Invisible, Inc.

Invisible, Inc.

Programs Extended
Viser 101-110 af 253 forekomster
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Opdatering: 7. maj 2020 kl. 7:49

V5.23:
* Fixed wrong amount of firewalls raised displayed in Queen trigger message.
* Jammer - cleared over triggering of the subroutine.
* Made Proximal triggering conditions and mechanic more robust.
* Optic Downlink - changed PWR gain to every 2 Cameras instead of 3, still rounds down.
* Owl daemon - reduced bonus to +1 range and +10 arc (from +2 and +15).
* Overhauled alarm level 8.
* Reworked most Daemon icons to fit game style better.

Opdatering: 4. maj 2020 kl. 4:17

V5.22:
* Fixed a crash when agent tagged by Poison daemon escaped by the elevator.
* Updated Noise Scanner and PWR Amplifier subroutine icons.

Opdatering: 28. apr. 2020 kl. 12:04

V5.21:
* Fixed crash with Fractal subroutine.
* Added 19 new subroutine icons and updated Shield subroutine icon. Courtesy of Hekateras and magnificentophat. Thanks!

Opdatering: 27. apr. 2020 kl. 6:03

V5.20:
* Fixed subroutines cooldown ticking down into negative values.
* Fixed crashes with Anti Shock Grounding and Defective Tag subroutines.
* Added Overclock and Overclock+ subroutine icons.
* Suspicion Daemon no longer affects pacifist guards.

Opdatering: 25. apr. 2020 kl. 13:16

V5.19:
* Fixed several typos.
* Fixed Ping subroutine causing a crash.
* Changed PWR Leech: now its a Passive that drains 1 PWR from AI and gives it to Incognita.
* Fixed Shield subroutine triggering even when AI Core firewalls went to 0 or into the negative, preventing it from being captured.
* Added 22 subroutine icons, courtesy of Hekateras. Thank you!

Opdatering: 23. apr. 2020 kl. 15:37

V5.18:
<=== AI Interaction OVERHAUL ===>
+ New resource: Hash Keys. Player can store up to 8 by default.
* Capturing a Console grants 1 Hash Key.
+ Added 2 Acquire Hash Keys abilities to be used with Consoles.
+ Added new button that opens up AI subroutines panel. Default hotkey 'X'.
+ Added AI interactions in the AI subroutines panel.
- Removed subroutine tooltips from AI daemon tooltip. Added generic tips instead.
- Removed previous AI interaction abilities at Consoles.
* AI Core specific and generic PWR subroutines are now available together in the PWR subroutines pool.

<=== PROGRAMS ===>
* Hushpuppy PWR program: PWR cost 2 -> 1.
* Hushpuppy PWR program: Cooldown cost 4 -> 6.
* Hushpuppy PWR program: Suppression duration 3 -> 4.
* Hushpuppy PWR program: Added PASSIVE: +2 Hash Keys capacity.
* Hushpuppy PRO program: PWR cost: 2 -> N/A.
* Hushpuppy PRO program: Cooldown: 4 -> N/A.
* Hushpuppy PRO program: Pasive: No -> Yes.
* Hushpuppy PRO program: Effect: PASSIVE: +1 delay duration when delaying Proactive subroutines.
* Hushpuppy REA program: PWR cost: 2 -> N/A.
* Hushpuppy REA program: Cooldown: 4 -> N/A.
* Hushpuppy REA program: Pasive: No -> Yes.
* Hushpuppy REA program: Effect: PASSIVE: +1 delay duration when delaying Proactive subroutines.
* New Program: Decryptor.
* New Program: Network Siphon.

<=== SUBROUTINES ===>
* Alarm Synchronizer: +1 PWR per alarm levels: 3 -> 5.
* Alarm Synchronizer: Min Difficulty: 1 -> 2.
* Feedback Grid: +PWR for percentage of uncaptured devices, max 2 PWR.
* Feedback Grid: Min Difficulty: 2 -> 3.
* PWR Leech: PWR generated: 2 -> 1.
* PWR Leech: Min Difficulty: 2 -> 6.
* R.A.I.D. : Max PWR per turn: 4 -> 2.
* Soundweave: Uncaptured Sound Bugs per PWR: 2 -> 3
* Soundweave: Min Difficulty: 2 -> 4.
* Optic Downlink: +1 PWR per 2 captured Cameras -> +1 PWR per 3 uncaptured Cameras.
* Optic Downlink: Min Difficulty: 2 -> 4.
* Daemon Cluster: Rounding: up -> Down.
* Daemon Cluster: Min Difficulty: 2 -> 4.
* Counterweight: Pressure plates per PWR: 2 -> 3.
* Counterweight: Rounding: Up -> Down.
* Counterweight: Min Difficulty: 2 -> 4.
* Cyclone: AP per PWR: 5 -> 8.
* Cyclone: Min Difficulty: 2 -> 4.
* Buckler: Max Difficulty: 4 -> No limit.
* Buckler: Upper Firewall Limit: Mission Difficulty + 1 -> Mission Difficulty + 2
* Safe Mode: Min Difficulty: 2 -> 1.
* Safe Mode: PWR Cost: 3 -> 2.
* Safe Mode: Cooldown: 4 -> 2.
* Safe Mode: Triggers by distance to agents instead of randomly.
* Echo: PWR Cost: 4 -> 3.
* Echo: Min Difficulty: 3 -> 2.
* Pinpoint: PWR Cost: 4 -> 3.
* Pinpoint: AP penalty: 50% -> 0
* Ping: PWR Cost: 4 -> 3.
* Ping: Only activates if guard would hear it.
* Chiton: Min Difficulty 2 -> 3.
* Chiton: PWR Cost: 6 -> 5.
* Chiton: Cooldown: 5 -> 4.
* Chiton: Armor buff duration: Inf -> 4.
* Chiton: Targets: 1 -> All guards.
* Supervision: Min Difficulty: 2 -> 3.
* Supervision: PWR Cost: 1 -> 2.
* Supervision: Cooldown: 2 -> 3.
* Supervision: AP penalty: 100% -> 50%.
* Fractal: Min Difficulty: 2 -> 3.
* Fractal: Daemons spawned: 2 -> 1.
* Fractal: Cooldown: 2 -> 4.
* Recalibrate: Min Difficulty: 2 -> 3.
* Recalibrate: PWR Cost: 4 -> 3.
* Recalibrate: Cooldown: 2 -> 4.
* Obfuscate: Min Difficulty: 2 -> 3.
* Obfuscate: PWR Cost: 0 -> 3.
* Obfuscate: Cooldown: 1 -> 2.
* Obfuscate: Removed PWR gain.
* Heater: Min Difficulty: 2 -> 4.
* Heater: Max Difficulty: 5 -> No limit.
* Heater: PWR Cost: 4 -> 3.
* Kite: Min Difficulty: 2 -> 4.
* Kite: Max Difficulty: 5 -> No limit.
* Kite: Cooldown: 1 -> 2.
* Kite: Radius: 4 -> 5.
* Blizzard: Min Difficulty: 3 -> 4.
* Blizzard: Cooldown: 2 -> 3.
* Blizzard: AP Penalty: 2 -> 1.
* Null Pulse: Min Difficulty: 2 -> 4.
* Null Pulse: PWR Cost: 3 -> 4.
* Null Pulse: No longer creates overlapping Null Zones.
* Targe: Min Difficulty: 4 -> 5.
* Targe: Cooldown: 2 -> 3.
* Targe: Upper Firewall Limit: Mission Difficulty + 1 -> Mission Difficulty
* Targe: Firewalls Raised: 1 -> Inverse proportional to amount of devices boosted.
* Treaty: Min Difficulty: 4 -> 5.
* Treaty: PWR Cost: 5 -> 6.
* Treaty: Lockdown time: 3 -> 2.
* Fiend: Mission Difficulty: 3 -> 5.
* Fiend: PWR Cost: 2 -> 4.
* Fiend: Cooldown: 1 -> 5.
* Pavise: Min Difficulty: 4 -> 6.
* Pavise: PWR Cost: 5 -> 6.
* Pavise: Cooldown: 2 -> 4.
* Pavise: Target Priority: Lowest -> Highest.
* Pavise: Upper Firewall Limit: None -> Mission Difficulty
* Reroute: Min Difficulty: 4 -> 6.
* Phase Shift: Min Difficulty: 4 -> 6.
* Phase Shift: PWR Cost: 4 -> 5.
* Phase Shift: Cooldown: 3 -> 5.
* Bunker: Cooldown: 3 -> 4.
* Haste: PWR Cost: Variable -> 5.
* Oversight: PWR Cost: 3 -> 5.
* Oversight: Cooldown: 3 -> 4.
* Pawn: Max Difficulty: 3 -> No limit.
* Pawn: Cooldown: 1 -> 2.
* Pawn: Upper Firewall Limit: None -> 20.
* Paywall: Min Difficulty: 2 -> 1.
* Paywall: Cooldown: 0 -> 1.
* Paywall: Credit Penalty: 25% -> 50%.
* Rook: Max Difficulty: 5 -> No limit.
* Safeguard: PWR Cost: 3 -> 2.
* Safeguard: Cooldown: 1 -> 2.
* Safeguard: Reboot Time: 4 -> 6.
* Safeguard: Targeting: Random -> Closest to agent.
* Knight: Max Difficulty: 6 -> No Limit.
* Knight: Cooldown: 2 -> 3.
* Knight: Upper Firewall Limit: None -> 20.
* Circuit Breaker: PWR Cost: 2 -> 3.
* Circuit Breaker: Cooldown: 1 -> 3.
* Subterfuge: Min Difficulty: 2 -> 3.
* Subterfuge: PWR Cost: 4 -> 5.
* Subterfuge: Cooldown: 0 -> 3.
* Subterfuge: AP Penalty: 100% -> 50%.
* Sentinel: Min Difficulty: 2 -> 3.
* Sentinel: PWR Cost: 3 -> 5.
* Sentinel: Cooldown: 2 -> 3.
* Failsafe: Min Difficulty: 2 -> 3.
* Fakeout: Min Difficulty: 2 -> 3.
* Fakeout: PWR Cost: 2 -> 4.
* Electoshock: Min Difficulty: 2 -> 3.
* Electoshock: KO duration: 3 -> 1.
* Bishop: Min Difficulty: 3 -> 4.
* Bishop: Max Difficulty: 6 -> No Limit.
* Bishop: PWR Cost: 4 -> 3.
* Bishop: Upper Firewall Limit: None -> 20.
* Scanner Sweep: Min Difficulty: 3 -> 4.
* Scanner Sweep: PWR Cost: 2 -> 4.
* Speed Bump: Min Difficulty: 3 -> 4.
* Speed Bump: PWR Cost: 3 -> 4.
* Speed Bump: Cooldown: 2 -> 3.
* Speed Bump: AP Penalty: 3 -> 2.
* Queen: PWR Cost: 5 -> 4.
* Queen: Cooldown: 3 -> 4.
* Queen: Firewalls Raised: 1 -> Inverse proportional to amount of devices boosted.
* Queen: Upper Firewall Limit: None -> 20.
* Backup Protocols: Min Difficulty: 3 -> 5.
* Backup Protocols: Cooldown: 3 -> 4.
* Verify: Min Difficulty: 4 -> 5.
* Verify: PWR Cost: 3 -> 4.
* King: Min Difficulty: 5 -> 6.
* King: PWR Cost: 4 -> 6.
* King: Cooldown: 3 -> 4.
* King: Upper Firewall Limit: None -> 10.
* Hashed Crypto: Min Difficulty: 3 -> 6.
* Blockade: Min Difficulty: 3 -> 6.
* Blockade: PWR Cost: 2 -> 5.
* Terminate: PWR Cost: 6 -> 10.
* Terminate: Cooldown: 4 -> 5.
* Barrier: PWR Cost: 4 -> 5.
* Keycard: PWR Cost: 3 -> 4.
* Keycard: Cooldown: 2 -> 3.
* Padlock: Max Difficulty: 3 -> No Limit.
* PWR Efficiency: Min Difficulty: 4 -> 3.
* Overclock: Min Difficulty: 4 -> 3.
* Jammer: Min Difficulty: 2 -> 4.
* Networked Concioussness: Min Difficulty: 3 -> 4.
* EM Shielding: Min Difficulty: 3 -> 4.
* Neural Feedback: Min Difficulty: 3 -> 4.
* Video Co-Processors: Min Difficulty: 3 -> 4.
* Emergency Shutdown: Min Difficulty: 3 -> 4.
* Translocator Equipment: Min Difficulty: 2 -> 5.
* Snare Equipment: Min Difficulty: 2 -> 5.
* Anti-Shock Grounding: Effect: Ko Immune -> +1 KO Resist Every Alarm Level.

Opdatering: 12. apr. 2020 kl. 7:41

V5.17:
* Volcano program now displays current reversal bonus.
* Paywall tooltip now clarifies that cost increase applies to base item value.
* Fixed several AI subroutines, that trigger on motion, from triggering by things like peeking or grenade throws.
* Reactive firewall raising subroutines will not trigger if targeted device has at least 50 firewalls.
* Treaty subroutine now also shuts down enemy AI, with exception of Enhancements.
* Updated text for AI Scaling generation option to correctly inform about scaling offset by initial appearance day.

Opdatering: 6. apr. 2020 kl. 6:40

V5.16:
* Hostile AI will now scale from 1 program up, regardless when in appears. Exception is OMNI missions.
* Bio-Coprocessors generates 1 PWR for every 3 guards istead of two.
* Fixed missing string in alarm description.

Opdatering: 30. mar. 2020 kl. 10:53

V5.15:
* Fixed Static Shock subroutine.

Opdatering: 28. mar. 2020 kl. 14:33

V5.14:
* Fixed Chiton AI subroutine.