Posted by: A Watcher
« on: 07. April 2024, 12:22:07 »RoSoDudeI hope you find time soon
I considered it only in combination with the change to hack failure which starts an alarm instead of breaking the computer, which i think makes hacking more interesting, and could maybe even lead to less reloads. The psi skill with the original feature of shortening alarm (perhaps made stronger) would then become very useful for the OSA path (if it could do both - prevent alarm if cast in advance, and lower duration if cast after it started).Having to hack security after tripping the alarm can be implemented fairly easily, but I'm not really interested in the feature as I think it makes alarms too much of a fail state, tempting players to reload a save...
ShockGame.IsAlarmActive() will just tell you if there's an active alarm.Hmm. Is there any data I could check on the ecologies for active alarms?