Invisible, Inc.

Invisible, Inc.

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Advanced Guard Protocol
   
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5.981 MB
Dec 5, 2015 @ 10:31am
Sep 1 @ 6:51am
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Advanced Guard Protocol

Description
Advanced Guard Protocol (formerly known as Challenging Enemies Mod) adds several new guards, both low and high level.

This mod was originally released on the Invisible, Inc. forum August the 23rd as a hard mod but this is the first time it is available on the steam workshop.

It was originally designed to be a very difficult mod but has been rebalanced to more standard difficulty levels.

The mod adds:
At least two unique guards for each corporation
Alternate versions of default security guards
New tier 2 Elite guards
New OMNI guards
System admins(Pacifists that will try to recapture hacked devices)
New enforcers

In addition to that, the mod also adds lots of guard-related generation options, like extended patrol routes, allowing guards to open locked doors, and scaling the number of guards in midway and final missions depending on how long your campaign is. These additions are all optional and can be individually disabled.

And finally, if think the game is too easy we have the solution for you... or special "HARD MODE" where every guard is faster, smarter and deadlier, all for your masochistic needs.
(Using hard mode requires you to have the Sim Constructor installed, which can be found here: http://steamcommunity.com/workshop/filedetails/?id=580661011)

Forum topic on the mod
http://forums.kleientertainment.com/topic/71636-mod-advanced-guard-protocol/

Feel free to discuss the mod on our Discord: https://discordapp.com/invite/aQrXEse
Popular Discussions View All (5)
5
Feb 18 @ 12:05am
[Bug Report] Final Mission Can't Be Completed
juliusand1
7
Feb 10 @ 4:41am
[Bug Report] Vanishing HUD renders mission unplayable
Battlewaffles
3
Oct 11, 2017 @ 6:45pm
[Bug Report] Game crash/freeze when alerted guard looks around
Ziel
< >
138 Comments
cyberboy2000  [author] Aug 31 @ 12:46pm 
It does. If you use the campaign length option to make it less than 72 hours.
NoobSlayer5000 Aug 31 @ 12:14pm 
alright, might want to remove the part that says it makes shorter campaigns easier from the tooltip then.
cyberboy2000  [author] Aug 30 @ 11:22pm 
Rebalanced Omni doesn't change the difficulty in a normal-length campaign. But with the extended campaign the final mission becomes harder.
NoobSlayer5000 Aug 30 @ 10:20am 
does anyone know what "re-balanced omni" does? Just played a game without extended campaign and I am wondering how much easier it made it (expert plus, but custom cos extended campaign is off in case difficulty affects the setting)?
eXalted Feb 11 @ 8:40am 
Another report here. During the enemy turn:

Loading traceback:
game/sim/simunit.lua:57: SYSTEM ADMIN

stack traceback:
[C] in function 'assert'
game/sim/simunit.lua:57 in function 'getID'
game/sim/btree/situation.lua:8 in function 'hasUnit'
game/sim/aiplayer.lua:569 in function 'findExistingFleeSituation'
game/sim/aiplayer.lua:576 in function 'createOrJoinFleeSituation'
game/sim/aiplayer.lua:299 in function 'updateSenses'
workshop-569390373/aiplayer.lua:151 in function 'tickBrain'
game/sim/aiplayer.lua:417 in function 'thinkHard'
game/sim/engine.lua:2109 in function 'applyAction'
game/client/states/state-loading.lua:149 in function <game/client/states/state-loading.lua:91>
eXalted Feb 10 @ 1:46pm 
Refreshed mods and my save game loaded without any problems. Thank you!
Zorxon Feb 10 @ 7:40am 
After refreshing the mod, my savefile was slightly corrupted (rooms without agents were rendered undiscovered), but I assume this won't affect any further playthroughs.

I tried to run into the exact same situation again, using different methods to knock out the guards, and the bug did not occur again. Thanks for all your amazing work!
cyberboy2000  [author] Feb 10 @ 4:36am 
Thanks for the report, it should be fixed now.
Zorxon Feb 9 @ 1:49pm 
It definitely fits the observations that the game does not continue because a AGP-related guard fails to enter the Alert Stance when waking up after being KO'ed.
Zorxon Feb 9 @ 1:49pm 
game/client/strict.lua:26: variable 'unit' is not declared

stack traceback:
[C] in function 'assert'
game/client/strict.lua:26 in function <game/client/strict.lua:24>
workshop-569390373/passive_abilities.lua:405 in function 'onTrigger'
game/sim/engine.lua:1923 in function 'triggerEvent'
game/sim/simunit.lua:442 in function 'setAlerted'
game/sim/aiplayer.lua:293 in function 'updateSenses'
game/sim/aiplayer.lua:627 in function 'processReactions'
game/sim/engine.lua:1262 in function 'processReactions'
game/sim/simunit.lua:1355 in function 'tickKO'
game/sim/simunit.lua:1908 in function 'onEndTurn'
game/sim/engine.lua:2036 in function 'endTurn'
game/sim/aiplayer.lua:448 in function 'thinkHard'
game/sim/engine.lua:2109 in function 'applyAction'
game/client/states/state-game.lua:362 in function <game/client/states/state-game.lua:359>