Invisible, Inc.

Invisible, Inc.

Advanced Guard Protocol
Showing 61-70 of 83 entries
< 1 ... 5  6  7  8  9 >
Update: Mar 16, 2017 @ 2:00pm

Fixed pathfinder ending one tile short if a guard would only move orthogonally for one turn
Fixed stationary guard patrols not being generated when extended patrols were off
Fixed new Sankaku Guards not spawning through elevators
New Omni Guards can now be "the last" human guard in Sankaku levels
Neurostim Brain Implant has been tweaked, and consecutive triggers give diminishing effect
Drone Engineers now work slightly differently, as to not flood levels with low-tier drones
Holographic Pinpointing now remains even if the turn is ended while seen by the Sharpshooter
Spawn chance of Omni Hacker increased slightly
Elite Support Guard has been removed, Elite Sharpshooter has been added


Update: Feb 28, 2017 @ 5:37am

Sharpshooter has been reworked
Reduced PSI and Elite PSI ap
Fixed Elite Thor having no sound effect for adaptive hardening
Fixed Alarm State Synchronization cancelling out other ap increasing effects
Fixed Quantum Uplink effects lingering after using a rewind
Fixed new Omni guards not spawning outside Omni levels
Added sound effects for Regenerative Nanocells, Neurostim Brain Implant, Drone Reactor Booster and Alarm State Synchronization

Update: Feb 8, 2017 @ 12:17pm

Fixed Electrical Interference Issue
Fixed compability between Electrical Interference and Pulse Daemon
Fixed drones placed by Drone Engineers having no patrol
Fixed final mission error
Minor patrol generation fix
Drone Reactor Booster now works by modifying drones' max mp instead of mp. The consequence is that observing their movements now shows the distance they will actually go instead of how far they would go if their reactor was not boosted
Tiles that are behind cover but in sight of Sharpshooters now show up as watched instead of hidden, and tiles behind cover but in sight of Surveillance Security show up as noticed
Cooperative pathfinder is now unbound, meaning observe and tag will show guards' complete path even if they have very high mp.

Update: Jan 24, 2017 @ 11:03pm

Fixed crash

Update: Jan 23, 2017 @ 9:05am

Added Ghost unit and their elite variant
Added Thor unit and their elite variant
Added OMNI Hunter

New loot drops for most guards
In hard mode, Augmented and Advanced Security benefit from rising firewalls even when fully hacked
Tsukumogami 2.0 starts with magnetic reinforcement
Fixed Silent Sprint Pads not making moving silent for Elite Assault
Improved performance of patrol generation
In hard mode scan grenades can be thrown from close range
Elite Engineers now may be accompanied by a Support Drone instead of an Obake Drone

Update: Dec 26, 2016 @ 11:54am

Update: Dec 26, 2016 @ 11:22am

Small performance tweaks

Update: Dec 26, 2016 @ 11:11am

Patrol generation algorithm improved.
Electrical Interference, Mainframe Support and Long Range Sensors now stop when their owner is KOd.

Update: Dec 1, 2016 @ 4:54am

Added new portraits and builds(by me for the first time aside from drones :D) for Elite Interferer and Elite Engineer

Renamed Sniper to Sharpshooter
Renamed Scan Guard to Security Guard

Elite Engineer now has armor

Fixed crash upon guards spawning through elevators when guards per level are set to NONE

Update: Nov 12, 2016 @ 9:42am

Added Prototype Security.
Added Sprinter.
Added Scan Guard.
Added Support Drone.
Added new Augmented Security sounds.
Added effects for Mainframe Support.

Hackers now recapture up to two devices per turn in hard mode.
Ultrasonic Echolocation now only detects moving agents.
Reduced Super Heavy Security armor.
Reduced Drone Reactivator Core range.
Reduced OMNI Hacker's null zone range.
Regenerative Nanocells now works on all deaths, not just by guns.
Elite Engineers now come with an Obake Drone instead of an elite drone.
Armored guards other than "regular" elites and heavys no longer gain ko resistance in hard mode.
Enemy fov can now exceed 180°, only affects Augmented Security outside of hard mode.
Reduced Augmented Security vision per firewall, but increased maximum vision.

Fixed missing tooltips.
Fixed OMNI Hacker's null zone description showing erroneously.
Fixed guards being targetable with buster chips.
Fixed patrol change crash.
Fixed daemons not invoking on units with Failsafe Protection.
Fixed Tsukumogami and Tsukumogami 2.0 portraits.
Fixed Augmented Security Firewalls going below 0 (again, and hopefully for the last time)