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Reporting that sometimes there's an inconsistency with Shroud when I rewind. Sometimes hacking into drones do not result in raising the alarm (after the drone reboots). But sometimes it does.
One strange case is in this save. I hacked into drone, and after it shuts down (before it reboots), I destroyed it with EMP. However after I rewinded, the drone is still alive, and the alarm has been raised. Please find links below.
Log: https://pastebin.com/0UJcfU8J
Save: https://paste.myconan.net/504617
Thanks for checking this mod out :D
Offer an additional setting of Shroud where instead of normal alarm increment returning when alarm is increased for any reason, it starts rising only after an agent is seen by an enemy or a camera. This would be super easy to implement since sim:getStats().times_seen already keeps track of whether that's happened in the mission, for the purposes of the Ghost Moves achievement. (Of course, you'd also want to add a few extra things like a body being found, etc.)
Also shroud no longer shows up in shops. This might affect ongoing missions.
it's fine as it is, , don't think it needs any major changes.
For example you could use the fairly broken combo of rapier (which is also avaliable at the start) along with shroud and you power becomes much less of a problem.
I think a lot of the balancing ideas you've gotten in the comments would do wonders in making this a more interesting program to use. Such as causing terminals to trigger the alarm
Overall it's a really cool mod, but I do hope to one day see it better balanced.
In fact, when I try to download it again now, the install bar is empty and stays that way.
I would like a downgraded version of Shroud that, rather than stop the alarm tracker entirely, slows it down to maybe only 1 alarm advance per 3 turns until discovered, so the player can't just freely farm power and cooldowns.
Balance ideas:
a) Alarm tracker speed doubled once active
b) Hacking terminals for PWR triggers the alarm
While I think that Shroud is too powerful in the hands of an experienced player who rarely makes mistakes, it will be an excellent piece of work for people who seek slow pace of gameplay.
Does this mod work with Contingency Plan?
this just might make the game more bearable, and since i love using parasite anyways, i should be fine. thank you!
Like, for example, when the corps realize they've been breached for a while, they raise their level instantly to 3, how does that sound?
It came up in Discord chat a few times, so we thought of ways to balance it. Alarm multiplier was good, but not delicate enough for rebalancing.