Invisible, Inc.

Invisible, Inc.

Encroaching Danger - +Difficulty Mod
Viser 1–10 av 16 bidrag
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Oppdatering: 23. aug. @ 10.32

v1.0.2

  • Fix accidental global function declarations
  • Export `procgen.backstab_analyzeExitDistance` for other mods to append
  • NOTE: If you play with Facility Flux, do not update this mod until the next FF update

Oppdatering: 10. jan. 2023 @ 13.17

v1.0.1

  • Properly handle the case when a backstab occurs before the first zone becomes visible.

Oppdatering: 29. des. 2022 @ 2.08

v1.0.0 (Time for some UX polish)

  • Mod icon.
  • Royale Flush daemon icon. (Several, actually. Spades = Standard, Clubs = Classic, Diamonds = Both/(D)oubleTrouble, Hearts = Fewer penalties than either preset. "+" in the top-right corner = the red zone locates you at the end of your turn)
  • Replaced the "Daemon Installed" modal and sfx with a custom UI event for zone advance / all-in. Briefly displays a warning box that slides out from the daemon entry on the right.
  • Declare Mod ID in modinfo for mod managers.

Oppdatering: 28. nov. 2022 @ 11.08

v0.14.0

  • Rename mod to "Encroaching Danger".
  • Rename penalty sets to Standard/Standard+/Classic for clarity.

Oppdatering: 28. nov. 2022 @ 11.05

Oppdatering: 25. sep. 2022 @ 23.55

v0.13.2

* Additional new preset SE+: In the red zone, agents are located immediately at the end of your turn.
* SE+ is the default for Expert+/Endless+. SE is the default otherwise.
* Added options for custom penalties to configure the agent locator for "next turn" or "immediately".

Oppdatering: 19. sep. 2022 @ 23.50

v0.13.1

* More options and a new default set for zone penalties:
* Scanner (Actions in the zone notify guards)
* YELLOW: alarmed doors, alarmed safes
* RED: + guard transponders, agent locator
* Classic (Penalties for ending turn in the zone)
* YELLOW: -2AP
* RED: -4AP, disarm, agent locator
* Custom (expands the dials for all the penalties)

Oppdatering: 5. sep. 2021 @ 22.51

v0.12.1

* alwaysRed rooms no longer count against the "final (safe) size" total. For simplicity, alwaysSafeRooms are also exempt.

Oppdatering: 5. sep. 2021 @ 15.04

v0.12.0

* Added compatibility with Hallway Hell (externally-spawned elevators are now always Red zones)
* Modders: adding `backstab_alwaysRed` or `backstab_alwaysSafe` to a prefab room's tags should allow forcing the room to be permanently red zone or safe zone, respectively.

Oppdatering: 24. apr. 2021 @ 0.12

v0.11.0:

* Option to reverse the penalty zone progression when only one agent is left