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s it possible to make this a starting option?
I'm assuming there may be a possible mod conflict interfering, or it's possible I overlooked something specific to drones.
I'll see if I can get a functioning text editor running again so I can work on this, and try to take a closer look. No promises though, my energy has been in the hole these days and I don't have a lot of motivation to do mod work anymore.
Could be some sort of mod conflict if you're running other mods. If it happens again you can give me your mod list and I can try to track down where the conflict is happening.
If I find the Projector in a nanofab again I can do some further testing. I would love to hear that the interaction was a random fluke caused by some other thing going on, and that Projectors are safe to use. I tend to use a very quiet, calculated playstyle, and Projectors would be a good fit for that.
It makes sense to me that guards would notice a projector thrown in their vision, and is consistent with any other thrown item when using this mod.
If guards are noticing the hologram projector after it's been set up, then please let me know, as that is not intended.
I'll admit, I never found the Hologram Projector to be useful even in a vanilla game so it's not something I really considered with this mod and I do kinda hate that my mod effectively nerfs an already very niche item.
Also, tossing items is hands-down the best gameplay addition I've seen from any mod for this game. It opens up so many new strategies for every playstyle, and makes inventory management so much less punishing.
Update is out. You can now set the AP cost of slamming doors to 0, 1, or 2. Note that this update will break existing saves, so don't update until you're ready to start a new run.
It's not even just to save AP, theres a massive amount more tactics one can do in bad situations with this mod. For instance, Decker is surrounded by about 40 specops and his cloak is on cooldown, someone can toss him a cloak/flashbang. I hope if the devs ever make a sequel they factor in just how useful that ability is.
the only other mod that I can think of that adds alot of throwables is the new items and augments (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=575758597) mod, but I didn't notice a glaring conflict with that one when I was using it. Thanks again for being responsive and for the mod!
Thanks for letting me know about the bug with the Dr. Pedler mod. Unfortunately Extra Agent Abilities does have a conflict with mods that implement their own throwable items. But I am able to add an exception for each mod that has their own throwable items, which means I should be able to implement a fix once I have a free hour or two (later this week hopefully). I'll post here once I have the fix ready and uploaded.
However, I may have found a bug related to another modpack. The extra agent mod for "Dr. Pedler" includes a scanning grenade he throws to look around in rooms. This mod appears to break that, and he just throws it on the ground half the time. The other half the time it seems to work as intended. I have no idea why it works sometimes and other times he just derpily tosses it, but I figured I'd let you know. Great mod all the same.
I'm also playing with AGP and guard communication for this, so just one guard finding a keycard effectively puts the whole facility on alert within several turns. :' D
Interesting suggestion regarding safes, would certainly make things hardmode. Hack one safe and that whole section of guards goes on alert after a few turns as they spot the safe.
I'd definitely be interesting in trying to implement it. I'm already working on another mod that tweaks guard behavior, so maybe I'll try to implement it in that one.
Really enjoying this so far. Do you think you could add an option for guards to become alerted when seeing looted safes?
Thanks for making this!
Doesn't include anything for cameras. I'm thinking I'll probably save that for another mod. Which I have several mods I want to do so I'm not sure when I'll get to it.
There is one new feature that I didn't mention in the change notes, but it may be to complicated, which is why I didn't mention it. You can customize the responses when 'Guards Item Response' is set to 'Mix'. But to do this you have to edit the file, custom_item_response.lua (can be modified with any text editor), found inside the mods folder (should be called workshop-1798631337). The main problem with this is that whenever you refresh mods your changes to that file will be overwritten, so if you modify it you need to make a backup of your changes.
Looking at your earlier Strenght 1 idea which included augment bonus, i start to think about what if make whole ability scale with both bonus K.O and Piercing
item_response = {
-- The format for this file is:
-- ["item name"] = "response"
-- Item name is the in game name displayed for the item
-- Response is how the guard will react. Valid values are "none", "investigate", and "alert". Anything else will be interpreted as the value provided for _default_response.
-- Just find the item you want to change (ctrl+F is very helpful) and then set the response to the desired value.
-- _default_response is the response to give for any items that are not on this list (basically, any items added by mods)
["_default_response"] = "investigate"
-- Mission Items
["Lvl1 Security Passcard"] = "investigate"
-- Weapons
["Neural D.A.R.T."] = "alert"
-- Augments
-- Cloaks
-- Stims
-- Consumables
}
return item_response
The problems with this is:
1. Not everyone may be comfortable editing the file
2. You would have to backup the file before refreshing mods, as refreshing mods would overwrite any changes you had made.
Regarding the holoprojection item: Guards can see the item as it is being thrown (if 'Guards see Item Throws' is on) but treat the deployed item the same way they do in vanilla.
How about this for strength lvl upgrades?
At lvl:
1. K.O. 1 turn, range 1 tile
2. K.O. 1 turn, armor pierce 1, range 1 tile
3. K.O. 2 turns, armor pierce 1, range 1 tile
4. K.O. 2 turns, armor pierce 2, range 1 tile
5. K.O. 2 turns, armor pierce 2, range 2 tiles (2nd tile does half K.O. and armor pierce), can break security doors
Also, now that you making door breaking scalable, what do you think about making locked security doors(openable with passcards) breakable on higher strenght lvls ? in terms of balance i don't think its diminishes the value of passcards, cause i suppose breaking the door will draw some unwanted attention most of the time. Another solution maybe raise of alarm after security door being destroyed.
Talking about item detection, now that you mentioned that guards actually guarding those items and not simply messing around, it started to make sense. But in regards to passcards and the exception list, i think there is only real need to add passcards and vallet from that NIAA to that list. Also one thing comes to my mind is how does guards react to the item which creates cover (holo something, i can't remember) ?
Wallet from NIAA: In theory, it shouldn't bother the behavior of the Wallet. However, if all the wallet does is get seen by guards then this mod may render the wallet somewhat useless. That said, I haven't played with NIAA so I don't know.
I'm also a little curious how this all interacts with the Wallet item from NIAA. It's specifically designed to be thrown and create an interest point for guards. Does this mod override that behavior and treat the Wallet like any other thrown item?
This is what I'm currently planning for door kicking:
- must be directly behind door
- Power of kick is based off of STRENGTH skill and melee augments
At STRENGTH level:
1. Can break door but cannot K.O. (unless you have K.O. boosting melee augments)
2. K.O. +1 turn, range 1 tile
3. K.O. +1 turn, armor pierce +1, range 1 tile
4. K.O. +2 turns, armor pierce +1, range 1 tile
5. K.O. +3 turns, armor pierce +2, range 2 tiles (2nd tile does half K.O and armor piercing)
Also, since Invisible seems to always infiltrate after business hours, it seems proper to me that guards would go into high alert if the items they are guarding (site lists, power cells, etc.) get moved.
Not sure I really like the idea of having certain items result in a different response from the guards, it seems a little inconsistent to me (which I felt like was a problem in vanilla game where guards would detect deployed portable servers but nothing else).
Also i would like you to add an exception to guards item detection, more specifically im talking about Passcards, which its very strange to see guard being alerted by the view of his own card, and that the item itself is often discarded in the middle of the mission. May be not detection necessarily, but the alert aspect of it. Now that i wrote about it, what do you think of making category of items (objective items like Site lists, Power cells etc) that guards notice, but instead of being alerted, they just investigate and pickup them ?