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Installs random Algorithm (reversed Daemon). Since Camera has 2 firewalls, Flail will break 2 firewalls on Console Database for 4 PWR. Selecting it as Target:įlail needs 4 PWR for a hack. Player attempts to break Console Database. Flail will refuse to designate a Target if PWR required would exceed current PWR stored.
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Flail will break Target's firewalls equal to number of firewalls on second device for indicated PWR. Then use Flail on any other mainframe device.
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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). Reduce cooldown by fully hacking any mainframe device. 0 PWR cost, 400 CR cost, starting program.įission (idea and icon by JimThePea, topic here) When one device has been designated, using it again on that device will remove designation. This program is unaffected by cooldown-altering programs and daemons. Breaking all firewalls or using EMP on either device will remove both designations and end cooldown. While on cooldown, program will transfer 1 firewall per turn from Source to Target and generate 2 PWR per firewall moved. Selecting second device will put this program on cooldown always equal to number of firewalls on Source device. Select 2 mainframe devices (Source and Target). Toggling costs 2 PWR and 5 turn cooldown. Use to toggle this effect on/off (off by default). Lowers PWR cost of all programs by 1, but reduces PWR capacity by 5. 400 CR cost (800 CR cost for V2.0), starting program. Increase number of firewalls broken by 1 after every use. 5 PWR cost, 3 turn Cooldown, 600 CR cost.īreak 1 firewall for 3 PWR (2 PWR for V2.0). I’ll also hover around ModDB and the forums, just in case something game-breaking pops-up which I’ll have to fix.Axe (idea and icon by JimThePea, topic here)īreaks half of firewalls (rounded down) in a radius of 4 tiles. In the coming weeks I’ll also release the Photoshop export script that I used while creating the mod and the UI resource files, and write some tutorials to help people customize the interface to their liking. I’m hopeful that I’ll get back to it in a few months or so, though. This is because of the amount of time that is actually needed to do it - all texts in the game need to be externalized from the source code, which is a complete pain in the butt. I’m mostly disappointed I didn’t get to implement the localization tools/feature. This is mainly because of the lack of time and motivation, and the want to start working on something new. If you’ve also been keeping up with the forum, you’d notice that there are still a few features left on the to-do list along with some annoying bugs, but I have to (at least for now) hit pause on the project. Now, this doesn’t actually mean the game is done, no game is ever done, but at least I’ve reached a version that’s as stable and as polished as I could make it.
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