I've decided to keep a changelog. These entries are mostly copied straight from InvInc Discord
server's #mod_updates, but I figured it may be simpler to track down problems with different
versions of the modpack this way.

# 2026.05.30

## Facility Flux v2.9

* Fixed laser at objective checkpoint sometimes not having a power supply
* Fixed weird behaviour introduced by an earlier bugfix when guard keys are enabled together with Advanced Guard Protocol's "guard doorkeys" option
* Fixed guards sometimes stopping entirely for the turn after closing a door without locking it
* Fixed this abomination \[screenshot where teleporter appears with a single normal room door\] (again)
* Guards spawned in Strongroom and Power Station are now random instead of a fixed template
* Enabled alternate guard entries for MM Informant Rendezvous mission (Informant can freely unlock/lock guard elevator doors)
* Fixed bugged Neptune decor prefab with mismatch between cover/impass and visuals
* Fixed lvl2 pass cards being able to spawn inside of vault containers
* Fixed interests spawned by scanning agents via alarm levels 5 & 6 not enabling guards to break locked doors
* Fixed OMNI Mainframe mission being unable to generate with OMNI tweaks enabled at very high amounts of rooms per level (Generation Options+)
* Fixed error during level generation of some layouts when rooms per level is set to "random" (Generation Options+)
* Fixed missing animation when a drone is used to interact with the Maintenance Control Unit (I didn't even know drones could use these but it's cool so I'm leaving it in)

## Action Toolkit 1.3

* Allow LineTarget to preview AP usage (see Gunpoint for example)
* Malicious schemes not yet ready to be revealed

## UI Tweaks Reloaded v2.12.3

* Add an off-by-default option to move the resource display (Credits, CR, etc) to the bottom-right of the screen.
* Fix an escape hatch for cross-mod compatibility that was broken.

## Enemy Action Visualizations v2.9

* Guard panel: Now shows KO'd guards and their KO timer instead of removing them from the panel (while seen)
* Fixed camera panning to moving tagged guards even when they are currently moving on tiles the player doesn't know about
* Camera pans to sounds more smoothly instead of a pan to the exact cell (similar to how the camera follows moving guards in vision)
* Camera now also pans to sounds inside of player vision (usually guards speaking)

## Vault Card Reminder v1.0

Installed.

## Talkative Agents v5.2

* Fixed bug: the "detention processor" in the Omni Foundry no longer has a rare chance to erroneously trigger "agent rescued" barks
* Mod (once again?) includes a folder containing template info for adding TA barks from the side of a custom agent mod
* Fixed crash when delivering Final Words with the Informant from the More Missions mod (thanks Phyrax!)

## Guard Voiceline Fixes v1.4

* Updated custom voice lines to use the exact same sound properties as vanilla (I can't really tell the difference except for being slightly quieter though)

## Netrunner: Adam v1.0.1.12

* Now fully sprited!
* Fixed crash at the end of mission when "Always Be Running" is installed.
* Fixed freeze with Safety First when Adam is spotted on enemy turn
* Fixed rare issues with Altered Directives (augment-selection augment) re-appearing
* Fixed cases of "Cosmetic Ambush" where Adam would visually enter Ambush, but forget to actually attack.
* Tentative balance change: Find the Truth's agent ping no longer sends the guards into hunting state.

## Function Library v1.109

* Removed redundant cell scanning from Scan Grenades and Pulse Scans if more than one unit was on the cell.
* Added "TRG_CELL_SCANNED" trigger, with following parameters: { unit, cell, success }
  * unit: unit doing the scanning
  * cell: cell the scan originates from
  * success: did the scan found something? (boolean)

## Community Bug Fixes v1.19.0

* Always-on fixes:
  * Prevent guards from entering overwatch when another guard shouts if their vision is too short to reach the target.
  * Fix a minor inconsistency on melee/overwatch poses after leaving the status.
  * Log a meaningful error instead of cryptically crashing if a mod tries to trigger EV_UNIT_FLOAT_TXT without a txt value.
  * Fix procgen not including special exits in endless when calculating lootWeight for rooms.
  * Add a missing rewind prompt if the player would lose via KO agent becoming pinned.
  * Glimpse overwatching guard if you are spotted, but cannot see their cell.
  * Prevent guards from entering overwatch and firing overwatch within a single player action. (mods may still trigger immediate firing, such as AGP, PE, Neptune, etc)
  * Fix movement interruptions (Prism disguise breaking, a second guard entering overwatch, etc) from preventing existing overwatch/ambush triggers on the interrupted step.

* Optional fixes/rebalance (select at campaign start):
  * Set turn 1 facing for patrolling guards as-if they had just walked their patrol.
  * Allow agents to observe guards via camera canisters and other vision sources.
  * Allow overwatch to trigger reactions (such as overwatch), since ambush already does so. (off by default)

## Programs Extended v5.125

* Crossfeed now uses `break_firewalls` field when transferring firewalls, making it compatible with firewall break strength upgrades from AI Terminal mission from More Missions mod and is affected by Portcullis if upgraded. Program description now displays updated values when upgraded.
* Hostile AI's `displayNotification()` function now pushes `"EAV_SHOW_PE_AI_PORTRAIT"` event - compat with Enemy Action Visualizations mod.
* Subroutines now push `"TRG_MAINFRAME_ABILITY_USED_PRE"` and `"TRG_MAINFRAME_ABILITY_USED"` triggers. Forward compatibility with an upcoming mod.
* Programs have been pre-assigned formal types for forward compatibility with an upcoming mod.
* Modding backend - `npc_abilities2.lua` now additionally returns `subroutines` table.
* Fixed being able to scout for real position of guards using Ring's target highlight on guard ghosts.

## Advanced Cyberwarfare v1.8.5.129

Many of the fixes proposed (and some implemented!) by Qoala and Phyrax, thanks!

**Programs**
* Fixed King program tooltip bugging in the store
* Fixed King file include-order sometimes crashing the game
* Fixed Feather description erroneously stating the old 2 PWR cost + 2/use despite being changed last patch.
* Fixed Peckpocket being usable on guards that have been stripped of material possessions.
* Balance adjustments, to reflect the fact that programs take up slots (and slots being even somewhat more valuable in ACW):
  * Angel: +40% reversal chance, +1 to PWR costs -> +65% reversal chance, +1 to PWR costs
  * Work: -1 PWR costs, -2 AP each turn -> -1 PWR costs, -1 AP each turn (still crippling as it usually disables sprint)
  * Sun: +6 PWR, +1 alarm each turn -> fill up half max PWR, +1 alarm each turn
  * Peckpocket: 400CR cost of the program -> 200CR (effect unchanged)
  * Feather: 1 PWR + 1/use -> 3 PWR + 1/use.
* removed a lot of program type logic. Similar, but more robust logic is coming to a new standalone mod!

**Grids**
* Scientists of Harmony Grid are now properly named and use a more appropriate animset
* Fixed a compatibility issue with Function Library with regards to Harmony Grid scientists

**Dragon**
* Properly disabled a postponed Archive Dragon rework that was breaking translation compatibility
* Dragon's null-zone tile tracking logic:
  * is now rewind-friendly
  * is better at dealing with multiple overlapping null zones
  * is possibly a bit slower (if a Null Drone is moving/KO'd/EMP'd and the game lags/stutters, that's my fault, ping me relentlessly)

**Matrix Config Datapacks**
* Longer MCD descriptions supported
* Additional checks for the presence of an MCD introduced, increasing stability
* Fixed MCDs rarely resetting between missions
* Fixed a typo causing a lockup related to MCDs that modify the PWR costs of programs
* MCD tooltips should support both standalone information (normal hovering) and comparison tooltips (shop hover)
* Active MCD abilities now supported
* Added MCD: Heartbeat. 100 CR, +1 max programs (reminder: ACW default is treated as 4, so that's 5 programs).
  * activate to select a program to permanently destroy. Revive all non-pinned agents.
* Added MCD: Dinosaurus. 550 CR, -1 max programs (3).
  * activate to bind to a program that breaks firewalls (permanently, until the MCD or the program is uninstalled).
* Bound program breaks +2 firewalls.
* Grimoire and Deep Red MCDs (MCDs that are specific to program types) disabled, on account of types being moved out of ACW
* MCD initialization moved from `simplayer` to `engine`, later in the process, to be able to read initialized player data.

## Prettier Programs v1.1.0.49

Installed.

# 2025.12.23

## Map Pins v1.5-h47

Installed.

# 2025.12.21

## Archive Mod Agents v1.9

Installed.

## Guard Voiceline Fixes v1.3

Installed.

## Enemy Actions Visualizations v2.7

* Fix some guards not having their own icons: Akuma 2.0  + several AGP guards (OMNI Hunter, KO Sprinter, KO Assault)

__Camera following sounds:__
* Fixed camera not following guards who are tagged and whose footsteps could be heard but were not in vision

__Guard portraits:__
* Now displays a portrait for Programs Extended's Hostile AI while it is doing actions

__Guard icon panel:__
* Fixed icon rows extending to the right beyond the agent portrait border width on low resolutions/upscaled UI

* Fixed "Seen Once" guard panel mode resetting its "seen guards " cache on rewinding or loading a save
* Changed mouseover in-world highlight to a different effect so it's not confusable with TAG anymore

## Function Library v1.108

* Fixed a crash when a disposable gun breaks on use when used on overwatch.

## Facility Flux v2.3

* New special prefab (in the former "special rooms" pool): Experimental Teleporters: One-tile teleporter pair that the agency can use once per mission.

* Expanded OMNI Mainframe level generation tweaks option with tweaks to other story missions (mid 1 and 2)
* Added option to make Maintenance Corridors appear more or less often (adjusting its requirement)

* Increased difficulty requirement for lvl2 guards in the strongroom, the power station and the lvl2 checkpoint from 6 to 7
* Set a maximum of 2 Maintenance Corridors per level (was infinite before)
* Fixed hunting guards trying (and failing) to enter the VIP exit

* Added failsafe for realistic layout code that prevents an infinite level generation loop that could apparently happen in rare cases
* Fixed experimental teleporter prefabs using slightly wrong coordinates for their placement evaluation

* Fixed special exit prefabs and realistic layout not being able to be generated for some players

__New options:__
* Agents can lock doors back up when they have the key to its lock
* Guards use the keys they have on them to both unlock and lock doors while walking through them. Additionally, guards keep a memory of the keys they had in their inventory. When they lose a key, they will not notice until they try to open a door locked with that key and it fails. Enforcers have keys to security doors, no matter their inventory
* Guards can break locked doors when chasing a specific interest or when they're stuck
* Reworked guard elevators: Guard elevator doors must be locked and unlocked by guards for them to pass through. If an agent manages to interrupt a guard between unlocking and locking the door, they can use the elevator as an alternative exit
* New augment that allows the user to access VIP exits and lvl2 security doors

__Changes:__
* Maintenance Corridors do not automatically unlock at alarm level 5 anymore and can be repeatedly locked and unlocked at their control unit at will. Enforcers have keys to them.
* Many modded interactions with lvl1 security doors also work for lvl2 security doors now
* The "Janitor Clearance" augment from Age Of Lever gives access to Maintenance Corridors
* Other small stuff

* Fixed error when a guard was trying to open a locked door without unlocking it first after another guard locked that door after being open the previous turn
(save-compatible)

* Nerfed Objective Checkpoint: Slightly longer (Captain vision easier to out-range), more likely to spawn cover, less likely to have other guards inside it (especially stationary guards)

* Fixed Hunt Situation being slightly inaccurate at evaluating rooms connected by teleporters
* Checkpoint Captain always gets a patrol with at least one point at the checkpoint door if his patrol changes

* Added a rare easter egg sankaku checkpoint variation (more to come?)

## Advanced Cyberwarfare v1.8.4.5

* Fixed a crash resulting from attempts to load nanofabs with MCDs in spite of MCDs being disabled in generation options
* Minor patchy rewrites to hopefully minimize similar-nature issues with regards to MCDs in future

* gahhhh spotted a known bug: alternate resource display turns all 0 PWR costs into 0 credit costs. Cosmetic only, but grrrrr

*bugfixes*

* Fixed Feather tooltip being a balance patch out of date
* Adjusted Feather again: initial PWR cost 1->3 (extra cost per use remains at 1)
* Hokusai Grid no longer kills EMP-vulnerable drones (consequently, should not crash the game attempting to alert dead drones)
* Fixed typo causing MCD tooltip issues when program cost modifiers (e.g. Charge/Overdrive/innate MCD modifiers) are in effect

* fixed caissa programs not functioning properly due to file loading order issue

## Programs Extended v5.123

* Fixed Burst nil error when program had been put on cooldown by something else before using it for the first time this mission.

## More Archived Agents v1.5.11

* Shalem C's Weapon and Weapon upgrades are not upgradeable by Tony C's toolkit

## New Items and Augments v3.45

* Fixed guard shooting loop when firing at an agent with Dermal Armor augment during enemy turn while Advanced Guard Protocol is installed.

## Extra Agent Abilities v1.2.04

* Items with the cantdrop trait can no longer be thrown
* Added support for adding a trait to items called eaa_maxThrowDistance. Setting this will limit (in tiles) how far the item can be thrown.
  * Setting to 0 will prevent the item from being thrown.
  * Leaving eaa_maxThrowDistance nil will default to whatever value the agent's maxThrow trait is (by default this value is 10, I'm not currently aware of anything that modifies this value).

## Sader Fiasco 2.10

Fix: Crash when guns shoot while the mod is unloaded (introduced in 2.9)

# 2025.09.08

## Function Library v1.107

* Implemented agent_actions.shouldHudExecute
* Extended maximum list of actions an item can have from 4 to 6 (when you click on an item in inventory).
* Fixed modded door-placeable items being rendered when tile they are on was hidden.

## Advanced Cyberwarfare v1.8.3.1

* Rewritten how the pwr_mod program cost modifier applies. Among other things, this fixes the Monolith repeated cost-increase bug.
* Fixed Daemon Reversal Chance from Matrix Config Datapacks being ignored
* Amended some program subtyping logic so that multiple types are now possible; this standardizes things under-the-hood and fixes being unable to fill Red Queen MCD's specialized slots.
* Made buying programs when you have specialized slots rewind-compatible.
* Standardized how slots are counted in multiple cases (canUse of script chip compilation, can buy program, can install MCD), fixing disrepancies between them.

__Known issues (likely won't be fixed anytime soon):__
* the missing UI element logspam is back. This is related to how UI elements' strings are handled by the game, and without severe changes to that model, it's a worldly struggle.
* there's now three separate features that are "cut" from the mod (commented out to be figured out in future, for the most part), and they may impact compatibility, particularly with translations. One of these was resolved, I think, but I can't be certain about the future in that regard.

__Features and Fixes__
* Scientists of Harmony Grid now use a unique name and use a more appropriate animset
* Fixed King program tooltip fatally bugging in the store (at the cost of my sanity... damned tooltips)
* Fixed Incognita Configs resetting between missions
* Fixed a tri-mod ACW/FL/AGP compatibility issue spawning in Harmony Grid scientists
* Incorporated two fixes made by Qoala (thanks!)

__Balance__
* Obelus config: +3 duration -> +3 duration, +30% reversal chance
* Adjusting programs to better take into account that they take up a slot (now that the value of a slot is better defined):
  * Angel: +40% reversal chance, +1 to PWR costs -> +65% reversal chance, +1 to PWR costs
  * Work: -1 PWR costs, -2 AP each turn -> -1 PWR costs, -1 AP each turn (still crippling as it usually disables sprint)
  * Sun: +6 PWR, +1 alarm each turn -> fill up half max PWR, +1 alarm each turn
  * Peckpocket: 400CR cost of the program -> 200CR (effect unchanged)

## Programs Extended v5.122

* Fixed Tag Downlink subroutine not being serializable when Informant tag bonus was present.

## Facility Flux v1.6

Installed.

## Red / Transistor v3.26

* Augment tooltip now previews available algorithms even in the New Campaign and Upgrade screens.
* Augment tooltip now uses the relevant agent's icon next to their algorithm.
* Algorithms can now be added via Mod API.
* Added workshop ID for external mod managers.
* Bug-fix: Bad Cells now disappear when Checksum() does.
* Exploit-fix: Remote-Heal no longer restores AP that have already been spent this turn.

## Sader v2.9

* Transistor support: Align() lets your shots hit the whole conga-line of guards, almost like in Heat Signature!

# 2025.07.06

## Netrunner Adam v1.0.0.228

Installed.

## Advanced Cyberwarfare v1.8.1.219

__Renovations__
- Removed the objective trigger system from ACW as it is now inside Sim Constructor.
- Balance change: Feather (alarm reducing program) cost 2 + 2/use => 1 + 1/use
- Removed Grid: Heinlein (After a device is captured, lock Incognita for the rest of the turn).
- Added replacement: Mirrormorph (After a device is captured, drain 1 PWR)
- Schysm feature: compiled script programs from Schysm will 'ave some neat names, and won't serve as a way to make free money.

__Grids Expansion__
- Added Grids:
- Hokusai (All drones are shut down. Each turn, one wakes up, pre-alerted.)
- Skorpios (All weapons are limited to 3 charges.)
- Argus (After the objective is completed, install a Blowfish.)
- Manegarm (After a shopcat/nanofab window is closed, end the turn.)
- Harmony (Extra unarmed scientists are spawned in the mission.)
- A Teia (Firewall boosting is twice as effective.)
- GRNDL (Turrets have +2 HP, ammo and firewalls.)
- GameNET (Mini-server terminals and stores are replaced with databases.)
- Terminus (Guards can see through cover while at max alarm level.)
- Rebalanced grid spawn weights (relative to each other; total chances of grid occurrence unchanged).
- Each corp has some "home" grids, thrice as likely to spawn in that corp.
- K&O: Satellite, Skorpios, GRNDL.
- FTM: SanSan City, Argus, Harmony.
- Sankaku: Hokusai, Oaktown, GameNET.
- Plastech: Crisium, Mirrormorph, A Teia.
- Neptune: Djupstad, Manegarm.
- Terminus is "home" at no corp, and spawns in Omni (making it fairly rare).

__Quality of Life__
- Fadeout timer is now clamped to its max value (when playing with decaying timer, this means Dragon could have fewer turns to extract if the alarm level rises multiple levels in a turn; TLDR - niche nerf)
- Dragon's colour will reflect her status: yellow means she's fading away, and orange means she's fading *imminently*.
- Clarified the Subvert ability tooltip with regards to its behaviour when controlling drones.
- Introduced a new Subvert alert when failing to control a Destroyer drone due to Failsafe AI.
- Clarified the Moonlight tooltip to hopefully make it clearer it follows a 0-1-2-1 pattern.

__Bug Net's Latest Catches__
- On-File Dragon's fadeout timer, as the counter on the augment, now displays the maximum fadeout properly (e.g. 8/8 turns rather than 8/0)
- On-File Dragon can no longer pin guards. I thought this was the case for about 2 years now, but apparently not.
- Fixed guards performing a dance when leaving known tiles. Thanks to Phyrax for the report and Cyberboy for the diagnosis.
- Fixed a potentially fatal display bug from improper Hash Key Counter initialization.
- Fixed the first mission sometimes containing a Grid.
- Schysm compatibility: copied Script Chips will not have unintentionally synchronized icons.
- Fixed Satellite grid failing to close the elevator properly.

__UI fixes__
* Attempts to change the UI no longer occur when Grids are turned off in generation options
* Removed the Hash Key display, since PE adds it

__Mask update__
* Mask context: Shuffle all existing Daemons, then hide them for Mask's duration.
* Previously: 
    * Devices with previously revealed Daemons would keep revealing their Daemon (or lack thereof).
* With this patch, a generation option has been added that controls this:
    * Easy mode: previously revealed Daemons will now remain revealed, whichever device Mask moves them to
    * Hard mode: previously revealed Daemons are hidden. Databases reboot until Mask wears off
    * ACW Mask duration (either mode): 3-4, same as vanilla => 2-3 turns

__Mask followup__
* Mask shouldn't freeze at the presense of sniffed Daemons
* Mask treats Cyber Consciousness daemons as any other daemon
* this means they may be moved silently, causing you to lose track of them
* Hard Mask no longer reboots Daemon Databases
* Hard Mask gives out daemon reveal data for free if you control a Daemon Database when it runs out

__Script Chip updates__
* Removed Duo module (extra targets, but all targets are random)
* Introduced Helix launcher (0 PWR / 3 CD; program triggers an additional time after use; the additional trigger uses random targeting)
* Introduced Trial module (program causes Alarm to go up instead of using PWR. 1 alarm tick per 2 PWR, rounding up)
* Fixes to Flicker payload:
* interactions with on-execute effects should let Flicker fully resolve before taking place
* e.g. Alpha module will not lock Flicker down after targeting, only after use
* auto-targeted uses of Flicker will no longer teleport in a deterministic location
* Helix interaction: Flicker's manual use will end the turn only after the random additional use will take place
* Fixed Alpha tooltip erroneously stating "5x effect" (it's always been 3x)
* Fixed Schysm's easter egg appearing in his absence (credit to Nightjar/Satanic for this one)
* Fixed a loading error also appearing in Schysm's absence

__Miscellaneous__
* Introduced lazy, minimalistic HUD descriptions for chip programs
* Dragon saves revealed state of the daemon on devices she is subverting; if the Daemon was made by Cyber Consciousness, it's moved to a different device instead
* Added HUD support for alternate program costs. Credit or alarm costs will replace the "PWR" display on the program, coloured differently for readability
* moved a couple modinit includes to fix translation pack compatibility (thanks to Mobbstar for the reminder)

__Grid Updates__
* Standardized grid creation; in particular, codified the previous "grids are 3x more likely to spawn in their home corp" rule.
* Terminus grid is still the exception, being restricted to Omni only with a rare chance of K&O spawn.
* Neutral grids use half the multiplier (1.5x) - you're a bit more likely to see a neutral grid in a Sankaku mission than a grid from one of the other corps.
* Introduced Mahkota Langit, the first Neutral grid. Requires PE's Counterintelligence AI. Increases its subroutine deletion requirement by 2.
* Introduced Nisei, a Sankaku-based grid. "When the objective is completed, rewind, then pinpoint 2 agent locations".
* Moved GameNET grid from Sankaku to Neptune.

__A little balancing__
* Keyhole buff:
    * Formerly: 0 PWR / 2 cooldown. Breaks 1 firewall; if it was the last one, reduce cooldown by 1.
    * Now: Whenever you capture a device, reset cooldown to 0.

__UI and bugfixes__
* Introduced a bunch of Netrunner-themed flavour text to many of the Grid tooltips.
* Alternate cost display improvements:
* now uses proper PWR cost calculation, accounting for quirks like Charge and Seed.
* similar things for credit and alarm costs are not standardized on account of not yet existing, so they are not supported.
* alarm cost now specifies "+3 alarm" rather than "3 alarm".
* Bugfix: Skorpios Grid no longer limits the guards' weapons to 3 charges.
* Bugfix: fixed a Load launcher assembly crash.

__newstuff.mcd__
* Introducing Matrix Configuration Datapacks, or MCDs. These items can tweak Incognita to your liking; whether you'd like access to a lot of program slots, or recover PWR every time you hack something, or even bump daemon durations up (why the hell would you want that?)
* Incognita Configs: Spymaster, Memory Master, Desperado, Obelus, The Toolbox.
* More coming soon™️!

__Balance followups__
* Work: -1 PWR at the cost of 2 AP rather than 3. It still disables sprinting, which is plenty punishing.
* Moonlight and Keyhole: made a bit rarer.
* Data Punch: fixed incorrect tooltip. Credit value reduced from 900 to 600.
* Data Nuke: renamed to Data Flood. Cooldown reduced from 9 to 5, and no longer starts on cooldown. Firewalls broken increased from 3 to 5.
* Both of the above: now use break_firewalls, allowing them to be upgraded at More Missions' AI Terminals.
* Keyhole: fixed cooldown not ticking.
* Focus: Costs 2 PWR instead of 3.
* Deafen: made slightly rarer. Costs 4 PWR instead of 5.
* Additionally, made all of the above have weights, so they properly spawn in terminals.

__Checkmate, atheists!__
* New programs, sharing a subtype: Caïssa. Pawn, Knight, Bishop, Rook and Queen, and of course King.
* Caïssa programs have a 1:1 or better breaking ratio, but are limited in specific ways.
* King is a passive Caïssa program that removes these limitations!

__Configuration Continuation__
* New configs:
    * Grimoire, offering 3 slots exclusively for script chip programs.
    * The Red Queen, offering 3 slots for Caïssa programs.
    * Monolith, offering approximately a metric ton of PWR.

__Bug fixes__
* Fixed a visual glitch when loading a save that had an Incognita Config change in the mission
* Script Chips no longer account for MM's AI Terminal program slots twice
* Fixed alternate program cost display being buggy when scrolling (if the list of programs is long enough)
* Fixed Mask descriptions being off despite the previous patches altering the behaviour:
* Normal Mask rework makes it shuffle the daemons, hiding everything except known daemons.
* Hard Mask, on top of the shuffle, hides everything, including known daemons. At the end, if you control a Daemon Database, you get new daemon info.
* Fixed some more descriptions in generation options.

* Fixed crash related to missing program scrollbar
* Fixed programs that have non-standard PWR cost calculations using the standard calculation with ACW installed (in English: Parasite works!)
* Fixed genoption for Matrix Configuration Datapacks not actually doing anything
* Fixed some incorrect behaviour related to UI and Datapacks relating to the genoption and its detection
* Fixed a crash when ending the level with a datapack in tow (savegame is now modified as intended)
* Fixed a messy store item list append. That should possibly fix odd item-rewind behaviour.
* Side effect of above: Matrix Config Datapacks are no longer limited to <30% of a store's wares.

## Extra Agent Abilities v1.2.03

Installed.

## Enemy Action Visualizations v2.0

Installed.

## Promoting Patrol Guards v1.0

Installed.

## Community Bug Fixes v1.18.1

* Repair and improve the vanilla SAVE_MAP_PNGS debug export (wodzu_93)
* Scan Device (Scan Chip, On-File Decker, etc) no longer targets devices on the other side of a closed door.
* Disable now-unnecessary patching of doorMechanism ability if Function Library is installed.
* Take advantage of Sim Constructor direct patching of hud.lua.
* Fix corp recapturing of a generator that powers multiple laser panels only resetting half of them (Thanks, @Phyrax!)

## Function Library v1.105

* Added "TRG_PRE_AGENT_CONNECT" trigger, returns pc player as evData.
* Added "TRG_POST_AGENT_CONNECT" trigger, returns a table of spawned agents as evData.
* Added mission_util.PRE_AGENT_CONNECTION and mission_util.POST_AGENT_CONNECTION mission script hooks.
* Fixed using a Subdermal Power Bank augment (NIAA) not lowering the item cooldown.
* Using Lock Decoder will no longer cancel Ambush/Overwatch.
* When Lock Decoder is used from a tile adjacent to the door, agent will face towards the door (Lock Decoder Redux support).

## The Wizard v1.1

* Grand Grimoire recharge ability AP cost increased from 5 to 7.
* Archived Wizard: Added -1 item slot penalty, mana progression changed from [2,4,6,8,10] to [2,4,5,7,9]
* Mana Crystal removed. Replaced with Runic Disrupter.
* Various changes to spells

## More Missions v0.34.3

* Hotfix: restore old anim and gui kwads that aren't missing assets

## UI Tweaks Reloaded v2.12.1

* Fixed 4-year-old bug in changes to agent movement previews that could lag the game. Path length limit is once again enforced, avoiding excessive computation when no path is available. Thanks, Phyrax!

* **Status Lights**: The bottom-left agent list now shows a variety of statuses
    * Ambush/Overwatch/Hacking (Data Banks, Monst3r, etc)/Sprinting
    * Poisoned (for Programs Extended)
    * Cloaked: Indicates remaining duration and distance, updating live with the movement preview. This also shows in tooltips. (Credit: @RolandJ)
* Related changes:
    * Tooltip when hovering the agent list is the unit's full normal tooltip, instead of just their name.
    * Remaining AP in the agent list now updates for ability previews (hovering an ability that uses previewAbilityAP() in its tooltip). Previously, only the hexagon chit's AP updated for these, while both locations updated for movement previews.
    * Vanilla abilities that now use ability previews for AP (previously only Sprint and Peek): Observe, Use Stim
* Make the effect-radius hover icons (live grenades, pulse drones, etc) visible normally, instead of only in Vision Mode. The discoverability may be more helpful than worries about too many icons.
* Fixed warning about missing tlv_anims.kwad (was unused)
* Take advantage of Sim Constructor direct patching of hud.lua

## Programs Extended v5.121

* Snare Grenades used by guards will no longer teleport downed agents. Fixes a crash when Snare Grenade was thrown on top of downed agent (oldCell ~= newCell assert error).

## Sim Constructor v1.67

* Added support for reading versions number from modinfo.txt. They can be retrieved with the following functions:
```
mod_manager:getInstalledVersion( name )
mod_manager:getCampaignVersion( name )
mod_manager:isVersionInstalled( name, version )
mod_manager:isCampaignVersion( name, version )
modApi:getInstalledVersion()
modApi:getCampaignVersion()
modApi:isVersionInstalled( version )
modApi:isCampaignVersion( version )
```

## Enable Guard AP

* No longer draw AP over non-alerted, non-investigating, non-KO guards' armor.

## Eris (Agent Mod)

Installed.

## Incognita Socket-h47 v2.3.1

Rolled back due to Counterintel being very buggy and difficult to fix.

# 2025.02.25

## Worldgen Extended v2.28

* Shock Mines can now be bypassed by dragging a guard through their vision zone. Unlike laser fences, this does NOT disable the Shock Mine
* Fixed that Shock Mine detonation could randomly spare a unit if more than one were sharing a tile

## Incognita Socket-h47 v2.3.2

* Added ability to play as Counterintel, assisting corporations against agency players

# 2025.02.19

## Community Bug Fixes v1.15.0

* Add a missing import. Oops.
* Don't allow guard elevators and laser grids to (rarely) overwrite doors, potentially breaking level connectivity.

## Advanced Guard Protocol v1.82

* Fixed error when triggering Net Downlink or Refraction Chamber and Function Library was not installed.

## Corporate Items and Programs v2.0.5

* Fix blossom crashing on mission start
* Fix blossom instantly discarding its buff when a program is used while triggering a daemon
* Fix conversion crashing on mission start

## Programs Extended v5.120

* Clarified description of Axe and Split regarding the need for devices to be scouted.
* Added a suboption to extended alarms that lets you choose if you want a certain daemon to spawn at alarm level 1 when reaching a certain point in campaign.
* Fixed hostile AI incorrectly counting amount of PWR Cores in the level if any of them were captured before AI had spawned in.
* Tweaked mod options strings.
* Added Hash Key display to the right of CR display in the upper left corner of the screen, thanks of Sizzlefrost.
* NOTE: Above display will be duplicated if running alongside Advanced Cyberwarfare and may be illegible until ACW's next update removes theirs.

## UI Tweaks Reloaded v2.11.0

* Absorb "Tactical View Toggle". That mod no longer needs to be installed.
* Add sound indicators to the "plant EMP Pack" tooltip. (Similar to the indicators for sprinting)

## Neptune Corporation v1.20

* Fixed Frost Troopers missing their ability to overwatch fire.

# 2024.11.13

## More Missions v0.34.1

* Installed

## Heat Signature - Sader Fiasco v2.8

* Fix: Crash when guards trigger a glitchtrap while dragging another unit

## Expanded Cheats v1.5

* Updated for compatibility with Incognita Socket

## Community Bug Fixes v1.14.3

* Add a missing import. Oops.

# 2024.09.05

## Programs Extended v5.117

* Fixed Clone subroutine cloning special daemons like Countermeasures, alarm-based permanent daemons or reversed ones

# 2024.07.27

## Sim Constructor v1.66

* Added modApi:addSituationScripts(missionType, scripts) for appending level scripts to a specific mission type (even story missions) following the same format as modApi:addEscapeScripts
* Added modApi:addScriptHook(missionType, hookName, hookFn) as a convenience when the only script change is to add a hook
* Added code by Sizzlefrost for trigger TRG_OBJ_COMPLETE when the main mission objective is completed (excluding modded and final missions)
* Fixed untranslated strings in cdefs
* Added modApi:registerWidgetFactory( name, widgetClass )
* The widget paths used by modApi:insertUIElement, modApi:modifyUIElement, and their variants now supports finding widgets by name instead of index
* Added widget radialprogressbar
* Fixed upvalueUtil.find returning the wrong index

# 2024.05.28

## Enable Guard AP

* Initial release

# 2024.05.27

## Programs Extended v5.116

* Fixed Chiton subroutine removing armor it wasn't supposed to

## UI Tweaks Reloaded v2.10.9

* Added upgrade costs to the skill bars on the in-mission character profile tab

## Permadeath v3.13

* Minor cleanup of mod unloading

## Function Library v1.102

* Fixed recharging one charge instead of full when using Subdermal Power Bank while having Small Charge Pack in inventory
* Fixed "sound radius circle" visual element disappearing when sound radius was not an integer value

# 2024.02.28

## Programs Extended v5.115

* Fixed Treaty locking Incognita and its own PWR subroutines for 3 turns instead of 2
* Club will now update its breaking power when bought in mission (previously it would start at 1 firewall break)

# 2024.02.16

## Vigilance Protocol v1.0.0

* Installed

# 2024.02.12

## Agent Wilson v2.1

* Installed

## Community Bug Fixes v1.14.2

* Fix cross-mod compatibility issues with Peek and mission-device ability patches.

## Into the Breach Agents v1.5.4(.alt1)

* Fix Gana crashing on deploy with Incognita Socket in BP mode

## Incognita Socket-h47 v2.3.1

* Fix Gana crashing on deploy with Incognita Socket in BP mode
* 1 Player = 1 Agent mode

# 2024.01.23

## Into the Breach Agents v1.5.4

* Fixed start of turn crash caused by WIP code

# 2024.01.19

## Incognita Socket v2.(2.alt3)

* Fixed rewind button hiding/showing on wrong occasions

## More Menu Art

* Installed

## + Loading Screens

* Installed

# 2024.01.18

## Detention Center Saveslot Preview

* Initial release

## Incognita Socket v2.(2.alt2)

* Removed rewind capability from unfocused players

## UI Tweaks Reloaded v2.10.8

* Add unit name to Observe tooltip. (Hekateras)
* Hide path info action from hacked and TAGged drones.

# 2024.01.15

## Incognita Socket v2.(2.alt1)

* Added a warning that shows if you try to take actions on another player's turn

## More Save Slots

* Initial release

# 2024.01.12

## Heat Signature - Sader Fiasco v2.7

* Fix: Deployed Glitchtraps now only cool down at start of player turn.
* Fix: A function was accidentally global-scoped and is now correctly private-scoped. (affects mod compatibility)

# 2024.01.09

## Into the Breach v1.5.3

* Fixed archive Gana being able to glitch out the game by deploying into the final OMNI mainframe corridor
* Fixed ultimate Gana having an invisible sprite when first teleporting into story missions

# 2024.01.08

## Corporate Items and Programs v2.0.3(.alt1)

* Disabled Conversion program to fix crash on load

## Community Bug Fixes v1.14.1

* Don't error when recent PRNG fix and Omni Foundry+ interact
