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mods:programs_extended:subroutines

Subroutines

This article lists all subroutines available to Counterintelligence AI in Programs Extended mod.


PWR Subroutines

All of PWR subroutines are passive, do not have PWR costs and do not have cooldown. PWR is generated at beginning of enemy turn, unless stated otherwise.

Incognita Action: Spend 1 Hash Key to increase subroutine cooldown by 2.

Icon Name Min AI Difficulty Corporation Effect
Alarm Synchronizer 4 Common +1 PWR if 0 < ALARM LEVEL < 5. +2 PWR if ALARM LEVEL >= 5.
PWR Amplifier 4 Common Generate 1 PWR as long as 1 AI PWR Core object remains uncaptured.
Feedback Grid 5 Common +PWR for percentage of uncaptured devices, max 2 PWR.
R.A.I.D. 5 Common +PWR equal to difference in PWR of Incognita and AI, max 2 PWR.
Switch 6 Common +2 PWR when alarm level is odd. Functional past max alarm level.
Soundweave 6 Sankaku +1 PWR for every 2 uncaptured Sound Bugs (rounded down).
Optic Downlink 6 FTM +1 PWR for every 2 uncaptured Cameras (rounded down).
Daemon Cluster 6 Plastech +1 PWR for every 3 Daemons on mainframe devices (rounded down).
Counterweight 6 Neptune +1 PWR for every 2 uncaptured Pressure Sensors (rounded down).
Cyclone 6 K&O +1 PWR for every 10 AP spent by agents this turn (rounded down).
Terminal Link 7 Common +1 PWR for every 2 uncaptured Consoles (rounded down).
PWR Leech 7 Common +1 PWR for every 1 PWR drained from Incognita.
Direct Feed 1 OMNI Generates PWR equal to hacked firewalls.
Generator 1 OMNI +2 PWR per turn.
Bio-Coprocessors 1 OMNI +1 PWR for every 3 non-KOed guards (rounded down).

Proactive Subroutines

Incognita Action: Spend 1 Hash Key to increase subroutine cooldown by 1.

Icon Name Min AI Difficulty Corporation PWR Cooldown Effect
Buckler 1 Common 2 1 Raises firewalls on objects by 1.
Safe Mode 1 Common 2 2 Reboots all Nanofabs and Server Terminals for 3 turns.
Blowfish 2 Common 3 2 Raises alarm by 1.
Echo 2 Common 3 2 Reboots a device.
Semaphore 2 Common 3 2 Add 1 cooldown to one Incognita program.
Pinpoint 3 Common 3 3 Relays random agent's position to security.
Ping 3 Common 3 2 Emits sound at all agents locations. Range: 4
Chiton 3 K&O 5 4 Raises armor of all guards by 1 for 4 turns.
Supervision 3 FTM 2 3 Affected Camera cannot be hacked for 2 turns.
Fractal 3 Plastech 4 4 Create a Daemon on a device.
Recalibrate 3 Sankaku 3 4 Recaptures all captured Sound Bugs.
Obfuscate 3 Neptune 3 2 Removes a T.A.G. from a guard.
Heater 4 Common 3 2 Raises firewalls on objects by (PWR/5, rounded up).
Kite 4 Common 3 2 Raises firewalls in a radius of 5 around and including target object by 1.
Blizzard 4 Common 4 3 Reduces AP of all agents by 1.
Null Pulse 4 Common 4 4 Target gains 'NULL ZONE' ability, 4 tile range.
Vampire 4 Common 7 2 Reduce 1 PWR capacity from Incognita and increase it by 1 for AI.
Proxy Scanner 4 Common 4 3 Relay position of an agent within 2 tiles of any guard at start of enemy turn.
Targe 5 Common 5 3 Raises firewalls on objects of the same type. Amount inversely proportional to object count.
Treaty 5 Common 6 3 Disables both Incognita and itself for 2 turns.
Fiend 5 Common 4 5 Disables an Incognita program.
Shield 5 Common 5 2 Add 1 Dermal Armor to a random guard.
Install 5 Common 6 3 Install a random Daemon.
Pavise 6 Common 6 4 Doubles firewalls on objects.
Reroute 6 Common 5 5 Changes guard patrols.
Phase Shift 6 Common 5 4 Teleports a guard to or adjacent to his interest point.
Telestrike 6 Common 5 3 Attack an agent with a Flash Grenade. Unusable before alarm level 1.
Jumpstart 7 Common 3 2 Reboot 1 captured AI PWR Core and raise its firewalls by 3.
Bunker 1 OMNI 8 4 Raises all firewalls by 1.
Haste 1 OMNI 5 4 Increases AP of all guards by 4 for 4 turns. When used with buff already active, +1 AP instead and refresh buff duration.
Oversight 1 OMNI 5 4 Sends a guard to investigate current objective room.
Static Shock 1 OMNI* 5 2 KO agent within 1 tile range of any active mainframe device for 1 turn.

*Mainframe Only


Reactive Subroutines

Incognita Action: Spend 1 Hash Key to increase subroutine cooldown by 1.

Icon Name Min AI Difficulty Corporation PWR Cooldown Effect
Pawn 1 Common 2 2 Reinforces broken firewalls by 1.
Safeguard 1 Common 2 2 When a Console is used, reboots another one for 6 turns.
Rook 2 Common 3 2 After breaking a firewall, swaps firewalls with another device.
Queue 2 Common 3 2 When device is captured, increase cooldown of Incognita program by 2. Effect changed to +1 cooldown next turn if currently equipped program had been affected.
Circuit Breaker 2 Common 3 3 Using a Console will draw the attention of a guard.
Process 3 Common 4 4 Drain 8 PWR from Incognita when agent is Overwatched.
Knight 3 Common 4 3 Raises firewalls by 2 around and including hacked device in a 3 tile radius.
Noise Scanner 3 Common 3 2 Raises alarm by 1 when sound is made during player's turn.
Subterfuge 3 FTM 5 3 Drains half AP from an agent caught by a Camera.
Sentinel 3 K&O 5 3 Turrets turn to face an agent when they step within 3 tiles of it.
Failsafe 3 Sankaku 3 2 Capturing a Drone will send another guard to investigate.
Fakeout 3 Plastech 4 3 Shuffle known Daemon when capturing a device.
Electroshock 3 Neptune 6 4 KO agent opening any container object for 1 turn.
Bishop 4 Common 3 3 Reinforces broken firewalls by PWR/5, rounded up.
Scanner Sweep 4 Common 4 2 Door, movement and noise distractions will set guard's peripheral vision arc to 180* until cooldown expires.
Speed Bump 4 Common 4 3 Agents opening a door lose 2 AP.
Queen 5 Common 4 4 Raises firewalls on all devices of the same type as the one hacked. Amount inversely proportional to device count.
Backup Protocols 5 Common 5 4 Calls in a guard when another is alerted or killed.
Verify 5 Common 4 2 Door, movement and noise distractions will increase the max AP of that guard by 1.
Daemon Nest 5 Common 4 3 When firewall is hacked, installs a Daemon from that device and creates a new one in its place.
Clone 5 Common 6 3 Duplicates any installed Daemon.
King 6 Common 6 4 Reinforces broken firewalls by doubling remaining value.
Hashed Crypto 6 Common 4 0 Opening any container object reduces credits in all Safes by 25%.
Blockade 6 Common 5 4 Opening a door sends a guard to block that door.
Terminate 1 OMNI 10 5 Guard skips Overwatch.
Barrier 1 OMNI 6 3 When a guard is killed or KO'd, add 1 Dermal Armor to all remaining guards.
Keycard 1 OMNI 4 3 Drains 2 PWR from Incognita when door is opened.
Synchronized Firewalll 1 OMNI* 3 2 Reinforces broken firewalls by amount equal to current alarm level.

*Mainframe Only


Enhancement Subroutines

Enhancements are always passive, cost no PWR and have no cooldown. Effects are either always active, or require a trigger like reative subroutines.

Incognita Action: Spend 2 Hash Keys and 1 PWR to progress towards deletion of the subroutine. Do it 4 times total to delete the subroutine.

Icon Name AI Difficulty Corporation Effect
Padlock 1+ Common PASSIVE: Locks all unlocked Security Doors every turn.
Paywall 1+ Common PASSIVE: Item costs in Nanofabs increased by 100%.
T.A.G. Downlink 2+ Common PASSIVE: Drain 1 PWR from Incognita for each tagged guard every turn. Informant tags are exempt.
Defective T.A.G. 2+ Common PASSIVE: +4 AP for tagged guards.
Password 3+ Common PASSIVE: Hash Key capacity -6.
Extension 3+ Common PASSIVE: Daemon duration +1.
Jammer 3+ Common PASSIVE: Breaking a firewall makes that device immune to hacking. Applies to most recently hacked device.
Networked Consciusness 3+ Plastech PASSIVE: All guards have CONSCIOUSNESS MONITOR, raising alarm when KO'ed.
EM Shielding 3+ Sankaku PASSIVE: All devices have 'MAGNETIC REINFORCEMENT', making them EMP resilient.
Neural Feedback 3+ K&O PASSIVE: On guard KO, increase armor of KO guard by 1.
Video Coprocessors 3+ FTM PASSIVE: All human guards have 'ULTRAVIOLET SPECTROMETER', detecting cloaked agents.
Emergency Shutdown 3+ Neptune PASSIVE: Permanently turns off Consoles used to counter AI.
Blackout 4+ Common PASSIVE: Vision radius of agents reduced to 3 tiles.
Translocator Equipment 4+ Common PASSIVE: Several guards are equipped with Translocator Grenades.
Snare Equipment 4+ Common PASSIVE: Several guards are equipped with Snare Grenades.
Proximal 5+ Common PASSIVE: Pickpocketing a guard makes him turn towards an agent.
Anti-Shock Grounding 5+ Common PASSIVE: Each alarm level raise guard KO resistance by 1.
Accumulator 6+ Common PASSIVE: +10 PWR storage. Proactive routines are more likely to trigger.
PWR Efficiency 6-8 Common PASSIVE: Proactive and Reactive subroutines cost 1 PWR less.
Overclock 6-8 Common PASSIVE: Proactive and Reactive subroutines cooldown is shorter by 1 turn.
PWR Efficiency+ 9+ Common PASSIVE: Proactive and Reactive subroutines cost 2 PWR less.
Overclock+ 9+ Common PASSIVE: Proactive and Reactive subroutines cooldown is shorter by 2 turns.
Extension+ 9+ Common PASSIVE: Daemon duration +2
Self-Evolving Programming 1+ OMNI PASSIVE: Each alarm level, create new random subroutine.
Chill 1+ OMNI* PASSIVE: Agent maximum AP reduced by 3.
Catalyst 1+ OMNI* PASSIVE: Subroutine PWR cost and cooldown reduced by 3. +5 PWR storage.

* Mainframe Only

mods/programs_extended/subroutines.txt · Last modified: 2023/08/22 20:02 by wodzu_93