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mods:programs_extended:alarm_tracker

Extended Alarms

This is a feature available in Programs Extended mod that changes security measures that happen as Alarm Tracker reaches each level.

Alarm Tracker with Extended Alarms active

Upon starting a campaign, player can choose one of four options under EXTENDED ALARMS:

  • DISABLED - Default setting. Security measures from Alarm Tracker stay as normal.
  • EASY - Maximum alarm level is increased up to level 8, reached after 40 steps. Security measures at each alarm level are either changed in order or in effect compared to DISABLED.
  • NORMAL - Same as EASY, but alarm levels 4 and 6 are significantly boosted.
  • HARD - Same as NORMAL, but only 4 steps are needed to reach next alarm level, with maximum alarm level of 8 reached after 32 steps.

Security measures are shown in table below. Standard effects are replaced by advanced ones starting with OMNI Foundry mission. Custom effects are marked with .

Alarm Level Effect - Standard
1 Additional guard patrol
2 Firewalls increase +1
3 Additional guard patrol
4 New cameras activate, guard vision boosted
5 Additional Enforcer, all guards alerted, one agent located
6 Two additional Enforcers, two agents located, guard mobility boosted
7 Facility-wide device reboot
8 Two additional Enforcers, two agents located, two continous effects applied
Alarm Level Effect - Advanced
1 Additional guard patrol, Countermeasures Daemon
2 Firewalls increase +2
3 Additional guard patrol
4 Guard vision and mobility is boosted
5 Additional Enforcer, all remaining unalerted guards alerted, one agent located
6 Two additional Enforcers, two agents located, guard armor and KO resistance increased
7 Facility-wide device reboot, rebooted devices receive +2 firewalls
8 Two additional Enforcers, two agents located, three continous effects applied

WARNING: NORMAL and especially HARD settings are a drastic jump in difficulty, even more so starting with OMNI Foundry. Do not attempt those settings unless you're capable of consistently winning Expert+ level of difficulty. You have been warned.


Alarm Level Security Measures

Standard effects can be read about here.

NOTE: Countermeasures spawn mentioned at alarm 1 is not from a mod - this happens naturally when mission diffculty is at least 5. However, default campaign settings make this never happen in story campaign, both without DLC (as OMNI Mainframe is the only difficulty 5 mission, and Countermeasures spawn there is tied to specific event) or with it (as Additional guard patrol is phased out starting with OMNI Foundry, and preceding Transport Conduit mission is also exempt from Countermeasures like OMNI Mainframe is). The only place this happens is Endless mode without the DLC.

Alarm Level 4 - Standard

When this shows up, seriously consider getting your agents out of the facility.
  • Three previously inactive Security Cameras are activated. These cameras are initially rebooting for one turn, before becoming fully active, and can be hacked while rebooting.
  • A Daemon called Alarm Response installs. This is where guard buffs can be looked up. At this stage, all present and future guards receive +25% buff to their vision range (both primary and peripheral). If Extended Alarms option is set to NORMAL or HARD, additionally their vision arc is increased by 45 degrees (both primary and peripheral).

Alarm Level 6 - Standard

  • Two enforcer guards spawn in.
  • Two of the agents get located by two guards.
  • All present and future guards receive +1 to their maximum AP. This is increased to +3 when playing with NORMAL or HARD Extended Alarms setting.

Alarm Level 7 - Standard

Alarm Level 8 - Standard

  • Two enforcer guards spawn in.
  • Two of the agents get located by two guards.

Additionally, two continous effects are applied. Alarm Response daemon is changed to Termination Protocol to signify these continous effects.

  • Any door manipulation (open or close) on player's turn will result in a nearest guard being notified.
  • Each time new alarm level would be reached, all agents are located.

Alarm Level 4 - Advanced

If previous effects didn't convince you to leave, this DEFINETLY will.
  • All guards receive +25% vision range buff (both primary and peripheral).
  • All guards receive +45 degree vision arc buff (both primary and peripheral) when Extended Alarms options is set to NORMAL or HARD.
  • All guards receive +1 (+3 on NORMAL or HARD) maximum AP.

Alarm Level 6 - Advanced

Alarm Level 7 - Advanced

Alarm Level 8 - Advanced

  • Two enforcer guards spawn in.
  • Two of the agents get located by two guards.

Additionally, three continous effects are applied. Alarm Response daemon is changed to Termination Protocol to signify these continous effects.

  • Any door manipulation (open or close) on player's turn will result in a nearest guard being notified.
  • Each time new alarm level would be reached, all agents are located.
  • Any enforcer being KO'd will call another Enforcer guard to spawn.
mods/programs_extended/alarm_tracker.txt · Last modified: 2022/01/22 15:05 by wodzu_93