Invisible, Inc.

Invisible, Inc.

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Explosive Drones
   
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23 Aug, 2020 @ 2:04am
18 Apr, 2022 @ 8:53pm
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Explosive Drones

Description
Do YOU ever worry that your camera drones don't do enough to PROTECT your valuable facility? Worry that SUBVERSIVE ELEMENTS will just ignore the DEFENSES you've painstakingly purchased to bring them to JUSTICE?
Worry no more! Our QUALITY engineers have grafted K&O's finest antipersonnel explosives to a range of previously-unarmed drone models, to keep your facility SAFE. Schedule an appointment with our billing department to purchase your UPGRADE kits today!

  • When an active agent and an explosive drone are on the same tile, the drone explodes dealing lethal damage to the target and itself.
  • Null drones are more expensive to replace, so come armed with an electric discharge that deals KO+EMP damage.
  • After an explosive drone is destroyed (by its armament or otherwise), a replacement is dutifully delivered to the guard elevator.
  • Proximity explosives produce a loud (8-tile) noise. Proximity discharges produce an EMP-pack-equivalent (4-tile) noise.
  • Explosive drones with a vision range "overwatch" targets before attempting to impact them on the next corporation turn. This includes pausing like other guards when they find an agent around a corner.
  • Pulse drones investigate their own scan results on the next corporation turn. Without vision to perform overwatch, they'll happily follow a path that moves into an agent they were unaware of.
  • Both of these pauses can be disabled from campaign options.

Requires Sim Constructor.
13 Comments
Timbermaw 18 May, 2022 @ 4:34am 
This is a lot of fun. I've changed the pulse drone to an instant KO bomb (since the lethal bomb was actually very dangerous) and it added a bit of complexity to the missions, and a much needed source of agent KO, for variety.
Hotklou 14 Sep, 2020 @ 7:34pm 
Oh well.... I've not had the chance to check the mod out. But I thought I'd try and provide some ideas based on how I understood the mod just by looking at the mod page.
qoala _  [author] 14 Sep, 2020 @ 7:31pm 
I'm not sure if I'm misunderstanding your suggestion. They currently respawn alone, with the option for "always respawn alerted" vs "respawn patrolling until alarm 6". If they were arriving with an escort, that was coincidence when the alarm level was already providing a guard or enforcer.

(slight oddity from the underlying code: At alarm level 5, all current guards become alerted, but it's not until alarm level 6 that spawning guards are forced to be alerted. This doesn't come up normally because enforcers explicitly spawn alerted.)

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Thanks for pointing out the misconfigured tooltip. That'll be in the next release when I get around to it.
Hotklou 14 Sep, 2020 @ 7:55am 
Yet another generation for "Respawn Explosive Drones" could be to make it respawn, but alone (without a guard/enforcer escort).
Hotklou 14 Sep, 2020 @ 7:54am 
The generation option "Respawn Explosive Drones" could have another option. Example:

Mixed - On alarm levels 1-2 it respawns alone. On alarm levels 3-4 it respawns, in a "patrolling" state with a random patrol. On alarm levels 5 and up it respawns in an "alerted" state, accompanied by an enforcer.
Hotklou 14 Sep, 2020 @ 7:49am 
"* After an explosive drone is destroyed (by its armament or otherwise), a replacement is dutifully delivered to the guard elevator."

Question: Does it get delivered immediately or is there some delay, like waiting until the next turn or something? I think there should be some generation for this to maybe tweak the delay a bit.
Hotklou 14 Sep, 2020 @ 7:44am 
BUG: In the generation settings, the tooltip for "Arm Pulse Drones (Contingency Plan)" is broken. It shows the same tooltip as the Refit Drones.
Hotklou 13 Sep, 2020 @ 3:33pm 
Ah. Sounds good! I've no tried the mod out yet, but I'm looking forward to! :)
qoala _  [author] 13 Sep, 2020 @ 3:30pm 
In campaign options, you could switch all drones over to the Proximity Discharge weapon that's on Null Drones by default.

This KOs you for 2 turns.
Hotklou 13 Sep, 2020 @ 11:34am 
How about an option to pick between lethal damage and just a long stun/disable, for those of us who like it slightly easier.