Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
Post-foundry it's a bit disappointing to have just basic guards spawn from the alarm. It would feel a lot more appropriate to have elite/omni tier guards spawn instead.
I noticed that the Split program (probably Axe too) hacks cameras while they are still inactive. This feels like a bug to me, not sure if it might be intended though.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3146679906
I really like the additional alarm levels and the alarm daemons, but post-foundry alerting the entire level at alarm level 1 feels just way too game warping for me. I would love to play with a more conservative version that only adds new alarm levels and alarm daemons, without changing the original alarm stages. (I also prefer the original alarm tracker visual but that's not as important I guess)
https://iiwiki.werp.site/mods:programs_extended:daemons
Also, no, I don't play with hostile AI
Note, are you playing with the hostile AI? One of the possible subroutines for it is Extension, which gives daemons +1 duration.
Others are in similarly high number, like 5 or 6 with Bless.