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mods:programs_extended:hostile_ai [2022/01/25 17:49] – [Hash Keys] Fixed typo. wodzu_93 | mods:programs_extended:hostile_ai [2022/09/11 14:01] (current) – Updated hash key effect on PWR subroutines wodzu_93 |
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===== Hash Keys ===== | ===== Hash Keys ===== |
[{{ :mods:programs_extended:hostile_ai:hostile_ai_console.png?nolink&200|Internationale ready to take Hash Keys from a Console.}}] | [{{ :mods:programs_extended:hostile_ai:hostile_ai_console.png?nolink&200|Internationale ready to take Hash Keys from a Console.}}] |
[[:incognita|Incognia]] has access to a new resource called **Hash Keys**. This resource is required to interact with hostile AI in several ways. Mission always starts with no hash keys stored, and a maximum storage of 8. Operator can acquire hash keys in following ways: | [[:incognita|Incognita]] has access to a new resource called **Hash Keys**. This resource is required to interact with hostile AI in several ways. Mission always starts with no hash keys stored, and a maximum storage of 8. Operator can acquire hash keys in following ways: |
* Capturing a Console will grant 1 hash key, provided that hostile AI is present. | * Capturing a Console will grant 1 hash key, provided that hostile AI is present. |
* Using {{:mods:programs_extended:hostile_ai:hostile_ai_action1.png?nolink|Acquire Hash Keys (Single)}} ability at a [[:console]] will provide 1 hash key and [[:rebooting|reboot]] that console for amount of turns determined by [[:agent]]'s [[:skill#hacking]] skill. Using this ability requires at least [[:skill#hacking]] skill of 2. | * Using {{:mods:programs_extended:hostile_ai:hostile_ai_action1.png?nolink|Acquire Hash Keys (Single)}} ability at a [[:console]] will provide 1 hash key and [[:rebooting|reboot]] that console for amount of turns determined by [[:agent]]'s [[:skill#hacking]] skill. Using this ability requires at least [[:skill#hacking]] skill of 2. |
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AI spends PWR by activating proactive and reactive subroutines it has. | AI spends PWR by activating proactive and reactive subroutines it has. |
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| PWR can be removed by the player as well, with following methods: |
| * By using **Drain AI PWR** {{ :mods:programs_extended:hostile_ai:icon-action_chargeweapon_small.png?nolink|}} action at the console. This will remove 3 PWR from the AI and reboot the [[:console|Console]] for 3 to 5 turns, based on [[:skill#hacking|Hacking]] skill of the agent. |
| * By using specific Incognita [[mods:programs_extended:programs|programs]]. |
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==== Subroutines ==== | ==== Subroutines ==== |
Operator can see subroutines AI has by clicking on the red button next to Access [[:incognita|Incognita]] button, or use a keybind (//Z// by default, rebindable in options menu). However, there is a catch. All subroutines start **unidentified**, with their icon being **???**. To identify a subroutine, click on it while having at least 1 [[:mods:programs_extended:hostile_ai#hash_keys|hash key]] available. This will spend that key and identify that subroutine permanently. Alternatively, if operator does not have any hash keys, subroutines can be guessed by careful observation of the level. | Operator can see subroutines AI has by clicking on the red button next to Access [[:incognita|Incognita]] button, or use a keybind (//Z// by default, rebindable in options menu). However, there is a catch. All subroutines start **unidentified**, with their icon being **???**. To identify a subroutine, click on it while having at least 1 [[:mods:programs_extended:hostile_ai#hash_keys|hash key]] available. This will spend that key and identify that subroutine permanently. Alternatively, if operator does not have any hash keys, subroutines can be guessed by careful observation of the level. |
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Each time a subroutine activates, [[:incognita|Incognita]] will warn you about about it with a yellow text message. If subroutine in question is identified, operator will receive detailed message about what subroutine it was and what it did. Otherwise message will be a generic warning that may clue you in, by comparing the state of the level before and after the message. | Each time a subroutine activates, [[:incognita|Incognita]] will warn you about it with a yellow text message. If subroutine in question is identified, operator will receive detailed message about what subroutine it was and what it did. Otherwise message will be a generic warning that may clue you in, by comparing the state of the level before and after the message. |
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While programs can be roughly categorized as [[:programs#generators|generators]], [[:programs#breakers|breakers]] and [[:programs#utilities|utilities]], subroutines have formal categories that determine several of key properties. | While programs can be roughly categorized as [[:programs#generators|generators]], [[:programs#breakers|breakers]] and [[:programs#utilities|utilities]], subroutines have formal categories that determine several of key properties. |
These subroutines are always passive, and operate without any costs. Their only purpose it to generate PWR for the AI. However, most PWR subroutines are conditional, and operator can negate that generation by forcing that condition to become false, most of the time. PWR is generated at start of enemy turn, although there are exceptions. | These subroutines are always passive, and operate without any costs. Their only purpose it to generate PWR for the AI. However, most PWR subroutines are conditional, and operator can negate that generation by forcing that condition to become false, most of the time. PWR is generated at start of enemy turn, although there are exceptions. |
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Operator can spend 1 [[:mods:programs_extended:hostile_ai#hash_keys|hash key]] to delete up to 3 PWR from AI by clicking on the subroutine icon after it's been identified. | Operator can spend 1 [[:mods:programs_extended:hostile_ai#hash_keys|hash key]] to add 2 turns of cooldown, temporarily disabling that subroutine, by clicking on the subroutine icon after it's been identified. |
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=== Proactive Subroutines === | === Proactive Subroutines === |