User Tools

Site Tools


modes:custom

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
modes:custom [2022/01/02 21:17] andrewmodes:custom [2022/01/02 21:36] (current) andrew
Line 1: Line 1:
 ====== Custom ====== ====== Custom ======
  
-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.
  
-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.
  
 ===== Generation options in custom mode ===== ===== Generation options in custom mode =====
Line 21: Line 21:
 | **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** | ++ 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. ++ | | **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. |
Line 29: Line 29:
 | **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>
  
modes/custom.1641158231.txt.gz · Last modified: 2022/01/02 21:17 by andrew