====== Extended Alarms ====== This is a feature available in [[:mods:programs_extended|Programs Extended]] mod that changes [[:security_measures|security measures]] that happen as [[:alarm_tracker|Alarm Tracker]] reaches each level. [{{ :mods:programs_extended:extended_alarms:alarm_tracker_1.png?nolink|Alarm Tracker with Extended Alarms active}}] Upon starting a campaign, player can choose one of four options under **EXTENDED ALARMS**: * **DISABLED** - Default setting. Security measures from Alarm Tracker stay as normal. * **EASY** - Maximum alarm level is increased up to level 8, reached after 40 steps. Security measures at each alarm level are either changed in order or in effect compared to //DISABLED//. * **NORMAL** - Same as //EASY//, but alarm levels 4 and 6 are significantly boosted. * **HARD** - Same as //NORMAL//, but only 4 steps are needed to reach next alarm level, with maximum alarm level of 8 reached after 32 steps. Security measures are shown in table below. Standard effects are replaced by advanced ones starting with [[:corporations:omni|OMNI]] Foundry mission. Custom effects are marked with {{:icon:programs_extended.png?nolink}}. ^ Alarm Level ^ Effect - Standard | | 1 | Additional [[:guards|guard]] patrol | | 2 | [[:firewalls|Firewalls]] increase +1 | | 3 | Additional guard patrol | | 4 {{:icon:programs_extended.png?nolink}} | New [[:mainframe_devices:security_camera|cameras]] activate, guard [[:vision]] boosted | | 5 | Additional [[:guards:enforcer|Enforcer]], all guards alerted, one [[:agent]] located | | 6 {{:icon:programs_extended.png?nolink}} | Two additional Enforcers, two agents located, guard [[:ap|mobility]] boosted | | 7 {{:icon:programs_extended.png?nolink}} | Facility-wide device [[:rebooting|reboot]] | | 8 {{:icon:programs_extended.png?nolink}} | Two additional Enforcers, two agents located, two continous effects applied | ^ Alarm Level ^ Effect - Advanced | | 1 | Additional guard patrol, [[:daemons:countermeasures|Countermeasures]] Daemon | | 2 | Firewalls increase +2 | | 3 | Additional guard patrol | | 4 {{:icon:programs_extended.png?nolink}} | Guard vision and mobility is boosted | | 5 | Additional Enforcer, all remaining unalerted guards alerted, one agent located | | 6 {{:icon:programs_extended.png?nolink}} | Two additional Enforcers, two agents located, guard [[:armor]] and [[:ko_resistance|KO resistance]] increased | | 7 {{:icon:programs_extended.png?nolink}} | Facility-wide device reboot, rebooted devices receive +2 firewalls | | 8 {{:icon:programs_extended.png?nolink}} | Two additional Enforcers, two agents located, three continous effects applied | ** WARNING**: //NORMAL// and especially //HARD// settings are a drastic jump in difficulty, even more so starting with [[:corporations:omni|OMNI]] Foundry. Do not attempt those settings unless you're capable of consistently winning [[:modes:expert_plus|Expert+]] level of difficulty. You have been warned. ---- ===== Alarm Level Security Measures ===== Standard effects can be read about [[:alarm_tracker|here]]. NOTE: [[:daemons:countermeasures|Countermeasures]] spawn mentioned at alarm 1 is not from a mod - this happens naturally when [[:mission_difficulty|mission diffculty]] is at least 5. However, default campaign settings make this never happen in story campaign, both without DLC (as OMNI Mainframe is the only difficulty 5 mission, and Countermeasures spawn there is tied to specific event) or with it (as //Additional guard patrol// is phased out starting with OMNI Foundry, and preceding Transport Conduit mission is also exempt from Countermeasures like OMNI Mainframe is). The only place this happens is [[:modes:endless|Endless]] mode without the DLC. ==== Alarm Level 4 - Standard ==== [{{ :mods:programs_extended:extended_alarms:alarm_tracker_2.png?nolink|When this shows up, seriously consider getting your agents out of the facility.}}] * Three previously [[:mainframe_devices:security_camera|inactive Security Cameras]] are activated. These cameras are initially [[:rebooting]] for one turn, before becoming fully active, and can be hacked while rebooting. * A [[:daemons|Daemon]] called **Alarm Response** installs. This is where guard buffs can be looked up. At this stage, all present and future [[:guards]] receive +25% buff to their [[:vision]] range (both primary and peripheral). If **Extended Alarms** option is set to //NORMAL// or //HARD//, additionally their vision arc is increased by 45 degrees (both primary and peripheral). ==== Alarm Level 6 - Standard ==== * Two [[:guards:enforcer]] guards spawn in. * Two of the [[:agents]] get located by two guards. * All present and future [[:guards]] receive +1 to their maximum [[:ap|AP]]. This is increased to +3 when playing with //NORMAL// or //HARD// **Extended Alarms** setting. ==== Alarm Level 7 - Standard ==== * All [[:mainframe_device|devices]] that are under [[:incognita|Incognita]]'s control are forced to [[:rebooting|reboot]] for 1 turn. ==== Alarm Level 8 - Standard ==== * Two [[:guards:enforcer]] guards spawn in. * Two of the [[:agents]] get located by two guards. Additionally, two continous effects are applied. **Alarm Response** [[:daemon]] is changed to **Termination Protocol** to signify these continous effects. * Any [[:doors|door]] manipulation (open or close) on player's turn will result in a nearest guard being notified. * Each time new alarm level would be reached, all agents are located. ---- ==== Alarm Level 4 - Advanced ==== [{{ :mods:programs_extended:extended_alarms:alarm_tracker_3.png?nolink|If previous effects didn't convince you to leave, this DEFINETLY will.}}] * All [[:guards]] receive +25% vision range buff (both primary and peripheral). * All [[:guards]] receive +45 degree vision arc buff (both primary and peripheral) when **Extended Alarms** options is set to //NORMAL// or //HARD//. * All [[:guards]] receive +1 (+3 on //NORMAL// or //HARD//) maximum [[:ap|AP]]. ==== Alarm Level 6 - Advanced ==== * Two [[:guards:enforcer]] guards spawn in. * Two of the [[:agents]] get located by two guards. * All present and future [[:guards]] receive +1 [[:armor]] and +1 [[:ko_resistance| KO resistance]]. ==== Alarm Level 7 - Advanced ==== * All [[:mainframe_device|devices]] that are under [[:incognita|Incognita]]'s control are forced to [[:rebooting|reboot]] for 1 turn and their [[:firewalls]] are raised to 3. ==== Alarm Level 8 - Advanced ==== * Two [[:guards:enforcer]] guards spawn in. * Two of the [[:agents]] get located by two guards. Additionally, three continous effects are applied. **Alarm Response** [[:daemon]] is changed to **Termination Protocol** to signify these continous effects. * Any [[:doors|door]] manipulation (open or close) on player's turn will result in a nearest guard being notified. * Each time new alarm level would be reached, all agents are located. * Any [[:guards:enforcer]] being [[:ko|KO]]'d will call another Enforcer guard to spawn.