Invisible, Inc.

Invisible, Inc.

Advanced Cyberwarfare
Showing 61-70 of 89 entries
< 1 ... 5  6  7  8  9 >
Update: 3 Nov, 2021 @ 9:07am

Version 1.4.7.20 - the Matrix Muckery update

CYBERSPACE CLEANUP
- No longer crashes on rewind/save reload
- Should now be consistent at showing explored tiles no matter the turn

PROJECTION PROWESS
- Dragon has learned to phase right through doors; but lost the ability to manipulate them
- To compensate, she can move even through doors that normally require a (normal) passcard
- Also, Dragon has achieved True Stealth (no more nasty AGP Inspector surprises!)

Update: 3 Nov, 2021 @ 4:23am

Hotfix v1.4.6.164

Cleaned up how the Dragon view behaves, including:
- Amended Dragon's colours to distinguish her from her controlled (and other agency-controlled) devices
- The view is a lot more consistent; that is, it doesn't change when rotated, transitioned through Tactical View or Mainframe View
- Added a touch of Null VFX to Dragon for a more cyberspacey feel

Update: 1 Nov, 2021 @ 2:21pm

Version 1.4.6.112 - the Modding Modernization update

Improvements based on modern tech
This update focuses on using discoveries the modders made use of in the latest year, to make Advanced Cyberwarfare cleaner and closer to its intended rendition.
A special thank you to Puppetsquid, Qoalabear and Hekateras, whose code was adapted directly, and Mobbstar, Cyberboy and many others who have provided valuable ideas and paths to victory.

PERSISTENCE // FADEOUT
- On-File Dragon is no longer instantly lost if left alone in the field
- Instead, there is a fadeout period during which you must extract her.
- The length of this period is customizable in generation options, starting at 2 turns (since the elevator is locked, it can't just be 1 turn).

CYBERSPACE
- While Dragon is selected, the world is shown as an AI would see it.
- ... which is basically mainframe mode. But not technically.
- You still get to move agents and interact with items, and you still need to transition to Incognita view when needed.
- Perhaps the change is overkill and gets too confusing - be sure to test and drop feedback!

CAN'T FORGET ABOUT POLAND
- Fixed doors becoming permanently locked when multiple instances of Barricade are involved
- Moved reasons (such as "ALARM LEVEL INCREASED - GUARD NOTICED DISTURBANCE") to strings from the actual code
- Clarified the Frail tooltip in accordance with new fadeout mechanics; added a tab as well (the sort of tooltip that Executives have).

- ... yes, the animations have been broken for a while and it's on my radar; might take a while to sort, though.

Update: 17 Jun, 2021 @ 7:12am

Version 1.4.5.46 - the Subroom Space Security update

DOOR DAEMONS
-Added two new Daemons: Barricade and Transparency
-Barricade: all doors with higher security (passcard doors, vault doors, elevated security exit doors, etc) can't be opened for the duration. If they were already open, they can't be closed, either. Basically, secure doors are jammed.
-Transparency: all unlocked doors are open for the duration and can't be closed. If you unlock and open a door, you won't be able to close it either, until the daemon runs out. Watch out for them hunting guards!

The daemons are pretty impactful and have lots of interactions with existing door daemons (for example, watch out for Transparency when PE Lockdown is in effect!). This means there should be a lot of interesting gameplay with them, but also, it means there might be quite a few bugs. I'm eager to clean up the functionality over the coming days, should those arise, so please report any bugs you encounter!

Update: 23 May, 2021 @ 6:11am

Hotfix v1.4.4.107

- Made Pendulum's breaking power a separate thing from its break_firewalls field. In particular, that means Pendulum now works as you'd expect with the More Missions' AI Terminal breaking power upgrade.

- Balance change: Work now costs 600 CR, down from 1000 CR.

- Re-adjusted appearance rates of programs; they will now be better when it comes to appearing as the right type of program. (For instance, in Programs Extended, you won't get Angel appearing in the Server Terminal for breaker programs anymore; or Data Punch amongst generators).

Update: 23 May, 2021 @ 5:10am

Hotifx v1.4.4.104

Thoroughly cleaned up the Archive Dragon augment code.
- The ability is now tied to the augment, not the agent. No real gameplay implications, but it's cleaner, more intuitive code.
- Whenever the program is removed, it is now remembered in its exact status at the time, whichever that may be. This is mostly for future compatibility, but it also pairs well with the latest edits to More Missions' AI Terminal mission.

In more practical terms, imagine someone makes a program that goes, "For each of your programs, reduce their cost by 1 for a single use". Dragon's Assistance is a special program that disappears whenever you access a Server Terminal (so you wouldn't have to worry about losing it), then reappears when you close that terminal. Because of this, on the live version of the mod, this "temporary program buff" would've been lost when you open and close a Server Terminal. With the new, more robust system, it stays stored within the augment's code.

Update: 20 May, 2021 @ 8:03am

Hotfix v1.4.4.95

- Delivered on something that the original update was supposed to have: opening a store will no longer cause Incognita to lose program slots.

Update: 20 May, 2021 @ 12:58am

Version 1.4.4.93 - the Sluggish Streamlining update

MORE FIXES

Program: Pendulum
-When Pendulum is at 0 firewalls, it is locked down for the turn. No longer will you accidentally waste PWR thinking it does something!
-Pendulum's tooltips everywhere now mention it's current breaking power, and not just a generic "0-2". Meaning you don't have to hover over the program to see how many firewalls it breaks this turn. Wodzu enlightened me to this solution, huge thanks to him!

Program: Network
-Rectified the lazy "cyber consciousness = networked" logic. The two statuses are now separate.
>New logic: Networked is its own status, which also adds Cyber Consciousness and Tagged statuses.
>This means existing Cyber Conscious guards won't be pre-tagged and generating PWR as you load in.
>If the tag is removed, at the start of the next guard turn, the network connection fizzles - since the guard's location is indeterminate.
>If the program is removed, so is the entire network that exists in the current level - meaning all guards go back to normal.
>Whenever a guard is disconnected from the network (for any reason), they are restored to their pre-Network Cyber Consciousness and Tagged states.
>If a Cyber Consciousness status was removed as a result of the disconnection of a guard, and the guard was KO, then the daemon will be removed as well.
-In effect, the program will be largely the same, but won't automatically start you off with a massive advantage at Plastech.
-This does destroy some synergies it had, so the change is provisional.

Generic programs
-Made a pass to ensure all their tooltips are of at least semi-passable quality.

Dragon
-Dragon Lore is just as expensive as ever. A clarity pass over her descriptions and lore; things should be more easily readable.
-Fixed Dragon's Assistance (Archive Dragon program) replicating when accessing a Nano Fabricator.
-Made the Dragon's Assistance program... actually... do what it says and reduce the sprint noise.
-Dragon's Assistance now properly (hopefully) disappears from server stores, so you cannot sell it.
-Instances of Dragon's Assistance messing with the program limit should be rectified, including the more obscure cases. Thanks to Cyberboy for Sim Constructor's more robust implementation than my prior one.

Update: 12 May, 2021 @ 9:59am

Hotfix v1.4.3.37

The Coldest Hotfix Ever

Uh, yeah, so after a year of not being around, I wrote 7 symbols of code and it fixed that one bug. Better late than never? Haha.

-Fixed the issue that caused Server Terminals to be unusable when the mod was installed, but not loaded.

Update: 14 Mar, 2020 @ 4:46am

Hotfix v1.4.3.36

-Fixed incompatibility with Function Library