Invisible, Inc.

Invisible, Inc.

Programs Extended
227 Comments
Phyrax 10 Feb @ 8:50am 
Sorry for spamming this page but I have another idea for extended alarms:
Post-foundry it's a bit disappointing to have just basic guards spawn from the alarm. It would feel a lot more appropriate to have elite/omni tier guards spawn instead.
Phyrax 7 Feb @ 10:46am 
Thank you for the update, I appreciate it!

I noticed that the Split program (probably Axe too) hacks cameras while they are still inactive. This feels like a bug to me, not sure if it might be intended though.
Phyrax 19 Jan @ 10:40pm 
I found it, for anyone else who might be interested:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3146679906
Phyrax 19 Jan @ 10:31pm 
I just like a more elegant solution than alerting the entire level to up the difficulty, that's all. Combining difficulty mods to craft my own experience has been very fun so far. Thank you for the response and the recommendation!
wodzu_93  [author] 19 Jan @ 4:08pm 
I think one of the modders created a submod that changes the Countermeasure spawn into something else. If you're in our discord, ask @Prototype_Quoala about it, I think that's their work. I might add a "very easy" option that disables it, but no promises. It is meant to be game changing - extra time added by a DLC makes that part of the campaign way too trivial for experienced players (which is who extended alarms are made for), so this keeps the game challenging and fresh.
Phyrax 19 Jan @ 10:22am 
Hello, any chance for an extended alarms rework or more options?
I really like the additional alarm levels and the alarm daemons, but post-foundry alerting the entire level at alarm level 1 feels just way too game warping for me. I would love to play with a more conservative version that only adds new alarm levels and alarm daemons, without changing the original alarm stages. (I also prefer the original alarm tracker visual but that's not as important I guess)
wodzu_93  [author] 16 Sep, 2024 @ 5:22am 
Here's the community wiki page about it:
https://iiwiki.werp.site/mods:programs_extended:daemons
Xaliber 15 Sep, 2024 @ 3:54am 
I see. That might be where my confusion comes from. Is there a page where we can see details of each new programs, daemons, and algorithms?

Also, no, I don't play with hostile AI
wodzu_93  [author] 8 Sep, 2024 @ 2:03pm 
This confirms that Bless works - it is not possible to get a Gatekeeper with 6 turn duration without it ( its 7 - 10 normally).

Note, are you playing with the hostile AI? One of the possible subroutines for it is Extension, which gives daemons +1 duration.
Xaliber 8 Sep, 2024 @ 12:31pm 
I can't remember the other two, but I do have the screenshot for this one: https://i.imgur.com/o1XR9Yu.png

Others are in similarly high number, like 5 or 6 with Bless.
wodzu_93  [author] 8 Sep, 2024 @ 4:41am 
I can't reproduce the issue. Which daemons installed with Bless active, specifically, and with which duration? You might have just gotten unlucky - daemons with duration have it somewhat randomized, so it might have simply rolled high and give impression Bless isn't working. For example, Chain has duration of 4 to 6 turns, so with Bless it becomes 2 to 4 turns. If it rolls 4, it might look like nothing changed.
Xaliber 8 Sep, 2024 @ 3:19am 
Sure, here you go: https://pastebin.com/NJuqumq5

I have since replaced Bless with other program though. Do I need to play with Bless for the log to be able to generate the conflict? I can revert to older save if it's needed.
wodzu_93  [author] 7 Sep, 2024 @ 6:01am 
Looks like a mod conflict to me, it works on my end with a sizable amount of mods. I'd need a log file (Documents\Klei\InvisibleInc\logs), either post it in #bug_reports in our discord (link in a pinned post in Discussions) or upload it somewhere and link it here.

Alternatively, you can try a binary search - remove half of your mods (manually from your installation directory), start a new test save and check if it happens. If yes, add half of the removed mods back, if not, remove remaining half and try again. Repeat until you find the culprit.
Xaliber 7 Sep, 2024 @ 4:08am 
Hi, small issue.

Bless program (from the DLC, effect: Daemon turn -2) appears to not work with daemons from this mod. The daemons are still in full effect. Is it still possible to make them compatible?
Unicorn 2 Jun, 2024 @ 9:16pm 
Woah this can work on switch? Does this mean other (all?) mods can work on switch as well?
wodzu_93  [author] 27 Oct, 2023 @ 8:57am 
https://iiwiki.werp.site/mods:programs_extended:alarm_tracker
This is the community wiki, stuff here is up to date.
Wolfram 27 Oct, 2023 @ 8:14am 
Since I don't think they're listed in the Modded Reference Guide - what are the changed alarm levels (Module 4)?
八百八十八 10 Apr, 2023 @ 10:06pm 
It would be neat if when you enable program extended hostile AI and archdaemons on endless you only fight one or the other when you enter a mission.
cyberboy2000 24 Jul, 2021 @ 2:38am 
xshot 23 Jul, 2021 @ 6:51pm 
hey im not really sure whats up but i for some reason cant get the mod to work anymore. i used to play this game all the time and this was my favorite mod but ive come back to it now and for some reason this mod no longer works. i even reinstalled the game from scratch with only this, the sim constructor, and contingency plan and its still not working. can anyone help?
Xpyder 19 May, 2020 @ 4:56pm 
@Smile
Pretty late answering this, but each "gear" in Gear Shift has idle points where you neither gain nor lose power. Low gear it's 10+, high gear has two (8 & 15+), top gear is 14. The wording for top gear is clear (once you re-read it), but the wording for High Gear is definitely confusing. Technically it says "Between 8 and 15" the confusion comes because to a programmer that means 8 < x < 15 (except when it means 8 ≤ x < 15) and in English it means 8 ≤ x ≤ 15
Xpyder 19 May, 2020 @ 4:16pm 
Just for clarification on why (so you don't have to test) at the starting alarm level it gives +3 power per turn AND +3 ap to all agents every turn (i.e. with the current modifications there's no -ap cost to burst during even numbered alarm levels if paired with Dao)
Xpyder 19 May, 2020 @ 4:09pm 
Dao + Burst might be too strong starting out. While Dao is interesting as is, it might be more balanced as a starting program if instead of -1/-1 <-> +1/+1 it was instead -1/+1 <-> +1/-1. i.e. instead of being boosting both cost and speed at the same time, it alternated between them making different alarm levels either faster or more efficient
Wexmajor 29 Mar, 2020 @ 11:16am 
Wodzu, thanks for making a great game even better.
^2[^6sic^2]^0 Ґøøиλвιиθ 26 Dec, 2019 @ 3:09pm 
Seems like a good mod, just wanted to point out that one of the new loading screens has "Hostile AI is a 'mistery'..." instead of 'mystery'. Sorry for being the spelling police, it's just that kind of thing bugs me.
Newgel 17 Nov, 2019 @ 11:45am 
What about an option to store programs you've bought just like you can store equipment? Or an option to randomize your programs, making things more interesting each infiltration.
cyberboy2000 23 Aug, 2019 @ 10:38am 
You probably didn't have Function Library installed.
Smile 29 Jun, 2019 @ 5:14am 
Hi, I have a question: I noticed an unpleasant moment in the gear ghift program. When you use high gear and you have 8 energy, the program does not add energy. dead point. although the description says from 8 to 15. Is this a mistake or should it be?
wodzu_93  [author] 27 Jun, 2019 @ 11:19am 
Fixed with the latest Programs Extended update.
wodzu_93  [author] 26 Jun, 2019 @ 2:15pm 
I need a log file. When next time it happens, exit the game and go to Documents/Klei/InvisibleInc/logs, and post it somewhere where I can access it, or better, use the Discord link above and post the log in #mod_corner channel in our Discord server.
Zorlock Darksoul 26 Jun, 2019 @ 10:29am 
I seem to be getting some buggy behavior whenever the Queen subroutine is present. Or rather, Queen is the only common thread I've seen among these incidents. Whatever's causing it, all sorts of effects fail to tick down properly when the turn changes. This includes Golem's cost not being lowered, Parasite failing to eat through firewalls, program cooldowns not advancing, etc. Certain things just seem to be stuck in place. Any ideas?
Zorlock Darksoul 19 Jun, 2019 @ 2:17pm 
No kidding? I never would have guessed. Thanks for taking the time to look into it.
wodzu_93  [author] 19 Jun, 2019 @ 1:00pm 
I've updated the Function Library again, but you need to wait for Manual Hacking mod author to update that, as that is what's causing the problem. I've notified that author, so it shouldn't take more than a day or two.
Zorlock Darksoul 19 Jun, 2019 @ 7:21am 
There's quite a few, so here's a pastebin link: https://pastebin.com/BUzd4tui
wodzu_93  [author] 19 Jun, 2019 @ 2:35am 
Hmm, I suspect this is a mod conflict, as it works fine on my end. I'd need a list of mods you're using.
Zorlock Darksoul 18 Jun, 2019 @ 5:16pm 
Hmm... I'm still seeing 2.0 daemons on Day 6, even when set to appear on a different day. I feel like I must be missing something.
Zorlock Darksoul 16 Jun, 2019 @ 7:04am 
Will do! Thanks for the fix.
wodzu_93  [author] 16 Jun, 2019 @ 4:37am 
Fixed. There was an issue where endless daemons would show up 1 day later than set by the option. Redownload Function Library mod for a fix.
Zorlock Darksoul 15 Jun, 2019 @ 3:12pm 
Does the Endless Daemons setting not function if the game is considered Custom but has Endless campaign time? I tried setting them to show up on Day 18, but they still showed up on Day 6. Just wondering if that's intentional.
Zorlock Darksoul 5 Mar, 2019 @ 12:10pm 
Good to hear! Many thanks.
wodzu_93  [author] 5 Mar, 2019 @ 10:14am 
@Zorlock - Fixed, finish current mission (if any) and redownload.
Zorlock Darksoul 5 Mar, 2019 @ 9:24am 
To clarify: If I click to disable the subroutine on a console, the animation plays and stops as normal, but nothing actually happens. I don't lose any power, the console doesn't shut down, the subroutine remains active, and the option to disable is still present.
Zorlock Darksoul 5 Mar, 2019 @ 7:57am 
It seems the Accumulator A.I. subroutine (+10 power storage) can't be disabled via consoles. It's labeled as [ENH], and the option to disable shows up when in front of a console, so it should be possible, yes? I'm assuming this is a bug.
wodzu_93  [author] 19 Feb, 2019 @ 3:55am 
Maybe moving the PWR check to the end of your turn will help? That way there is no need to do math, you just look at the PWR value and do something about it if it's gonna trigger a daemon.
HealthBar 18 Feb, 2019 @ 6:20pm 
This is drawing parallel lines so I am going to stop it from here.
daemon47 18 Feb, 2019 @ 4:45pm 
I don't really understand fausts problem? You just count the pwr gained and subtract power lost, and find it to make it a multiple of 5.
not really that hard
HealthBar 18 Feb, 2019 @ 1:49pm 
Doesn't mean that Faust is extremely flawed and it must be changed as soon as possible. It's fine in most cases, and as I said I like the concept; I like mini-games in a game.

However, as it is calculations become a must, and they appear every turn. The very fact that its presence must be reminded every turn in a stealth game, cannot be disputed by saying "it is easy". And I've seen some cases when calculations can be excessive.

I am simply suggesting that reducing its freqency can essentially eliminate the potential problems I mentioned. I'll still be enjoying Programs Extended no matter what, but I don't think I'll be touching it again anytime soon.
HealthBar 18 Feb, 2019 @ 1:29pm 
I think this is the part where a line is drawn because complexity and frequency are subjective terms.
You think the calculations the new Faust encourage are simple enough, and once per turn is acceptable.
I think the calculations the new Faust encourage can grow to the point where they are overwhelming. And the fact that they must be done every turn, changes the "main challenge" that a typical stealth game provides, which is questionable from a design perspective.

As you progress through the game, both factions get more resources to work with, and here is where more variety and depth in tactics start to lengthen the time you spend on doing math (if you have new Faust).

This, combined with the fact that limited Rewinds don't allow you to be experimental, can create a senario where a player is overwhelmed with multiple variables and may need to go through lengthy procedure. This does not include the fact that they have to repeat this if they find out the plan has critical error.
cyberboy2000 18 Feb, 2019 @ 11:09am 
Uuh I'll risk sounding condescending and ask how looking at your power somehow translates into a considerable amount of calculation. It's really not that complicated. You never, say, try to plan out what to hack based on how much power and what programs you have? Because that's at least as much math as looking at Faust once per turn.
HealthBar 18 Feb, 2019 @ 10:54am 
There are several ways to address this issue, but I think the "math mini-game" is a very good concept and it should stay. It's just that it's too prevalent, so I suggest you tweak it a bit.

For example, Increasing the interval between "PWR checks", like your code checking spare PWR every 4~5 turns instead of every turn. There is a Turn Number textbox on the top right side of the screen, so it should be easy to track the current turn number.
But since this makes Faust less risky, you may also want to decrease the x5 multiplier to x2~3, or change it so your spare PWR must contain a number "6" or you spawn a Daemon.