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mods:programs_extended:hostile_ai

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Counterintelligence AI

Counterintelligence AI is active, represented as a Daemon on the right side of the screen. This is a feature of Programs Extended mod that introduces new mechanic to the game - hostile artificial intelligence. This is a perpetual Daemon that installs on first enemy turn of the mission and lasts until mission ends. Unlike all other Daemons, AI effects are not fixed, and instead are dependent on what set of Subroutines AI has. Player will have to adapt to different situations, of which there are many - AI could improve firewalls, buff guards, debuff or even attack agents, both proactively or in responce to agency actions. Additionally, Subroutines are not initially known to the player and require identification, adding element of uncertainity until more information can be revealed.

Campaign Options

When creating a new campaign, player can choose one of the following options under Hostile AI - Starting Difficulty setting:

  • DISABLED - hostile AI is disabled and won't appear at all. Default setting.
  • OMNI ONLY - hostile AI will only appear in 2 story missions with OMNI.
  • (NUMBER) - choosing a number option will make AI start appearing at specified mission difficulty. Available range is 1 to 5.

If a number option was chosen, additional setting will appear, called Hostile AI - Scaling. This setting lets player choose the upper limit on Subroutines AI can have in each mission, ranging from 1 to 15. This limit does not apply to AI in OMNI missions which have a fixed amount of Subroutines. Default limit is shown in the table below.

Difficulty Default Subroutine Limit
Beginner 4
Experienced 6
Expert 8
Expert+ 12
Endless 8
Endless+ 12
Time Attack 8

Difficulty Scaling

AI will scale amount of Subroutines it has according to following formula:

Mission Difficulty - Starting Difficulty + 1

Additionally, each corporation has different amount of each type of subroutines (PWR, Proactive, Reactive, Enhancement) within that subroutine limit, specified in table below.

FTM 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
PWR 0 0 0 1 1 1 1 1 1 1 2 2 2 2 2
Proactive 1 1 1 1 2 2 2 3 3 3 3 4 4 4 5
Reative 0 1 1 1 1 2 2 2 3 3 3 3 4 4 4
Enhancement 0 0 1 1 1 1 2 2 2 3 3 3 3 4 4
K&O 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
PWR 0 0 0 1 1 1 1 1 1 1 2 2 2 2 2
Proactive 1 2 3 3 4
Reative 1 2 3 3 4
Enhancement 1 2 3 3 4
Plastech 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
PWR 0 0 0 1 1 1 1 1 1 1 2 2 2 2 2
Proactive 1 2 3 3 4
Reative 1 2 3 3 4
Enhancement 1 2 3 3 4
Sankaku 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
PWR 0 0 0 1 1 1 1 1 1 1 2 2 2 2 2
Proactive 1 2 3 3 4
Reative 1 2 3 3 4
Enhancement 1 2 3 3 4

Hash Keys

Internationale ready take Hash Keys from a Console. 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. Player can acquire Hash Keys in following ways:

  • Capturing a Console will grant 1 Hash Key, provided that hostile AI is present.
  • Using Acquire Hash Keys (Single) ability at a Console will provide 1 Hash Key and reboot Console for amount of turns determined by agent's Hacking skill. Using this ability requires at least Hacking skill of 2.
Hacking skill level Reboot time (turns)
2 4
3 3
4 2
5 1
  • Using Acquire Hash Keys (Multiple) ability at a Console will provide Hash Keys based on Hacking skill of the agent. This will permanently shut down the Console. Requires at least Hacking skill of 3.
Hacking skill level Hash Keys gained
3 2
4 3
5 4

Additionally maximum storage of Hash Keys can be increased by acquiring Decryptor program or any of the Hushpuppy line of programs.

Interaction

mods/programs_extended/hostile_ai.1643122446.txt.gz · Last modified: 2022/01/25 14:54 by wodzu_93