Invisible, Inc.

Invisible, Inc.

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Encroaching Danger - +Difficulty Mod
   
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Apr 4, 2021 @ 5:25am
Jan 10, 2023 @ 1:17pm
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Encroaching Danger - +Difficulty Mod

Description
The corps have begun deploying an aggressive new archdaemon against us. Its awareness will slowly spread throughout the facility, alerting guards to our presence if we don't stay ahead of it. Get in, complete the objective, and get out quickly, Operator.

(formerly Agent Unground Battleknowns)

Adds a new source of time pressure in the game. Rooms far from the exit will become progressively more dangerous, independent of the alarm level. Customisable.




The Royale Flush archdaemon is installed at the beginning of every mission. It initially places Penalty zones at the edge of the map and contracts them towards the exit elevator every few turns. As the penalty zones spread, each area progresses
  • from Blue (no penalty, yet)
  • to Yellow (mild penalties)
  • to Red (danger).
Royale Flush is currently unavailable in campaign missions (Transport Conduit, OMNI Foundry Lab, OMNI Mainframe).

There are 3 variants on the penalties applied by the daemon-controlled zones. "Standard" is the default up through Expert difficulty, with "Standard+" the default on Expert+/Endless+. ("Classic" was the original version of this mod, but it has been reworked in favor of the new Standard penalties that primarily focus on notifying guards of your location in different ways)

  • Standard (S): Safes and doors in the yellow and red zones notify guards upon use. In the red zone, KOs/kills also notify guards, and agents are located by a nearby guard at the start of your turn.
  • Standard+ (S+): In the red zone, agents are instead located at the end of your turn. Very dangerous.
  • Classic (C): Agents ending their turn in the yellow and red zones lose AP. In the red zone, agents also lose their attack and are located by a nearby guard at the start of your turn.

Originally developed for a battle-royale-style tournament[iiwiki.werp.site] played via proxy multiplayer, but has grown into an independent "additional difficulty" mode. (Choosing "Zones advance every '1' turn(s)" during Campaign Setup can make things even more exciting.)
5 Comments
Hekateras Jan 20, 2022 @ 7:36pm 
This is probably the simplest, most efficient difficulty-enhancing mod out there. It brings back the challenge of surviving late in the infiltration back to the game even for extremely experienced players who know the game mechanics by heart. Don't be fooled by the description, it has far outgrown its purpose for Backstab Gaming Protocols.
qoala _  [author] Jun 12, 2021 @ 4:38pm 
Hmm... this mod might have a weird incompatibility with another mod then. Could you send me a log? maybe via pastebin? (at least the errors, but the opening of the log includes the mod list)
🤍kittyboy🤍 Jun 12, 2021 @ 3:55am 
yea ik i have it and it kinda works but console spams errors when da yellow zone should appear
qoala _  [author] Jun 12, 2021 @ 1:39am 
I originally forgot to specify, this requires Sim Constructor + Sequential Mod Loader by Cyberboy2000.
🤍kittyboy🤍 Jun 11, 2021 @ 7:35am 
ths mod is broken tho