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mods:programs_extended:alarm_tracker [2022/01/21 21:49] – Created wodzu_93mods:programs_extended:alarm_tracker [2022/01/22 15:05] (current) – Merged tables, reworked alarm effect headers. wodzu_93
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 This is a feature available in [[:mods:programs_extended|Programs Extended]] mod that changes [[:security_measures|security measures]] that happen as [[:alarm_tracker|Alarm Tracker]] reaches each level. This is a feature available in [[:mods:programs_extended|Programs Extended]] mod that changes [[:security_measures|security measures]] that happen as [[:alarm_tracker|Alarm Tracker]] reaches each level.
  
 +[{{ :mods:programs_extended:extended_alarms:alarm_tracker_1.png?nolink|Alarm Tracker with Extended Alarms active}}]
 Upon starting a campaign, player can choose one of four options under **EXTENDED ALARMS**: 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.   * **DISABLED** - Default setting. Security measures from Alarm Tracker stay as normal.
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   * **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.   * **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 in regular campaign / before [[:corporations:omni|OMNI]] Foundry are shown in table below. +Security measures are shown in table below. Standard effects are replaced by advanced ones starting with [[:corporations:omni|OMNI]] Foundry mission. Custom effects are marked with {{:icon:programs_extended.png?nolink}}. 
-Custom effects are marked with {{:icon:programs_extended.png?nolink}}. +^ Alarm Level ^ Effect - Standard 
-^ Alarm Level ^ Effect | +| 1 | Additional [[:guards|guard]] patrol | 
-| 1 | Additional guard patrol | +| 2 | [[:firewalls|Firewalls]] increase +1 |
-| 2 | Firewalls increase +1 |+
 | 3 | Additional guard patrol | | 3 | Additional guard patrol |
-| 4 {{:icon:programs_extended.png?nolink}} | New cameras activate, guard vision boosted | +| 4 {{:icon:programs_extended.png?nolink}} | New [[:mainframe_devices:security_camera|cameras]] activate, guard [[:vision]] boosted | 
-| 5 | Additional Enforcer, all guards alerted, one agent located | +| 5 | Additional [[:guards:enforcer|Enforcer]], all guards alerted, one [[:agent]] located | 
-| 6 {{:icon:programs_extended.png?nolink}} | Two additional Enforcers, two agents located, guard mobility boosted | +| 6 {{:icon:programs_extended.png?nolink}} | Two additional Enforcers, two agents located, guard [[:ap|mobility]] boosted | 
-| 7 {{:icon:programs_extended.png?nolink}} | Facility-wide device reboot | +| 7 {{:icon:programs_extended.png?nolink}} | Facility-wide device [[:rebooting|reboot]] 
-| 8 {{:icon:programs_extended.png?nolink}} | Two additional Enforcers, two agents located, continous effect applied | +| 8 {{:icon:programs_extended.png?nolink}} | Two additional Enforcers, two agents located, two continous effects applied | 
- +^ Alarm Level ^ Effect - Advanced 
-Security measures starting with [[:corporations:omni|OMNI]] Foundry: +| 1 | Additional guard patrol, [[:daemons:countermeasures|Countermeasures]] Daemon |
-^ Alarm Level ^ Effect | +
-| 1 | Additional guard patrol, [[:daemons:countermeasures|Countermeasures]] Daemon|+
 | 2 | Firewalls increase +2 | | 2 | Firewalls increase +2 |
 | 3 | Additional guard patrol | | 3 | Additional guard patrol |
 | 4 {{:icon:programs_extended.png?nolink}} | Guard vision and mobility is boosted | | 4 {{:icon:programs_extended.png?nolink}} | Guard vision and mobility is boosted |
 | 5 | Additional Enforcer, all remaining unalerted guards alerted, one agent located | | 5 | Additional Enforcer, all remaining unalerted guards alerted, one agent located |
-| 6 {{:icon:programs_extended.png?nolink}} | Two additional Enforcers, two agents located, guard armor and KO resistance increased |+| 6 {{:icon:programs_extended.png?nolink}} | Two additional Enforcers, two agents located, guard [[:armor]] and [[:ko_resistance|KO resistance]] increased |
 | 7 {{:icon:programs_extended.png?nolink}} | Facility-wide device reboot, rebooted devices receive +2 firewalls | | 7 {{:icon:programs_extended.png?nolink}} | Facility-wide device reboot, rebooted devices receive +2 firewalls |
-| 8 {{:icon:programs_extended.png?nolink}} | Two additional Enforcers, two agents located, two continous effects applied |+| 8 {{:icon:programs_extended.png?nolink}} | Two additional Enforcers, two agents located, three continous effects applied |
  
  
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 Standard effects can be read about [[:alarm_tracker|here]]. Standard effects can be read about [[:alarm_tracker|here]].
  
-NOTE: [[:daemons:countermeasures|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 Countermeasuers 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 [[:modes:endless|Endless]] mode without the DLC.+NOTE: [[:daemons:countermeasures|Countermeasures]] spawn mentioned at alarm 1 is not from a mod - this happens naturally when [[:mission_difficulty|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 [[:modes:endless|Endless]] mode without the DLC.
  
----- 
-==== New cameras activate, guard vision boosted ==== 
  
-This event happens at alarm level before OMNI Foundry mission.+==== Alarm Level - Standard ==== 
 +[{{ :mods:programs_extended:extended_alarms:alarm_tracker_2.png?nolink|When this shows up, seriously consider getting your agents out of the facility.}}]
   * Three previously [[:mainframe_devices:security_camera|inactive Security Cameras]] are activated. These cameras are initially [[:rebooting]] for one turn, before becoming fully active, and can be hacked while rebooting.   * Three previously [[:mainframe_devices:security_camera|inactive Security Cameras]] are activated. These cameras are initially [[:rebooting]] for one turn, before becoming fully active, and can be hacked while rebooting.
   * A [[:daemons|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).   * A [[:daemons|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).
  
----- 
-==== Two additional Enforcers, two agents located, guard mobility boosted ==== 
  
-This event happens at alarm level before OMNI Foundry mission. +==== Alarm Level - Standard ==== 
-  * Two [[:guards:enforcer]] guards spawns in.+  * Two [[:guards:enforcer]] guards spawn in.
   * Two of the [[:agents]] get located by two guards.   * Two of the [[:agents]] get located by two guards.
   * All present and future [[:guards]] receive +1 to their maximum [[:ap|AP]]. This is increased to +3 when playing with //NORMAL// or //HARD// **Extended Alarms** setting.   * All present and future [[:guards]] receive +1 to their maximum [[:ap|AP]]. This is increased to +3 when playing with //NORMAL// or //HARD// **Extended Alarms** setting.
  
----- 
-==== Facility-wide device reboot ==== 
  
-This event happens at alarm level before OMNI Foundry mission. All [[:mainframe_device|devices]] that are under [[:incognita|Incognita]]'s control are forced to [[:rebooting|reboot]] for 1 turn.+==== Alarm Level - Standard ==== 
 +  * All [[:mainframe_device|devices]] that are under [[:incognita|Incognita]]'s control are forced to [[:rebooting|reboot]] for 1 turn.
  
----- 
-==== Two additional Enforcers, two agents located, continous effect applied ==== 
  
-This event happens at alarm level before OMNI Foundry mission. +==== Alarm Level - Standard ==== 
-  * Two [[:guards:enforcer]] guards spawns in.+  * Two [[:guards:enforcer]] guards spawn in.
   * Two of the [[:agents]] get located by two guards.   * Two of the [[:agents]] get located by two guards.
-Additionally, continous effect is applied, where any [[:doors|door]] manipulation (open or close) on player's turn will result in a nearest guard being notified.+Additionally, two continous effects are applied. **Alarm Response** [[:daemon]] is changed to **Termination Protocol** to signify these continous effects. 
 +  * Any [[:doors|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.
  
 ---- ----
-==== Guard vision and mobility is boosted ==== +==== Alarm Level 4 - Advanced ==== 
- +[{{ :mods:programs_extended:extended_alarms:alarm_tracker_3.png?nolink|If previous effects didn't convince you to leave, this DEFINETLY will.}}]
-This event happens at alarm level 4 starting with OMNI Foundry mission.+
   * All [[:guards]] receive +25% vision range buff (both primary and peripheral).   * 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 +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|AP]].   * All [[:guards]] receive +1 (+3 on //NORMAL// or //HARD//) maximum [[:ap|AP]].
  
----- 
-==== Two additional Enforcers, two agents located, guard armor and KO resistance increased ==== 
  
-This event happens at alarm level starting with OMNI Foundry mission. +==== Alarm Level - Advanced ==== 
-  * Two [[:guards:enforcer]] spawns in. +  * Two [[:guards:enforcer]] guards spawn in. 
-  * One of the [[:agents]] gets located by a guard.+  * Two of the [[:agents]] get located by two guards.
   * All present and future [[:guards]] receive +1 [[:armor]] and +1 [[:ko_resistance| KO resistance]].   * All present and future [[:guards]] receive +1 [[:armor]] and +1 [[:ko_resistance| KO resistance]].
  
----- 
-==== Facility-wide device reboot, rebooted devices receive +2 firewalls ==== 
  
-This event happens at alarm level starting with OMNI Foundry mission. All [[:mainframe_device|devices]] that are under [[:incognita|Incognita]]'s control are forced to [[:rebooting|reboot]] for 1 turn and their [[:firewalls]] are raised to 3.+==== Alarm Level - Advanced ==== 
 + 
 +  * All [[:mainframe_device|devices]] that are under [[:incognita|Incognita]]'s control are forced to [[:rebooting|reboot]] for 1 turn and their [[:firewalls]] are raised to 3.
  
----- 
-==== Two additional Enforcers, two agents located, two continous effects applied ==== 
  
-This event happens at alarm level starting with OMNI Foundry mission. +==== Alarm Level - Advanced ==== 
-  * Two [[:guards:enforcer]] guards spawns in.+  * Two [[:guards:enforcer]] guards spawn in.
   * Two of the [[:agents]] get located by two guards.   * Two of the [[:agents]] get located by two guards.
-Additionally, two continous effects are applied:+Additionally, three continous effects are applied. **Alarm Response** [[:daemon]] is changed to **Termination Protocol** to signify these continous effects.
   * Any [[:doors|door]] manipulation (open or close) on player's turn will result in a nearest guard being notified.   * Any [[:doors|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 [[:guards:enforcer]] being [[:ko|KO]]'d will call another Enforcer guard to spawn.   * Any [[:guards:enforcer]] being [[:ko|KO]]'d will call another Enforcer guard to spawn.
mods/programs_extended/alarm_tracker.1642801790.txt.gz · Last modified: 2022/01/21 21:49 by wodzu_93