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daemons:blowfish [2020/05/11 11:39] andrewdaemons:blowfish [2020/06/30 21:38] (current) andrew
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 [{{ blowfish.png|Blowfish icon}}] [{{ blowfish.png|Blowfish icon}}]
  
-**Blowfish** is a [[:daemons:|daemon]] which raises the [[:alarm level]] by 1--3 steps; the number of steps is random. Any effects of raising the alarm level will be triggered immediately.+**Blowfish** is a [[:daemon]] which raises the [[:alarm tracker]] by 1--3 steps; the number of steps is random. If this advances the alarm tracker to the next alarm level, then any effects of raising the alarm level will be triggered immediately.
  
 ===== Blowfish 2.0 ===== ===== Blowfish 2.0 =====
 [{{ blowfish_2.0.png|Blowfish 2.0 icon}}] [{{ blowfish_2.0.png|Blowfish 2.0 icon}}]
  
-**Blowfish 2.0** is an [[:daemons:#archdaemons|archdaemon]] which can occur from [[:mission difficulty#mission difficulty 5]] and onwards in [[:modes:Endless]] modes. It raises the alarm level by 10 steps at the start of the mission, so that the mission starts at [[:alarm level#alarm level 2]]. All effects of raising the alarm level will be triggered at the start of the mission.+**Blowfish 2.0** is an [[archdaemon]] which can occur from [[:mission difficulty#mission difficulty 5]] and onwards in [[:modes:Endless]] modes. It raises the alarm tracker by 10 steps at the start of the mission, so that the mission starts at [[:alarm level]] 2. All effects of raising the alarm level will be triggered at the start of the mission.
  
 ===== Strategy ===== ===== Strategy =====
  
-Raising the alarm level brings additional [[:security measures]] sooner. Be particularly careful if this could happen during your turn, especially if a new [[:guards:|guard]] will arrive --- normally this would happen at the end of the enemy turn, so the guard will not move until a turn later, but if a guard arrives on your turn then they won't wait in the [[:facility#guard entrance]] for their turn.+Raising the alarm tracker brings additional [[:security measures]] sooner. Be particularly careful if this could happen during your turn, especially if a new [[:guard]] will arrive --- normally this would happen at the end of the enemy turn, so the guard will not move until a turn later, but if a guard arrives on your turn then they won't wait in the [[:facility#guard entrance]] for their turn.
  
-If you are in a position to wait a couple of turns to avoid triggering Blowfish, this is usually the right thing to do. Maybe you can wait for enough [[:PWR]] to use [[:programs:Hunter]] or [[:programs:Taurus]]. The alarm level will rise the same amount if you wait 1--3 turns or trigger Blowfish, but if you wait then you can get other things done too.+If you are in a position to wait a couple of turns to avoid triggering Blowfish, this is usually the right thing to do. Maybe you can wait for enough [[:PWR]] to use [[:programs:Hunter]] or [[:programs:Taurus]], or to use an [[:items:EMP Pack]] instead of hacking. The alarm tracker will rise the same amount if you wait 1--3 turns or trigger Blowfish, but if you wait then you can do other things during those turns too.
  
-If the alarm level has already reached 6, then there is no downside to triggering Blowfish unless there is still a [[:mainframe devices:Scanning Amp]] or [[:mainframe devices:Router]] which you have not disabled. After alarm level 6, Blowfish can be strictly good for the player because of the uncapped bonuses from [[:agents:Internationale#Archive|Archive Internationale]]'[[:augments:Network Siphon]] and [[:augments:Reactive Myomer]].+If the alarm level has already reached 6, then there is no downside to triggering Blowfish unless there is still a [[:mainframe devices:Scanning Amp]] or [[:mainframe devices:Router]] which you have not disabled. After alarm level 6, Blowfish can be strictly good for the player because of the uncapped bonuses from [[:augments:Network Siphon]] and [[:augments:Reactive Myomer]].
  
 The Blowfish 2.0 archdaemon in [[:modes:Endless]] modes makes [[:programs:Rapier]] and [[:augments:Gel Injectors]] much less useful. On the other hand, [[:programs:Dynamo]] will generate PWR from the start of a Blowfish 2.0 mission. The Blowfish 2.0 archdaemon in [[:modes:Endless]] modes makes [[:programs:Rapier]] and [[:augments:Gel Injectors]] much less useful. On the other hand, [[:programs:Dynamo]] will generate PWR from the start of a Blowfish 2.0 mission.
  
daemons/blowfish.1589197166.txt.gz · Last modified: 2020/05/11 11:39 by andrew