[Mod] Programs Extended


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Content mod, providing new Programs, Daemons and Algorithms, alongside some base game changes. Mod is modular, user can enable/disable selected modules at will. Version 3.10. Requires Sim Constructor mod.

Module 1 - New Programs:

Spoiler

Axe (idea and icon by JimThePea, topic here)

icon-program_axe.png

Breaks half of firewalls (rounded down) in a radius of 4 tiles. 5 PWR cost, 3 turn Cooldown, 600 CR cost.

 

Breach (2.0)

icon-program_breach.png

Break 1 firewall for 3 PWR (2 PWR for V2.0). Increase number of firewalls broken by 1 after every use. Resets at start of the turn. 400 CR cost (800 CR cost for V2.0), starting program.

 

Condense

icon-program_condense.png

Lowers PWR cost of all programs by 1, but reduces PWR capacity by 5. Use to toggle this effect on/off (off by default). Toggling costs 2 PWR and 5 turn cooldown. 600 CR cost.

 

Crossfeed

icon-program_crossfeed.png

Select 2 mainframe devices (Source and Target). Selecting second device will put this program on cooldown always equal to number of firewalls on Source device. While on cooldown, program will transfer 1 firewall per turn from Source to Target and generate 2 PWR per firewall moved. Breaking all firewalls or using EMP on either device will remove both designations and end cooldown. This program is unaffected by cooldown-altering programs and daemons. When one device has been designated, using it again on that device will remove designation. 0 PWR cost, 400 CR cost, starting program.

 

Fission (idea and icon by JimThePea, topic here)

icon-program_fission.png

Gain 6 PWR. Reduce cooldown by fully hacking any mainframe device. 0 PWR cost, 6 turn cooldown, 350 CR.

 

Flail

icon-program_flail.png

Select Target device (for free). Program's PWR requirement will change to indicate PWR needed to hack selected device (Formula: number of firewalls on Target device * 1.5, rounded down). Then use Flail on any other mainframe device. Flail will break Target's firewalls equal to number of firewalls on second device for indicated PWR. Flail will refuse to designate a Target if PWR required would exceed current PWR stored. 550 CR cost, starting program. How to use:

Spoiler

Flail1.png

Player attempts to break Console Database. Selecting it as Target:

Flail2.png

Flail needs 4 PWR for a hack. Player wants to use nearby Camera.

Flail3.png

Since Camera has 2 firewalls, Flail will break 2 firewalls on Console Database for 4 PWR.

Flail4.png

Done.

Lottery

icon-program_lottery.png

Installs random Algorithm (reversed Daemon). 2 PWR cost, 8 turn cooldown, 250 CR cost.

Omni Wrench

icon-program-wrench.png

Breaks any amount of firewalls. PWR used equals to amount of firewalls broken. 1 turn cooldown, 1000 CR cost.

 

Power Surge

icon-program_power_surge.png

Generates 1 PWR after fully breaking all firewalls on a mainframe device. Passive, 500 CR cost.

 

Power Uplink

icon-program_power_uplink.png

Create an uplink on mainframe device for 3 PWR. Generates 1 PWR per active uplink per turn. If device with an active uplink is fully hacked or EMP'ed, uplink gets removed. 5 turn cooldown, 600 CR cost, starting program.

 

Reflect

icon-program_reflect.png

Dual mode program. Click on icon to change modes. 1000 CR cost.

Mode 1: Passive +10% Daemon reversal chance. This effect is unavailable if program is on cooldown.

Mode 2: Guaranteed reversal of next Daemon for 8 PWR. After this effect is triggered, program goes on 5 turn cooldown.

Module 2 - New Daemons:

Spoiler

A "(2.0)" notification next to name means there is a endless mode variant for a given Daemon. Effects of duration-based Daemons stack unless stated otherwise.

 

Alert

icon-daemon_alert.png

One not alerted guard starts hunting. Increases AP of guards by 4 for 3-5 turns.

 

Blindfold

icon-daemon_blindfold.png

Reduces vision range of agents to 4 tile radius for 2-4 turns. Does not stack.

 

Chain (2.0)

icon-daemon_chain.png

Alerting or killing a guard will install random Daemon. 4-6 turn duration.

 

Clock (2.0)

icon-daemon_clock.png

All programs have increased cooldown by 1 for 4-8 turns.

 

Disarm (2.0)

icon-daemon_disarm.png

Reduces number of attacks available to agents by 1 for 3-5 turns.

 

Inspect

icon-daemon_inspect.png

Changes guard partol routes.

 

Lockdown

icon-daemon_lockdown.png

Doors are alarmed and will trigger a guard to investigate when used. Duration of 3-5 turns.

 

Owl

icon-daemon_owl.png

Increases guards vision range by 2 tiles and vision cone by 45 degrees for 3-5 turns. Does not stack.

 

Pulse (2.0)

icon-daemon_pulse.png

Increases item cooldowns by 2 for 3-5 turns.

 

Short (2.0)

icon-daemon_short.png

Reduces max PWR storage by 5-10 for 4-8 turns.

Module 3 - New Algorithms:

Spoiler

Aggression

icon-daemon_aggression.png

Grants agents an extra attack for 3 turns.

 

Battery

icon-daemon_battery.png

Increases max PWR storage by 2 until end of current mission.

 

Optimize

icon-daemon_optimize.png

Reduces cooldown of all programs by 1 to a minimum of 1 for 3 turns.

 

Recharge

icon-daemon_recharge.png

Reduces cooldown of all items by 1 to a minimum of 2 for 3 turns.

 

Smokescreen

icon-daemon_smokescreen.png

Reduces guards vision range by 4 tiles for 3 turns. Does not stack.

Module 4 - Extended Alarms:

Spoiler

This option changes alarm tracker.

'NORMAL' setting: 8 levels and 4 increments per level. Extra effects occur at levels 7 and 8.

'HARD' setting: 8 levels and 4 increments per level. Effects of alarm levels are significantly reshuffled.

Module 5 - Base Game Changes:

Spoiler

Root cooldown reduced to 3.

Fortune algorithm increases amount of CR in safes by 50% for 3 turns.

Pulse 2.0 and Modulate 2.0 are permanent.

Abacus and Abacus 2.0 also increase max PWR capacity by 5 and 10 respectively.

Primary Server Terminals have 6 programs on sale instead of 8.

Added Auxiliary Server Terminals to Server Farms. Sells 4 programs. There is a minor UI issue with this one, prevents selling programs. As Primary Server Terminal is always right next to it, this should not be a problem. There is an optional patch to correct this, but it requires overwriting base game files.

Module 6 - Program Rarity Rebalance:

Spoiler

Rebalanced rarities of all vanilla programs. All programs are available for sale now.

All offensive programs are sold At Primary Server Terminals.

All other programs are sold at Secondary (and Auxiliary, if present) Server Terminals.

Installation:

https://www.dropbox.com/s/m6kvnjsotiyrk54/ProgramsExtendedV3.10.zip?dl=0

Extract to InvisibleInc/mods folder. Requires Sim Constructor mod.

Auxiliary Server Terminal UI patch:

https://www.dropbox.com/s/6z1tje03xz14pey/scripts.zip?dl=0

Replace "scripts.zip" file with downloaded one in main game folder. Safe when main mod is uninstalled.

Changelog:

Spoiler

V1.5
+ Added Steam Workshop support.
+ Added Omni Wrench program.
* Changed Condense PWR cost to 0. There was a bug there program used twice as much PWR than listed.
* Some internal code cleanup and addition of strings.lua file. (Potential language pack support)

V1.6
* Resolved Condense using twice as much power than listed.
+ Added toggle for adding base programs to shops.
+ Added toggle for tooltips, look up known bugs section for details.
+ Added Axe and CrossFeed programs.

V2.0 - "New Daemons Incoming"
6 new Daemons:
- Alert
- Pulse
- Clock
- Clock 2.0
- Short
- Short 2.0
3 new Algorithms:
- Battery
- Recharge
- Optimize

V2.1
* Changed Reflect price to 1000 CR. This program is very powerfull so it should have a high price.
* Lottery can install any random Algorithm.
* Power Uplink's cooldown increased to 5. It was (still) too easy to get +5 PWR\turn.
* Changed Condense cost to 2 PWR and 5 PWR cap reduction. This program was useless when Short 2.0 hit.
* Omni Wrench cost increased to 1000 CR. This is most powerfull breaker after all.
* Axe now rounds down when breaking firewalls.
* Crossfeed cooldown tooltips altered to make it more clear.
* Tooltips for Power Uplink and Crossfeed now also appear on affected guards.
* Alert Daemon now alarms one guard at random instead of all of them.
* Alert Daemon does not cause civilians to flee.
* Fixed Short, Clock, Optimize and Recharge interaction with stuff bought/sold while these Daemons and Algorithms were active.
* Abacus (2.0) programs now also increase max PWR capacity by 5 and 10 respectively.
+ Added Disarm Daemons and Aggression Algorithm.
- Last game update fixed duplicate tooltips and DLC/modded daemons not spawning. Removed those changes in the mod.

V2.2
+ Added Chain, Chain 2.0, Owl and Blindfold Daemons.
+ Added Smokescreen Algorithm.
+ Added info tooltips for agents/guards affected by Alert, Owl, Blindfold, Chain (2.0) and Smokescreen.
* Changed Clock Daemon's duration to 4-8 turns. It has weaker effect than Paradox, so it should last longer.
* Changed Pulse Daemon's duration to 3-5 turns. Getting Pulse for 1-2 turns hardly affected anything.
* Added checks to prevent item/guard/agent affecting Daemons and Algorithms incorrect behavior when multiple instances were active at once.

V2.2 - Hotfix 1
* Fixed Blindfold affecting Cameras and captured drones.
* Fixed Alert, Owl,Chain and Smokescreen not affecting newly spawned guards.
* Fixed undetermined behaviour when two instances of same Daemon (Alert, Owl, Smokescreen, Blindfold) ended at the same turn.
* Changed cooldown and PWR use of Fortune to calculate after spawning an Algorithm. This means that Attune and Optimise affect Fortune's use.

V2.2 - Hotfix 2
* Fixed possible 'nil value' game freeze errors when few Daemons's uninstallation.
* Fixed interaction of multiple instances of Optimize and Clock. Cooldown values after uninstalling not always matched those before daemons installation.

V2.2 - Hotfix 3
* Fixed Disarm Daemon causing agents to be shot when under an overwatch at start of turn.
* Fixed Chain triggering when it did not supposed to (Ko/Kill of agent).
* Chain now triggers only once on Ko'ed guards (when they wake up).

V3.0
+ Added Extended Alarm campaign option.
+ Added Flail starting program.
* Altered ID's of stuff for cross-mod compatibility. !!! WARNING !!! This will break saves. Do not update if you have any ongoing campaigns with my mod installed!

V3.0 - Hotfix 1
* Fixed crash on reaching new alarm effects.

V3.1
* Program rarity rebalance is now a separate option.
* Fixed infinite cooldown on Flail with Clock Daemon active.

V3.2 - Finally managed to implement mainframe hud info and music fix without base file editing.

V3.3 - Integrated last optional download. This change requires Sim Constructor mod by Cyberboy2000.

V3.4
+ Added Auxiliary Server Terminals to Server Farm Missions.
* Fixed duplicates sold in Server Terminals.
* Major internal code changes. Finish all missions in-progress before updating!

V3.5
* Flail won't designate a target if PWR cost would go beyond current PWR reserve.
* Flail target designation will now reset at start of the turn.

V3.5 Hotfix 1 - Flail calculates cost correctly when denying designation.

V3.6
+ Added Breach 2.0 program
+ Added Fission program
* Changed Root cooldown to 3 from 4.
* Changed Fortune CR boost from 25% to 50%.
* Changed Crossfeed to use PWR only when going on cooldown.

V3.7
* Fixed a crash if guards teleport out while affected by Chain, Owl, Alert or Smokescreen. This happenned mostly with Executives in Chief Financial Suite missions or with System Admin from Advanced guard Protocol mod.
* Changed Smokescreen to reduce vision range by 4 tiles (additively) instead of 50% (multiplicatively) to prevent permanently changing vision range if Owl Daemon was also installed.
* Changed 'HARD' Alarm Stages setting. Moved it into 'Extended Alarms' as third option instead.

V3.8
* Fixed a crash when not having DLC installed.
* Fixed Condense crashing the game at start of new mission.

V3.8 Fix 2
* Added some nil value checks to prevent rare crashes with Smokescreen / Owl / Owl V2 Daemons.

V3.8 Fix 3
* Fixed possible nil value error with Alert and Alert V2 daemons.

V3.9
* Fixed crashing when DLC is not installed.
+ Added Lockdown daemon.

V3.10
+ Added Inspect Daemon.
* Reduced Power Surge's cost to 500 CR and PWR generated per hack to 1.
* Updated Auxiliary Server Terminal UI Patch to include latest game update.

 

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Man, it works great, but I wanna ask, is it change something in default programs like power drip or fusion? All of them got a mod icon.

 

I think that happens because the mod adds those programs in the shops (like the power generators or brakers) that are available to choose at the beginning of your campaign.

Read the code.

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Yeah. I still have some minor stuff to fix (getting UI to work properly with Power Uplink without base file edits is a pain). Next update will bring option to enable/disable vanilla programs in shops, one more program and (hopefully) get rid of minor issues for good. After that I'll try tinkering with daemons.

 

EDIT:

Update 1.6 is up. Unfortunately I can't do anything about UI issues until Mod API gets a fix.

To everyone who tried this mod, big thanks to you for playing!

 

Future update: V2.0 - "New Daemons Incoming!"

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Hmm, Power Surge is gives two pwr for every single firewall now ie makes lockpick free, is it intended?

From description I thought it supposed to give power for fully hacked device.

Found the issue and fixed it. Thanks for spotting it Shirsh! Redownload the mod for a fix.

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New Update (V2.1). Klei fixed issues I had with the base game (thanks Jason!), so I updated accordingly. Added a Daemon and an Algorithm, added localization compatibility and general bug fixes / balance changes. Have fun!

 

@HumanKirby Please remove my mod from hard mods list, as it is no longer a hard mod.

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Update - V2.2

+ Added Chain, Chain 2.0, Owl and Blindfold Daemons.

+ Added Smokescreen Algorithm.

+ Added info tooltips for agents/guards affected by Alert, Owl, Blindfold, Chain (2.0) and Smokescreen.

* Changed Clock Daemon's duration to 4-8 turns. It has weaker effect than Paradox, so it should last longer.

* Changed Pulse Daemon's duration to 3-5 turns. Getting Pulse for 1-2 turns hardly affected anything.

* Added checks to prevent item/guard/agent affecting Daemons and Algorithms incorrect behavior when multiple instances were active at once.

 

EDIT: V2.2 - Hotfix

* Fixed Blindfold affecting Cameras and captured drones.

* Fixed Alert, Owl,Chain and Smokescreen not affecting newly spawned guards.

* Fixed undetermined behaviour when two instances of same Daemon (Alert, Owl, Smokescreen, Blindfold) ended at the same turn.

* Changed cooldown and PWR use of Fortune to calculate after spawning an Algorithm. This means that Attune and Optimise affect Fortune's use.

 

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I tried it with Fuast/Brimstone and it was really crazy, lose at first mission XD

Daemon that removes attack was especially angry (and quite long), got two of them at same time.

 

I tried to design new Daemons in such a way that there is always counter for it. For Disarm, that would be Stim 3/4 or choosing Nika at start.

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Maybe you can split it on two mods? One without hard alarm and sim constructor requirements and one that expands first mod by adding it? ie "Programs Extended" and "Alarms extended" or something like that.

(Because it force to use extra mod and when extra alarm feature not needed it's not cool to be forced to use extra mod just for feature that will be turned off)

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I can't split it, as extended alarms use new daemons from the mod. It will probably be necessary later on anyway, for cross-mod compatibility patches, as load order is important for that. Speaking of, I have to check if Mist's Mind Shade works properly with Owl, Smokescreen and extra attack augment from other mod.

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I can't split it, as extended alarms use new daemons from the mod.

Well, if extended alarm will use sequential mod loader part (ie load always after Program Extended) that added to sim constructor anyway, where's a problem? Extended alarm obviously will not work without Program Extended, but it could be nice to have a base Program Extended that will work without sim constructor.

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If he splits the mod it will be more bothersome for those that do want to use extended alarms who suddenly have to download three mods. Besides,if you don't want to play with Extended Alarms I think it works fine without Sim Constructor, because without it the last update will do literally nothing. (can't promise it though, I have not tested)

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It's not work without it, and not allowed to subscribe in workshop without it, it's bothersome to suddenly subscribe for something that you don't have intention to use (that's why I start to ask for separation).

While those who want to use "Extended Alarm" extention for "Programs Extended" mod will subscribe for one extra mod (Sim Constructor) that will be really used by them (beside base mod that will be extended by extention so shouldn't be a surprising requirement).

Basically I didn't find cool to suddenly, after month of using mod, get a new added requirement especially as it required for "side feature" and not for a "primary feature".

I tend to differentiate mods on those that adds new things and on those that changes default things (and I prefer to use only first ones), so when you guys put a lot of both types into one single mod it starts to be quite inconvenient (and I think it's no way that I can be the only one with same problem), I'm not meant that exact mod now, but can you guys please do lesser mods centered on their primary features instead of making collections of different features (for example can't use Advanced Guard Protocol: it's cool to see new threats, but don't wanna changes of core game).

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It's not work without it, and not allowed to subscribe in workshop without it, it's bothersome to suddenly subscribe for something that you don't have intention to use (that's why I start to ask for separation).

While those who want to use "Extended Alarm" extention for "Programs Extended" mod will subscribe for one extra mod (Sim Constructor) that will be really used by them (beside base mod that will be extended by extention so shouldn't be a surprising requirement).

Basically I didn't find cool to suddenly, after month of using mod, get a new added requirement especially as it required for "side feature" and not for a "primary feature".

 

Sim Constructor does not change anything on it's own, it's a library for other mods. I basically had three choices:

 

1. Use optional hard-coded patches.

2. Include Sim Constructor's code in my mod.

3. Add dependency requirement.

 

I use 1. only if there is no other option, as many mod users do not like to code or install stuff by hand.

Option 2 gets rid of dependencies, but I would have to update ProgramExtended (and NewItemsAndAugments mod too) every time Sim Constructor gets an update. Also repeating the same code over several times is bad programming practice. Considering all, option 3 seems the best.

 

Also, new update.

V3.4

+ Added Auxiliary Server Terminals to Server Farm Missions.

* Fixed duplicates sold in Server Terminals.

* Major internal code changes. Finish all missions in-progress before updating!

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