Cyberboy2000 Posted March 19, 2017 Author Share Posted March 19, 2017 Assault Enforcers have been removed, Inspectors have been added. Assaults and Elite Assaults have short vision. System Admins now are a separate toggle. Added an option to rebalance the Validate Daemon. Guards with 135 degree peripheral vision now have larger lookaround vision. Omni killers now carry normal grenades. Fixed drones with Boosted Reactors not going as far as they were supposed to. Prototype Security have only 1 firewall when spawning through an elevator. Drones spawned by Engineers now carry power and have less firewalls. Link to comment Share on other sites More sharing options...
Shirsh Posted April 21, 2017 Share Posted April 21, 2017 I totally burned out on numbers of new guards for now: emptiness in a head about how to combine parts or trying to think of something new happened, so I started to leave it for yesterday, it goes in a loop and there still done nothing so I uploaded those 3 that were done at least so they can be used as named or differently Advanced protocols 2.zip Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted April 21, 2017 Author Share Posted April 21, 2017 The Thor Unit looks the same as the Sprinter, was that a mistake? Link to comment Share on other sites More sharing options...
Shirsh Posted April 22, 2017 Share Posted April 22, 2017 Probably it was exact point when head was emptied to zero there only two then Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted May 6, 2017 Author Share Posted May 6, 2017 Added art for Sprinters and Assault, as well as other tweaks and bug fixes. No new guards this update, because I have lots of okay ideas but none that I'm completely happy with. I dunno, do you guys have any suggestions for an ftm or sankaku guard? Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted May 9, 2017 Author Share Posted May 9, 2017 A have made new art for the Elite Sharpshooter. I'm actually quite happy with how it turned out. Much better than the Elite Interferer. Recap icon is also included. Link to comment Share on other sites More sharing options...
HumanKirby Posted May 9, 2017 Share Posted May 9, 2017 1 hour ago, Cyberboy2000 said: A have made new art for the Elite Sharpshooter.   Hide contents   I'm actually quite happy with how it turned out. Much better than the Elite Interferer. Recap icon is also included.  I like it. Maybe you actually want to use the idea of making the Tier one kinds of guard wearing simple/clean uniforms while tier 2 wears mixed colors/mixed combinations to show that tier 2 are prototypes wich are stronger, as it gives the player a fast way of knowing how threadening an enemy is. Regarding new guards, let me think about some of my ideas, maybe something useful is there (I mostly designed neutral guards which can appear on every level, though). One idea is a kind of Swat team that has a drone (maybe unhackable?) and 2-3 guards which can spawn if you create an early alarm and wait to long to get out. The idea is that the drone is the scout and the swat scatters around the level. As soon as the drone detects an agent, it notifyes the erst of the team and since they come from different directions, it gets harder to avoid. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted May 9, 2017 Author Share Posted May 9, 2017 2 minutes ago, HumanKirby said: I like it. Maybe you actually want to use the idea of making the Tier one kinds of guard wearing simple/clean uniforms while tier 2 wears mixed colors/mixed combinations to show that tier 2 are prototypes wich are stronger, as it gives the player a fast way of knowing how threadening an enemy is. Regarding new guards, let me think about some of my ideas, maybe something useful is there (I mostly designed neutral guards which can appear on every level, though). One idea is a kind of Swat team that has a drone (maybe unhackable?) and 2-3 guards which can spawn if you create an early alarm and wait to long to get out. The idea is that the drone is the scout and the swat scatters around the level. As soon as the drone detects an agent, it notifyes the erst of the team and since they come from different directions, it gets harder to avoid. Come to think about it, the chest of the Sharpshooter looks a bit washed out doesn't it? Maybe I still need to change it after all. I'm still not as good as Shirsh at this apparently haha. The idea of using a drone as a scout for a human guard was one I had early on too. I ended up making the Drone Engineer fill that role. The PSI was also developed around the concept of two guards being connected. If you look at the files there are actually some guards I considered for the last update. I left them out because I thought they were too similar to existing guards. Link to comment Share on other sites More sharing options...
wodzu_93 Posted May 16, 2017 Share Posted May 16, 2017 I have a bug for you: Spoiler Sim returned: 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'     AdvancedGuardProtocol/aiplayer.lua:143 in function 'tickBrain'     game/sim/aiplayer.lua:417 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> Reverted back with debug menu, here's situation right before ending turn: And here's hangup: I got myself into a big mess, there are several guards alerted. Ghost (it's Plastech) cloaked, Admin got alerted and teleported out on the same turn. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted May 17, 2017 Author Share Posted May 17, 2017 Small tweak update. Unfortunately I haven't been able to reproduce that glitch, wodzu, so if it happens again I'd gladly take a look at your savefile. Link to comment Share on other sites More sharing options...
wodzu_93 Posted May 18, 2017 Share Posted May 18, 2017 Found another bug, but it might be not related to AGP: Spoiler File not found: nil stack traceback: Â Â Â Â [C] in function 'GetResource' Â Â Â Â game/client/gameplay/agentrig.lua:1661 in function 'onEnter' Â Â Â Â game/client/gameplay/unitrig.lua:701 in function 'transitionUnitState' Â Â Â Â game/client/gameplay/agentrig.lua:659 in function 'onSimEvent' Â Â Â Â game/client/gameplay/unitrig.lua:590 in function 'onSimEvent' Â Â Â Â game/client/gameplay/agentrig.lua:2097 in function 'onSimEvent' Â Â Â Â game/client/gameplay/boardrig.lua:1064 in function 'old_onSimEvent' Â Â Â Â AdvancedGuardProtocol/boardrig.lua:92 in function 'onSimEvent' Â Â Â Â game/client/gameplay/viz_manager.lua:21 in function 'fn' Â Â Â Â game/client/gameplay/viz_manager.lua:291 in function <game/client/gameplay/viz_manager.lua:289> ---------------------------------------------------------------- Param type mismatch at position 2: expected a 'userdata' but got a 'nil' stack traceback: Â Â Â Â [C] in function 'bindBuild' Â Â Â Â game/client/gameplay/agentrig.lua:1661 in function 'onEnter' Â Â Â Â game/client/gameplay/unitrig.lua:701 in function 'transitionUnitState' Â Â Â Â game/client/gameplay/agentrig.lua:659 in function 'onSimEvent' Â Â Â Â game/client/gameplay/unitrig.lua:590 in function 'onSimEvent' Â Â Â Â game/client/gameplay/agentrig.lua:2097 in function 'onSimEvent' Â Â Â Â game/client/gameplay/boardrig.lua:1064 in function 'old_onSimEvent' Â Â Â Â AdvancedGuardProtocol/boardrig.lua:92 in function 'onSimEvent' Â Â Â Â game/client/gameplay/viz_manager.lua:21 in function 'fn' Â Â Â Â game/client/gameplay/viz_manager.lua:291 in function <game/client/gameplay/viz_manager.lua:289> Happened while Decker zapped Drone Engineer during Sleep daemon induced skipover, as a result its icon never goes away and Seed discount persists. To me this looks like missing animation, but I'm probably wrong. invisibleinc.txt savegame.lua Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted August 22, 2017 Author Share Posted August 22, 2017 Support Drones will now attack agents in sight by shooting grenades at them. KO Overloader has been renamed to Feedback Overloader. It can now trigger when the guard is killed, but it also causes the guard to be ko for longer if the damage dealt to him is less than the damage dealt by the overloader itself. Fixed Support Drones playing the wrong sound when the New Items and Augments mod is installed. Fixed Interferers crashing when killed. Â Also, feel free to discuss the mod on our Discord:Â https://discordapp.com/invite/aQrXEse Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted August 25, 2017 Author Share Posted August 25, 2017 Â Fixed bug when items without a cooldown were affected by electrical interference or a pulse grenade. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted September 3, 2017 Author Share Posted September 3, 2017 Fixed another crash related to Interferers. Interferers now work better with area of effect weapons like grenades and shock traps. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted September 17, 2017 Author Share Posted September 17, 2017 System Admins can no longer use their Panic Button if it's alarm level 5 or higher. Prototype Security no longer benefits from a firewall higher than 3. Added portraits for Sprinters (WIP) Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted October 8, 2017 Author Share Posted October 8, 2017 Added options for Guard Communication and Guard Suspiciousness. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted October 9, 2017 Author Share Posted October 9, 2017 Update: Improved Sprinter portrait, added Assault portrait, fixed the On Guard trait sometimes being visible after the guard got alerted, patrol changes, scans and guards communicating no longer raise suspiciousness, and fixed crash in the case that there are no empty cells next to a guard that another guard is communicating with. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted October 13, 2017 Author Share Posted October 13, 2017 Breaking firewalls so longer raise suspiciousness of Omni Hackers and Modded MKX. Tweaked Guard Communication further. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted January 8, 2018 Author Share Posted January 8, 2018 Reduced the peripheral vision of alternative tier 1 guards slightly. Reduced the amount of AP given by Silent Sprint Pads by 1. Fixed the tooltip of Holographic Pinpointing so that all of it fits. Fixed a crash. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.
Please be aware that the content of this thread may be outdated and no longer applicable.