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modes:custom [2020/07/11 21:22] – created turtlingherdmodes:custom [2022/01/02 21:36] (current) andrew
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 ====== Custom ====== ====== Custom ======
  
-This article is a stub.+Invisible, Inc. can be played in **Custom mode**, which gives options to change some of the game's rules and balance. Custom mode can be used to make the game easier, more difficult as a [[challenge]], or otherwise just a different experience. These options are available on the campaign generation screen by selecting Custom mode explicitly, or using the "show settings" checkbox. 
 + 
 +When any of the game's settings are changed this way, the game is in Custom mode, and the word "Custom" appears in the top-right corner of the screen within [[:missions:]] where otherwise the [[index|game difficulty]] would appear. In Custom mode, [[:achievements]] for specific game difficulties cannot be unlocked, although in-game [[:unlockable content]] still can be. Changing the number of [[:rewinds]] or toggling [[:rewinds#level retries]] does not cause the game to be in Custom mode; playing with [[:mods:]] also does not cause the game to be in Custom mode, though changing any of the mods' settings typically does. 
 + 
 +===== Generation options in custom mode ===== 
 + 
 +See [[Comparison of Game Difficulty Modes]] for the default values of these options. 
 + 
 +<WRAP bigtable> 
 +^ Option ^ Description ^ 
 +| **Auto-increment alarm** | When disabled, the [[:alarm tracker]] does not advance automatically each turn, but still advances as normal by other causes. | 
 +| **Campaign hours** | The length of the campaign, in in-game [[:world map#Hours remaining|travel time]] hours. This can also be set to "[[Endless]]". | 
 +| **Mission start PWR** | The amount of [[:PWR]] the agency has at the start of each mission. | 
 +| **Alarm stages** | The [[:alarm tracker#alarm stages]] determine which security measures are triggered at each alarm level. | 
 +| **Credit multiplier** | Adjusts the number of [[:credits]] received from many sources. | 
 +| **Guards per level** | Affects the [[:mission difficulty#number of guards]] present at the start of each mission. | 
 +| **Safe guard patrols** | When enabled, [[:guard behaviour#patrolling]] guards will have shorter patrol paths which generally stay within the same room, and guards never patrol into the starting room. | 
 +| **Additional KO time** | Adjusts the [[:KO]] damage dealt by all [[:weapons#melee weapons]]. This option does not affect KO damage from other causes. | 
 +| **Alarm when guards KO** | When enabled, the [[:alarm tracker]] advances by 1\ step each time a guard with a [[:Heart Monitor]] is [[:KO|knocked out]]. | 
 +| **Show danger zones** | When disabled, tiles in enemy [[:vision]] are not shown as "watched", "noticed" or "hidden" unless the source of the danger is visible to the agency. | 
 +| **Allow melee while seen** | When disabled, agents cannot make melee [[:attacks]] against guard who sees them. Melee attacks are still possible from within a guard's vision if the agent is [[:cloaking|cloaked]]. | 
 +| **Increased final resistance** | ++ Spoiler (click to show) | When enabled, the [[:mainframe devices:Security Hub]] hack in the [[:missions:OMNI Mainframe]] mission takes one additional turn, on which the [[:daemons:Countermeasures]] daemon is triggered. ++ | 
 +| **Alarm multiplier** | Adjusts all changes to the [[:alarm tracker]]. When set to 0, the alarm tracker will not advance for any reason, so the alarm level will always be 0 regardless of what happens in a mission. | 
 +| **Starting money** | The number of [[:credits]] the agency has at the beginning of the game. | 
 +| **Consoles per level** | Affects the number of [[:Consoles]] in each mission, except for [[:corporations:Sankaku]] and [[:corporations:OMNI]] missions. | 
 +| **Safes per level** | Affects the number of [[:mainframe devices:Corporate Safes]] in each mission. | 
 +| **Rooms in level** | Affects the size of each [[:facility]]. | 
 +| **Daemon quantity** | Affects the number of [[:mission difficulty#number of daemons]] installed on [[:mainframe devices:]] at the start of each mission. | 
 +| **Time attack mode** | See [[Time Attack]]. | 
 +</WRAP> 
 + 
 +The [[:mods:Generation Options Plus|Generation Options+]] mod gives finer control over many of these options, and adds many further options. 
  
-{{tag>incomplete}} 
modes/custom.1594502521.txt.gz · Last modified: 2020/07/11 21:22 by turtlingherd