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modes:custom [2022/01/02 21:05] – andrew | modes:custom [2022/01/02 21:36] (current) – andrew |
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====== Custom ====== | ====== Custom ====== |
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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. | 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. |
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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 attained. 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. | 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. |
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===== Generation options in custom mode ===== | ===== Generation options in custom mode ===== |
| **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]]. | | | **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. | | | **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]] or [[:stealing|steal]] from guards who can see them. Melee attacks and stealing are still possible from within a guard's vision if the agent is [[:cloaking|cloaked]]. | | | **Allow melee while seen** | When disabled, agents cannot make melee [[:attacks]] against a guard who sees them. Melee attacks are still possible from within a guard's vision if the agent is [[:cloaking|cloaked]]. | |
| **Increased final resistance** | When enabled, there will be additional special security measures in the [[:missions:OMNI Mainframe]] mission. | | | **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. | | | **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. | | | **Starting money** | The number of [[:credits]] the agency has at the beginning of the game. | |
| **Rooms in level** | Affects the size of each [[:facility]]. | | | **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. | | | **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> | </WRAP> |
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| The [[:mods:Generation Options Plus|Generation Options+]] mod gives finer control over many of these options, and adds many further options. |
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