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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.
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.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3146679906
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)
https://iiwiki.werp.site/mods:programs_extended:daemons
Also, no, I don't play with hostile AI
Note, are you playing with the hostile AI? One of the possible subroutines for it is Extension, which gives daemons +1 duration.
Others are in similarly high number, like 5 or 6 with Bless.
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.
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.
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?
This is the community wiki, stuff here is up to date.
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
not really that hard
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.
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.
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.