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mods:programs_extended:alarm_tracker [2022/01/21 22:35] – Fixed typos, added mention of periodical scans to alarm 8 effects. wodzu_93mods:programs_extended:alarm_tracker [2022/01/22 15:05] (current) – Merged tables, reworked alarm effect headers. wodzu_93
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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, two continous effects 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: +
-^ Alarm Level ^ Effect |+
 | 1 | Additional guard patrol, [[:daemons:countermeasures|Countermeasures]] Daemon | | 1 | Additional guard patrol, [[:daemons:countermeasures|Countermeasures]] Daemon |
 | 2 | Firewalls increase +2 | | 2 | Firewalls increase +2 |
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 | 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, three 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 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.+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 ====+==== Alarm Level 4 - Standard ====
 [{{ :mods:programs_extended:extended_alarms:alarm_tracker_2.png?nolink|When this shows up, seriously consider getting your agents out of the facility.}}] [{{ :mods:programs_extended:extended_alarms:alarm_tracker_2.png?nolink|When this shows up, seriously consider getting your agents out of the facility.}}]
-This event happens at alarm level 4 before OMNI Foundry mission. 
   * 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 ==== +==== Alarm Level 6 - Standard ==== 
- +  * Two [[:guards:enforcer]] guards spawn in.
-This event happens at alarm level 6 before OMNI Foundry mission. +
-  * Two [[:guards:enforcer]] guards spawns 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 ====+==== Alarm Level 7 Standard ==== 
 +  * All [[:mainframe_device|devices]] that are under [[:incognita|Incognita]]'s control are forced to [[:rebooting|reboot]] for 1 turn.
  
-This event happens at alarm level 7 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 8 - Standard ==== 
-==== Two additional Enforcers, two agents located, continous effect applied ==== +  * Two [[:guards:enforcer]] guards spawn in.
- +
-This event happens at alarm level 8 before OMNI Foundry mission. +
-  * Two [[:guards:enforcer]] guards spawns 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, 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.   * 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.   * Each time new alarm level would be reached, all agents are located.
-  * **Alarm Response** [[:daemon]] is changed to **Termination Protocol** to signify these continous effects. 
  
 ---- ----
-==== 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.}}] [{{ :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//.
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-==== Two additional Enforcers, two agents located, guard armor and KO resistance increased ==== +==== Alarm Level 6 - Advanced ==== 
- +  * Two [[:guards:enforcer]] guards spawn in.
-This event happens at alarm level 6 starting with OMNI Foundry mission. +
-  * Two [[:guards:enforcer]] spawns 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 [[: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 ==== +==== Alarm Level 7 Advanced ====
- +
-This event happens at alarm level 7 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.+
  
 +  * 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, three 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.   * 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.
-  * **Alarm Response** [[:daemon]] is changed to **Termination Protocol** to signify these continous effects. 
mods/programs_extended/alarm_tracker.1642804557.txt.gz · Last modified: 2022/01/21 22:35 by wodzu_93