Invisible, Inc.

Invisible, Inc.

Encroaching Danger - +Difficulty Mod
Viser 1-10 af 15 forekomster
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Opdatering: 10. jan. 2023 kl. 13:17

v1.0.1

  • Properly handle the case when a backstab occurs before the first zone becomes visible.

Opdatering: 29. dec. 2022 kl. 2:08

v1.0.0 (Time for some UX polish)

  • Mod icon.
  • Royale Flush daemon icon. (Several, actually. Spades = Standard, Clubs = Classic, Diamonds = Both/(D)oubleTrouble, Hearts = Fewer penalties than either preset. "+" in the top-right corner = the red zone locates you at the end of your turn)
  • Replaced the "Daemon Installed" modal and sfx with a custom UI event for zone advance / all-in. Briefly displays a warning box that slides out from the daemon entry on the right.
  • Declare Mod ID in modinfo for mod managers.

Opdatering: 28. nov. 2022 kl. 11:08

v0.14.0

  • Rename mod to "Encroaching Danger".
  • Rename penalty sets to Standard/Standard+/Classic for clarity.

Opdatering: 28. nov. 2022 kl. 11:05

Opdatering: 25. sep. 2022 kl. 23:55

v0.13.2

* Additional new preset SE+: In the red zone, agents are located immediately at the end of your turn.
* SE+ is the default for Expert+/Endless+. SE is the default otherwise.
* Added options for custom penalties to configure the agent locator for "next turn" or "immediately".

Opdatering: 19. sep. 2022 kl. 23:50

v0.13.1

* More options and a new default set for zone penalties:
* Scanner (Actions in the zone notify guards)
* YELLOW: alarmed doors, alarmed safes
* RED: + guard transponders, agent locator
* Classic (Penalties for ending turn in the zone)
* YELLOW: -2AP
* RED: -4AP, disarm, agent locator
* Custom (expands the dials for all the penalties)

Opdatering: 5. sep. 2021 kl. 22:51

v0.12.1

* alwaysRed rooms no longer count against the "final (safe) size" total. For simplicity, alwaysSafeRooms are also exempt.

Opdatering: 5. sep. 2021 kl. 15:04

v0.12.0

* Added compatibility with Hallway Hell (externally-spawned elevators are now always Red zones)
* Modders: adding `backstab_alwaysRed` or `backstab_alwaysSafe` to a prefab room's tags should allow forcing the room to be permanently red zone or safe zone, respectively.

Opdatering: 24. apr. 2021 kl. 0:12

v0.11.0:

* Option to reverse the penalty zone progression when only one agent is left

Opdatering: 15. apr. 2021 kl. 23:17

v0.10.0:
* Neutralized agents (dead or pinned by guard) are no longer located in the red zone.
* KOed agents without a chaperone are fair game
* Red zone locator alerts are considered "scanned" if the guard already has a "scanned" interest on that tile.
* Enforcers will still throw grenades initially, but if the locator overrides a scan grenade result then it won't prompt an additional scan.
* Additional option for the red zone locator to fire immediately at the end of the player turn.
* Default value for red zone locator is start of the next turn (previously, disabled).