Invisible, Inc.

Invisible, Inc.

Endlessified Campaign
14 Comments
тетеря, блин 28 May, 2023 @ 11:05pm 
I've already finished my last campaign yesterday and don't plan to play anymore soon, just wanted to let you know as a community contributor about my findings. Thanks a lot for investigating the issue. And, I guess, you're right, I was using the function library in order to play with "extended worldgen". Didn't want it to sound like I blame your mod or something, because I'm aware that it uses only the vanilla deamons and mechanics. On the contrary, great mod, thanks.
Hekateras  [author] 28 May, 2023 @ 10:30pm 
(Function Library is necessary for many mods to run, but makes a lot of under the hood changes for the functionality of mods like Program Extended. So even if you didn't technically add a custom program mod, you're still not running vanilla when it comes to base code.)
Hekateras  [author] 28 May, 2023 @ 10:27pm 
Update: It's not vanilla, it's Function Library. I assume you have that mod installed, yes? The good news is that its developer is very quick at making fixes.
Hekateras  [author] 28 May, 2023 @ 10:18pm 
Update: it's not even a Charge + Modulate interaction. It's just Charge.
Hekateras  [author] 28 May, 2023 @ 10:10pm 
It's 100% not my mod causing the bug. Proof 1) My mod only sets the Endless flag on story missions, it makes no changes to ingame program logic. Proof 2: I was just able to reproduce the bug you describe without Endlessified Campaign. Specifically, it seems to happen when your breaker program goes on cooldown, which automatically selects a different breaker program for you if you have one available, but then that mainframe icons are shown as greyed out. I assume this is a vanilla bug. We have a community bugfix mod, I'll let the maintainer know about this.
тетеря, блин 28 May, 2023 @ 9:42pm 
putting the bug thing aside, it was quite a run with this mod, instant grenades and advanced guard protocol together on expert. kicks serious ass, especially till day 5 or so. high security exits and new deamons add some variety to the compaign. should be in the game by default imo, not everyone will ever try endless.
тетеря, блин 28 May, 2023 @ 9:42pm 
thanks for your reply. you're probably right, but I haven't used any other mods for new programs to keep it closer to vanilla. didn't bother to collect logs anyways, but I did saw the bug couple of times more in my last run. I guess, "charge" and that deamon 2.0 that increases costs do interfere somehow unexpected, not game breakingly though. my guess is that with this combo power costs remain correct, but the game doesn't calculate it right when you're on the edge and have just enough power to run a program, so if the required power is 3 and you have 3, it won't let you, but if you have 5, it will work with the correct value of -3 with both compensations and decompensations.
Hekateras  [author] 26 May, 2023 @ 12:36pm 
That is unlikely to be a bug with this mod. This mod doesn't change anything about the way the daemons work, it only changes where they appear. More likely you have some other mod affecting programs, something like Programs Extended. You can upload the log file (NOT save file) and share it, but do it on the Invisible Inc. Discord or in the Workshop part of the Steam Forums, please.
тетеря, блин 26 May, 2023 @ 8:17am 
once again, thanks for the mod. I guess, I found some bug related to this mod and to the deamons specifically. I'm on a mission with a deamon making all programs cost +2PWR more for 20 turns. At the same time I have "charge" passive program that gives -2PWR +1CLDWN. Even though the numbers I see are correct, seems like I cannot execute some programs in some cases. The game says I don't have enough power while I do. I can provide save file and modlist (it's not that big), in case you're interested.
Hekateras  [author] 2 Oct, 2020 @ 12:21pm 
Haha, I see. Thanks for the suggestions!
Hotklou 2 Oct, 2020 @ 7:14am 
Oh well I've not encountered many archdaemons yet - I'm terrible at the game. But I thought to put my idea out there so other people might further discuss it or something...?
Hekateras  [author] 2 Oct, 2020 @ 7:09am 
I'm planning to add the Archdaemons appearing in story missions in a future update. Story missions use a different mission script base so it takes a bit more work.

As for the other thing.. sure, it's theoretically possible. Are you sure that's what you want, though? Even just one Archdaemon is a pretty big difficulty bump, especially if playing with other mods. (I once got a Blowfish 2.0, which in turn caused two more daemons to spawn from a Daemon Server, including a further Blowfish! Alarm level 4 on turn 1!)
Hotklou 2 Oct, 2020 @ 4:53am 
Also, would it be possible to make the Archdaemons appear in story missions too, perhaps as another generation option to enable or disable this?
Hotklou 2 Oct, 2020 @ 4:52am 
Archdaemons - how about a generation option to tweak how many of these "Daemon 2.0"s will spawn. Or an option to make the amount of Archdaemons that spawn increase over time as you come closer to the end of the campaign.