilities, rather than a non-functional subclass of programs. This should resolve a lot of present and future compatibility issues.

Update: 29 Apr, 2023 @ 9:39am

Update: 29 Apr, 2023 @ 8:35am

Advanced Cyberwarfare v1.6.0.906 - the Scripted Supremacy update

I've got good news and bad news. The bad? Mainframe guards might be cancelled for the time being. The concepts I've tried (and they were numerous) couldn't quite capture the feel I wanted, though they did, in fact, look certifiably cool.

The good news? Well, I've got a question for you... ever wanted to be r4ttlesn4ke? Well, now you too get to pwn kids with your own, freshly baked, totally-not-scraped-off-random-secnet-corners scripts.

Budget Cuts
As we move into the new era of eternal wealth and consistent profits, it is high time to do some spring cleaning. Here at the DevOps department of FTM, it has come to our attention that the source code of many of our cybersec programs has been leaked and, indeed, pieces of it are being spotted in relation to intrusions into our systems. Not only was it a security risk, but it also demonstrates the disadvantages of aged, bad products. This is a bad look - we've even heard of claims that our equipment are "cheap knockoffs". We assure you, had that been the case, we would not be in such a strong market position. Nevertheless, we are pulling the offending programs from the market, and R&D already has some pieces of great replacements on the way. Affected subroutines include:

(removed the following programs:)
- Sun
- Angel
- Work
- Data Punch & Data Nuke

Fresh Off SecNet: Script Chips
- Added a Script Chip to a random safe in every level.
- Script Chips contain scripts, pieces of programs. Combine multiple Chips at a console to create custom programs!
- Three types of scripts exist: Bases, Launchers and Modules.
- Bases carry the program's purpose: what the program does. Example: Blast is a Base that breaks 2 firewalls.
- Launchers carry the costs of a program, and sometimes serve as its triggers. Example: Link makes the program trigger at the start of each turn, costs no PWR by default, and comes with 1 cooldown (so, it triggers once each turn).
- Modules carry wild and powerful modifiers to a program, but are optional: you can compile a program out of a Base and a Launcher. Example: Omega makes the program do twice as much, but adds +2 to the PWR cost and +1 to the cooldown.
- Each Script Chip has one Base, one Launcher and one Module, but when compiling a program, you may only use one script per chip.
- Some combinations might be useless or even actively detrimental - self-made challenge modes :) - while others will be powerful payoffs. Greed for those safes!

Cross-play: modding bridge
- Experimenting with cross-mod features. When Script Chips are enabled alongside the Hostile AI from Programs Extended, a hash key counter will appear next to the PWR and credits counters. Also, if you're lucky, you might find another script :)

Update: 18 Feb, 2023 @ 7:54pm

Update: 23 Jan, 2023 @ 1:49am

Hotfix v1.6.0.588

- Uniform fixes