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daemons:blowfish [2020/06/16 00:40] andrewdaemons:blowfish [2020/06/30 21:38] (current) andrew
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 [{{ blowfish.png|Blowfish icon}}] [{{ blowfish.png|Blowfish icon}}]
  
-**Blowfish** is a [[: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 [[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 [[: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]], or to use an [[:items:EMP Pack]] instead of hacking. The alarm level 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 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 [[: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]].
daemons/blowfish.1592268003.txt.gz · Last modified: 2020/06/16 00:40 by andrew