BlackICE - Lethal Netrunners

BlackICE - Lethal Netrunners

Enemy netrunners get a rank 1-15 progression system, BLACK ICE that rejects your uploads and bites back, and a sustained RAM Drain channel. Night City's runners went to the same school you did

[img]https://staticdelivery.nexusmods.com/mods/3333/images/31596/31596-1784934855-1513995850.png[/img]
[center][url=https://discord.gg/Pc2UmrEMwg][/url][/center]
[center][url=https://discord.gg/Pc2UmrEMwg][/url][size=6][b][color=#f0f0ee]BLACK [/color][color=#56c8ff]ICE[/color][/b][/size]
[color=#00ffff][size=4][b]Lethal Netrunners[/b][/size][/color]
[color=#8a919e][i]The netrunners learned your tricks. Now they defend against them.[/i][/color]

[color=#ff4d4d][i]"You've spent your whole career treating enemy netrunners as scenery, slow, harmless, a scanner tag that never fires. That was a courtesy. It has been revoked."[/i][/color]

Night City's netrunners went to the same school you did. BlackICE gives them a career ladder: a [b][color=#ff0000]rank 1-15 progression system[/color][/b] that decides how fast they upload, how hard their hacks land, how well they shrug off yours, and which hacks they reach for. Push a quickhack into a high-rank runner and their BLACK ICE may reject it outright, wipe the queue you stacked on them, and at the very top of the ladder, send something back down the wire with your name on it.

[size=4][b][color=#ff4d4d]More runners and Smarter hacks.[/color][/b][/size]

Every part of it is [i]configurable in-game[/i]; from a light "[i]the world feels more dangerous[/i]" tuning all the way to "[i]why did I install this.[/i]" Set it once and forget it, or dial the pressure to taste.

[url=https://discord.gg/t6GZkDHz8V][img]https://staticdelivery.nexusmods.com/mods/3333/images/31596/31596-1786925799-918466792.png[/img][/url]
[color=#8a919e][i]Bug reports, balance feedback, and screenshots of your death: join the Discord.[/i][/color]

[line]

[size=5][b][color=#ff4d4d]— HOW THE PRESSURE STAYS FAIR —[/color][/b][/size]

[left]A mod that just makes enemies hit harder is a difficulty slider with extra steps. Everything in BlackICE 2.0 is built so the danger is [i]readable[/i] and [i]answerable[/i]:[/left]
[left][list]
[][color=#56c8ff][color=#56c8ff][b]Every threat names its source:[/b][/color][color=#e4e4e7] the red connection line, the upload HUD and the backlash warning all point at a specific runner you can go kill[/color][/color][/]
[][color=#56c8ff][color=#56c8ff][b]Rejection happens at a visible checkpoint[/b][/color][color=#e4e4e7]: your upload runs and then fails where you can see it, instead of dying silently the instant you press the button[/color][/color][/]
[][color=#56c8ff][color=#56c8ff][b]The backlash warning runs on simulation time:[/b][/color][color=#e4e4e7] scanner slow-time can't quietly eat your reaction window[/color][/color][/]
[][color=#56c8ff][color=#56c8ff][b]Native rules are left intact:[/b][/color][color=#e4e4e7] upload prerequisites, interruption handling and animation ownership stay the engine's. The runners play by the same rules you do, just far better than they used to[/color][/color][/]
[][color=#56c8ff][color=#56c8ff][b]The exclusive threat stays exclusive:[/b][/color][color=#e4e4e7] RAM Drain never stacks with another hack, so it's always one runner, one channel, one thing to break[/color][/color][/]
[][color=#56c8ff][color=#56c8ff][b]The unpredictable options ship off: [/b][/color][color=#e4e4e7]repeat uploads and experimental simultaneous uploads are both opt-in.[/color][/color][/]
[/list][/left]

[line]

[size=5][b][color=#ff4d4d]— WHAT'S NEW IN 2.0 —[/color][/b][/size]

[img]https://staticdelivery.nexusmods.com/mods/3333/images/31596/31596-1786987230-1059897076.png[/img][img]https://staticdelivery.nexusmods.com/mods/3333/images/31596/31596-1786987263-305766596.png[/img]
[img]https://staticdelivery.nexusmods.com/mods/3333/images/31596/31596-1786987252-1121874843.png[/img]

[size=4][b][color=#56c8ff]Netrunner Ranks 1-15[/color][/b][/size]
[color=#ff4d4d][i]"The kid on the corner is a rank three. The thing NetWatch sent after you is not."[/i][/color]

[left][list]
[]Every enemy netrunner carries a persistent combat rank from [b]1 to 15[/b], derived from their rarity, their faction package, and your own level. The city levels up alongside you[/]
[]Rank drives [b]upload speed, quickhack damage, resistance to your quickhacks[/b], and [b]which hacks they pick[/b][/]
[]Higher ranks lean increasingly toward the dangerous and lethal end of their kit while still making valid native choices. No scripted, predetermined hack order[/]
[][b]Rank 10+[/b] runners unlock the elite package and RAM Drain. That is [i]not[/i] a MaxTac privilege anymore. A veteran ganger who lived long enough can carry it[/]
[]Optional scanner row displays [b]NETRUNNER RANK[/b] in vanilla scanner styling, so you can read the threat before you commit. [color=#8a919e][b]Off by default[/b][/color][/]
[/list][/left]


[img]https://staticdelivery.nexusmods.com/mods/3333/images/31596/31596-1786988096-1620503434.png[/img]

[size=4][b][color=#56c8ff]BLACK ICE[/color][/b][/size]
[color=#ff4d4d][i]"You reached into their deck. Something in there closed its hand."[/i][/color]

[left][list]
[]BLACK ICE is a [b]defense against your upload[/b], not another enemy attack. Every quickhack you push into an enemy netrunner is a roll against their ICE[/]
[]Chance scales at [b]3% per rank[/b] by default — never guaranteed, always worse the higher you climb[/]
[]Your upload runs to a [b]visible rejection checkpoint[/b] rather than dying the instant you press the button. You get to watch it fail[/]
[]A successful defense [b]rejects the active upload and clears every quickhack you had queued on that target[/b]. All that RAM, refunded to nobody[/]
[]Ranks [b]1-12[/b] stop there. They reject you and go back to work[/]
[/list][/left]
[right][/right]

[img]https://staticdelivery.nexusmods.com/mods/3333/images/31596/31596-1786987397-1369102625.gif[/img]

[size=4][b][color=#56c8ff]Backlash — Ranks 13-15[/color][/b][/size]
[color=#ff4d4d][i]"Rejection is the polite version. Above rank twelve, they send something back with your name on it."[/i][/color]

[left][list]
[]Only ranks [b]13-15[/b] retaliate, and only [i]after[/i] their BLACK ICE roll has already succeeded. This is not a tax on every hack you throw at a veteran[/]
[]A compact warning HUD [b]names the runner[/b] who sent it and runs on [b]simulation time[/b], so scanner slow-time doesn't quietly eat your reaction window[/]
[][b]Kill or neutralize the named source before the timer expires and the retaliation aborts. T[/b]he HUD flips to a distinct aborted state so you know you won[/]
[]Default warning window is [b]15 seconds[/b], adjustable in Mod Settings[/]
[/list][/left]

[img]https://staticdelivery.nexusmods.com/mods/3333/images/31596/31596-1786987173-1033945755.png[/img]


[size=4][b][color=#56c8ff]RAM Drain[/color][/b][/size]
[color=#ff4d4d][i]"It isn't a hack. It's a hand in your pocket, and it doesn't stop until the pocket is empty."[/i][/color]

[left][list]
[]Exclusive to [b]rank 10+[/b] netrunners, and it is a [b]sustained channel[/b]. Not a cast with a finish line[/]
[]Presented through the native upload HUD and red connection line, so you can see exactly who is doing it and from where[/]
[]Drains your RAM [b]once per second[/b] until your deck is empty or you break the channel[/]
[][b]Never[/b] chains with another hack and never runs as a parallel upload. While RAM Drain is up, that runner is doing nothing else[/]
[][b]Counterplay:[/b] kill or neutralize the runner, disable their cyberware, close inside [b]5m[/b], or break past [b]70m[/b][/]
[/list][/left]



[img]https://staticdelivery.nexusmods.com/mods/3333/images/31596/31596-1786987063-209507602.png[/img]
[img]https://staticdelivery.nexusmods.com/mods/3333/images/31596/31596-1786987064-1966169128.png[/img]

[size=4][b][color=#56c8ff]More Street Netrunners[/color][/b][/size]
[color=#ff4d4d][i]"Every third gonk on this corner can reach into your skull now. Statistically, one of them already has."[/i][/color]

[left][list]
[]Compatible ranged [b]gang, corpo and NCPD[/b] enemies can be converted into full netrunners. Real netrunner combat AI, not a scanner tag[/]
[]Three independent sliders: default [b]35% gang, 35% corpo, 55% police[/b][/]
[]Only compatible enemy records take the behavior. This doesn't turn the entire city into runners[/]
[][color=#7ee08a]Fully compatible with Random Netrunners:[/color][color=#e4e4e7] BlackICE recognizes its conversions and won't convert the same NPC twice[/color][/]
[/list][/left]

[size=4][b][color=#56c8ff]Aggression, Rebuilt[/color][/b][/size]
[color=#ff4d4d][i]"Twelve seconds between hacks was mercy. Mercy is expensive, and Night City stopped paying."[/i][/color]
[left][list]
[]Vanilla runners idle [b]12 seconds[/b] between hacks and sit on 40-120s per-hack cooldowns. that's why you never noticed them. BlackICE drops the global gap to [b]2s[/b] and scales per-hack cooldowns to [b]25%[/b][/]
[]Enemy upload and Location Trace timing scale to [b]40% of vanilla[/b] before rank bonuses. A rank 14 runner is considerably faster than that[/]
[]Enemy hack damage starts at [b]100%[/b] and climbs [b]10% per rank[/b]; veteran resistance to [i]your[/i] quickhacks climbs [b]4% per rank[/b][/]
[]Immediate repeat uploads and experimental simultaneous uploads are both available and both [color=#8a919e]off by default[/color][/]
[/list][/left]

[line]

[size=5][b][color=#ff4d4d]— CONFIGURATION —[/color][/b][/size]

[img]https://staticdelivery.nexusmods.com/mods/3333/images/31596/31596-1786986707-1713963254.png[/img]

Everything above lives under [color=#56c8ff][b]Settings → Mods → BlackICE[/b][/color]: population per faction, global and per-hack cooldowns, upload and Location Trace timing, rank scaling, damage and resistance, RAM Drain rate and cooldown, BLACK ICE chance, the backlash warning window, the scanner rank row, repeat uploads and the experimental parallel toggle.

[b][u][color=#ffd966][size=4]Shipping defaults:[/size][/color][/u][/b]
[left][list]
[][color=#f1c232]Conversion[/color]: gang [b]35%[/b], corpo [b]35%[/b], police [b]55%[/b][/]
[][color=#f1c232]Global inter-hack cooldown[/color] [b][color=#e4e4e7]2s[/color][/b][color=#e4e4e7] · per-hack cooldown scale [/color][b][color=#e4e4e7]25%[/color][/b][/]
[][color=#f1c232]Upload + Location Trace timing[/color] [b][color=#e4e4e7]40%[/color][/b][color=#e4e4e7] of vanilla, before rank bonuses[/color][/]
[][color=#f1c232]Enemy hack damage[/color] [b][color=#e4e4e7]100%[/color][/b][color=#e4e4e7], [/color][b][color=#e4e4e7]+10% per rank[/color][/b][color=#e4e4e7] · veteran resistance [/color][b][color=#e4e4e7]4% per rank[/color][/b][/]
[][color=#ffd966]RAM Drain[/color][color=#e4e4e7]: [/color][b][color=#e4e4e7]rank 10+[/color][/b][color=#e4e4e7], [/color][b][color=#e4e4e7]3 RAM/sec[/color][/b][color=#e4e4e7] base, [/color][b][color=#e4e4e7]45s[/color][/b][color=#e4e4e7] cooldown[/color][/]
[][color=#ffd966]BLACK ICE[/color][color=#e4e4e7]: [/color][b][color=#e4e4e7]3% per rank[/color][/b][color=#e4e4e7] · backlash [/color][b][color=#e4e4e7]rank 13-15[/color][/b][color=#e4e4e7], [/color][b][color=#e4e4e7]15s[/color][/b][color=#e4e4e7] warning[/color][/]
[][color=#ffd966]Scanner rank row[/color] [b][color=#e4e4e7]off[/color][/b][color=#e4e4e7] · repeat uploads [/color][b][color=#e4e4e7]off[/color][/b][color=#e4e4e7] · parallel uploads [/color][b][color=#e4e4e7]off[/color][/b][/]
[/list][/left]

[color=#ff8a7a][b]Restart the game after changing settings that alter enemy behavior.[/b][/color]
[/center]
[center][line]
[left][center][b][size=5][color=#ff4d4d]
— REQUIREMENTS —[/color][/size][/b][/center]
[list]
[][b]Cyberpunk 2077 2.31[/b][/]
[][url=https://www.nexusmods.com/cyberpunk2077/mods/2380]RED4ext[/url] 1.29.3+ — [color=#ff8a7a][b]required[/b][/color][/]
[][url=https://www.nexusmods.com/cyberpunk2077/mods/1511]redscript[/url] 0.5.31+ — [color=#ff8a7a][b]required[/b][/color][/]
[][url=https://www.nexusmods.com/cyberpunk2077/mods/4197]TweakXL[/url] 1.11.3+ — [color=#ff8a7a][b]required[/b][/color][/]
[][url=https://www.nexusmods.com/cyberpunk2077/mods/7780]Codeware[/url] 1.19.0+ — [color=#ff8a7a][b]required[/b][/color] [color=#8a919e](new in 2.0 — localized BlackICE UI text)[/color][/]
[][url=https://www.nexusmods.com/cyberpunk2077/mods/4885]Mod Settings[/url] 0.2.21+ — [color=#ff8a7a][b]required[/b][/color] (the in-game config menu)[/]
[][url=https://www.nexusmods.com/cyberpunk2077/mods/107]Cyber Engine Tweaks[/url] — [color=#7ee08a]optional[/color], only needed by third-party CET mods that read the BlackICE API. Gameplay does not require it[/]
[/list]
[center][b][color=#ffff00]ArchiveXL is NOT required.[/color][/b][/center]
[line]
[/left]

[size=5][b][color=#ff4d4d]— INSTALLATION —[/color][/b][/size]

[color=#ff0000][size=4][b]Upgrading from 1.0? Delete the old folders first. This is a full overhaul, not a patch!!![/b][/size][/color]

[left][b]1.[/b] Exit the game.[/left]
[left][b][b]2.[/b] Delete these folders if they exist:[/b][/left]
[left][font=Courier New]Cyberpunk 2077\r6\scripts\BlackICE\[/font][/left]
[left][font=Courier New]Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\BlackICE\[/font][/left]
[left][b][b]3.[/b] Extract the archive into your main [b]Cyberpunk 2077[/b] folder, or deploy it with a mod manager.[/b][/left]
[left][b][b]4.[/b] Start the game and let redscript compile.[/b][/left]
[left][b][b]5.[/b] Confirm BlackICE appears under [color=#56c8ff][b]Settings → Mods → BlackICE[/b][/color].[/b][/left]
[left][b][b]6.[/b] Walk into the wrong alley.[/b][/left]

[spoiler]
[b]Manual uninstall:[/b] delete these three paths, then start the game once to rebuild the script cache.
[color=#ff0000][font=Courier New]Cyberpunk 2077\r6\scripts\BlackICE\[/font]
[font=Courier New]Cyberpunk 2077\r6\tweaks\BlackICE\[/font]
[font=Courier New]Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\BlackICE\[/font][/color]

[b]Troubleshooting:[/b]
[left][list]
[][b]BlackICE doesn't appear in Settings → Mods:[/b] the scripts didn't compile. Check [font=Courier New][color=#ff0000]r6\logs\redscript_rCURRENT.log[/color]. [/font]It names the file and line that failed. The usual cause after an upgrade is a leftover [color=#ff0000][font=Courier New]r6\scripts\BlackICE\[/font][/color] from 1.0 sitting alongside the new one, which produces duplicate-class errors. Delete the folder and reinstall clean.[/]
[][b]Settings changed but enemies behave the same:[/b] settings that alter enemy behavior need a full game restart, not just a save reload.[/]
[][b]Enemy netrunners feel completely vanilla:[/b] confirm all five required mods are installed and current. A missing Codeware or TweakXL silently costs you most of the mod.[/]
[][b]Runners behave inconsistently / RAM Drain never appears:[/b] check whether another installed mod also rewrites enemy-netrunner AI, selection, cooldowns or defenses. Enemies of Night City in particular competes with BlackICE here (see Compatibility).[/]
[][b]Reporting a problem?[/b] Tell me your game version, your full mod list, and what the runner was doing when it went wrong. If scripts failed to compile, include [color=#ff0000][font=Courier New]redscript_rCURRENT.log[/font].[/color][/]
[/list][/left]
[/spoiler]

[line]
[size=5][b][color=#ff4d4d]— COMPATIBILITY —[/color][/b][/size]

[left][b][color=#7ee08a]Supported[/color][/b]
[list]
[][url=https://www.nexusmods.com/cyberpunk2077/mods/16475][color=#7ee08a][b]Random Netrunners[/b][/color][/url]: [color=#ffffff]compatible, features stack. BlackICE recognizes its conversions and won't convert the same NPC twice[/color][/]
[/list][/left]
[left][color=#ff8a7a][b]Partial[/b][/color]
[list]
[][url=https://www.nexusmods.com/cyberpunk2077/mods/8467][color=#ff8a7a][b]Enemies of Night City 1.8.8 Hotfix[/b][/color][/url]:[color=#ffffff] both mods install, compile and load together, but ENC overrides parts of the enemy-netrunner action maps and brings its own hack selection, timing, cooldown and defensive systems. With both active, BlackICE's RAM Drain selection, rank weighting, upload timing, cooldowns and BLACK ICE retaliation may not behave as designed. Full gameplay integration is not part of 2.0[/color][/]
[/list][/left]
[left][b][b]General:[/b][/b]
[list]
[]any mod that replaces enemy-netrunner AI action maps, upload conditions, cooldowns or defense systems can conflict. L[i]ast writer wins[/i].[/]
[/list][/left]

[size=5][b][color=#ff4d4d]— KNOWN LIMITATIONS —[/color][/b][/size]
[left][/left]
[left][list]
[][b]Runners stop moving during the upload itself[/b]. This is rooted in native engine code around the upload channel, not in game data. Every data-side override was tested and verified applied; the engine pins them regardless[/]
[][b][b]Simultaneous uploads stay experimental and off by default[/b]; the vanilla upload HUD has real display limits when several attacks land at once[/b][/]
[][b][b]Repeat uploads use native AI selection.[/b] BlackICE does not build a predetermined multi-hack queue or hold a link open between separate uploads[/b][/]
[][b][b]RAM Drain is deliberately exclusive[/b]; it never joins a chain or a parallel upload.[/b][/]
[][b][b]Existing 1.0 translations may not cover the new 2.0 strings.[/b][/b][/]
[/list][/left]

[line]

[size=5][b][color=#ff4d4d]— FOR MOD AUTHORS —[/color][/b][/size]

BlackICE exposes an optional, [b]read-only[/b] integration API through [font=Courier New]GetMod("BlackICE")[/font] when Cyber Engine Tweaks is installed. It publishes version and API metadata, supported-feature queries, and BlackICE's canonical record IDs so your mod can detect it and cooperate with it.

It is side-effect free by design: the API does not start hacks, alter combat, change settings, or expose development tooling.

[line]

[size=5][b][color=#ff4d4d]— FAQ —[/color][/b][/size]

[left]
[list]
[][b][color=#56c8ff]I'm on 1.0. Can I just overwrite it?[/color][/b][/]
[]No. Delete the old [font=Courier New]r6\scripts\BlackICE\[/font] and [font=Courier New]bin\x64\plugins\cyber_engine_tweaks\mods\BlackICE\[/font] folders first, then install 2.0. The file layout changed, and leftovers cause compile errors.[/]
[/list]
[list]
[][color=#56c8ff][b]Does every hack I throw at a veteran get thrown back at me?[/b][/color][/]
[]No. BLACK ICE has to succeed its roll first, 3% per rank by default, and only ranks 13-15 retaliate at all. Below that, the worst case is your upload rejected and your queue on that target cleared.[/]
[][color=#56c8ff][b]How do I survive a backlash warning?[/b][/color][/]
[]Kill or neutralize the runner the warning names, before the timer runs out. The HUD tells you who it was and flips to an aborted state when you get there in time.[/]
[/list]
[list]
[][color=#56c8ff][b]Something is draining my RAM and won't stop.[/b][/color][/]
[]That's a rank 10+ RAM Drain channel. Kill the runner, disable their cyberware, get inside 5m, or get past 70m. It will not time out on its own.[/]
[/list]
[list]
[][color=#56c8ff][b]Is this just more enemies with a scanner tag?[/b][/color][/]
[]No. Converted NPCs get the real netrunner combat AI: hack selectors, cooldown logic, elite kits. So they behave like proper enemy netrunners, not decorations.[/]
[/list]
[list]
[][color=#56c8ff][b]Will this wreck my save?[/b][/color][/]
[]No. Every change is a live TweakDB edit applied at runtime and reverted by restarting the game. Nothing is written into your save.[/]
[/list]
[list]
[][color=#56c8ff][b]It's too brutal / not brutal enough.[/b][/color][/]
[]That's what the sliders are for. Turn population, cooldowns, upload speed, and rank scaling down for "the world feels more alive," or crank everything for a netrunning nightmare.[/]
[/list]
[list]
[][color=#56c8ff][b]Do I need Cyber Engine Tweaks?[/b][/color][/]
[]Only if another CET mod wants to read BlackICE's API. The gameplay doesn't touch it.[/]
[/list]
[list]
[][color=#56c8ff][b]Can I turn off just the parts I don't want?[/b][/color][/]
[]Yes. BLACK ICE, Backlash, RAM Drain, the scanner row, and the population conversion all have their own settings. Run it as a pure population mod, or as a pure defense mod, or anything in between.[/]
[/list][/left]

[line]

[left][center][b][size=5][color=#ff4d4d]— CREDITS —[/color][/size][/b][/center]
[list]
[]Thanks: [url=https://www.nexusmods.com/profile/psiberx/mods]psiberx [/url](TweakXL / ArchiveXL / Codeware), [url=https://www.nexusmods.com/profile/yamashi/mods]yamashi /url, [url=https://www.nexusmods.com/profile/WopsS/mods]WopsS /url, [url=https://www.nexusmods.com/profile/jackhumbert]Jack Humbert[/url] (Mod Settings), the Native Settings UI team.[/]
[/list][/left]
[/center]
[center][color=#e06666][size=5][b]— PERMISSIONS —[/b][/size][/color]
The mod's own code. Do what you like with credit.[/center]
[center]

[b][size=5][color=#ff4d4d]— MY OTHER MODS —[/color][/size][/b]

[url=https://www.nexusmods.com/cyberpunk2077/mods/31871][img]https://staticdelivery.nexusmods.com/mods/3333/images/31596/31596-1785593763-1031714375.png[/img][/url]

[line]


[url=https://ko-fi.com/marcussinneart][img]https://staticdelivery.nexusmods.com/mods/3333/images/31596/31596-1786925774-1438630519.png[/img][/url]

[url=https://discord.gg/t6GZkDHz8V][img]https://staticdelivery.nexusmods.com/mods/3333/images/31596/31596-1786925799-918466792.png[/img][/url]


[b] [size=5][color=#ff4d4d]— CHANGELOG —[/color][/size][/b][/center]
[center]

[b][size=4]v 2.0.0
[/size][/b]
[left]A major overhaul. Enemy netrunning is now a ranked combat system with escalating offensive capability, defensive BLACK ICE, and real counterplay.[/left]
[left][/left]
[left][b]Netrunner progression[/b][/left]
[left][list]
[]Added netrunner ranks 1-15.[/]
[]Rank is assigned from enemy rarity, faction package and player level.[/]
[]Rank now drives upload speed, quickhack damage, resistance to player quickhacks, and enemy hack selection.[/]
[]Higher-ranked runners increasingly favor dangerous and lethal hacks while still making valid native choices.[/]
[]Added an optional vanilla-style scanner row showing netrunner rank. Off by default.[/]
[/list][/left]
[left][b]Population and combat[/b][/left]
[left][list]
[]Added independent gang, corporate and police conversion chances.[/]
[]Changed default conversion chances to 35% gang, 35% corpo, 55% police.[/]
[]Added support for selected elite and MaxTac-style netrunner packages.[/]
[]Preserved native upload prerequisites, interruption handling and animation ownership.[/]
[]Added configurable upload timing, Location Trace timing, cooldowns, damage and resistance scaling.[/]
[]Changed the default global hack cooldown to 2 seconds.[/]
[]Changed the default per-hack cooldown scale to 25%.[/]
[]Changed default enemy upload and Location Trace time to 40% of vanilla, before rank bonuses.[/]
[]Immediate repeat uploads and experimental parallel uploads are now optional and disabled by default.[/]
[/list][/left]
[left][b]RAM Drain[/b][/left]
[left][list]
[]Added an exclusive rank-10+ sustained RAM Drain channel.[/]
[]RAM Drain uses the native upload HUD and red connection presentation.[/]
[]RAM is drained once per second until depleted or the channel is interrupted.[/]
[]RAM Drain cannot become a finite cast, join a chain, or run beside another upload.[/]
[]Added interruption and cleanup for source death, cyberware disable, close proximity, excessive distance, depleted RAM and source loss.[/]
[/list][/left]
[left][b]BLACK ICE and backlash[/b][/left]
[left][list]
[]Added defensive BLACK ICE rolls against player uploads targeting enemy netrunners.[/]
[]Ranks 1-12 can reject the active player upload and clear that target's queued player quickhacks.[/]
[]Ranks 13-15 can additionally retaliate with a timed backlash after a successful rejection.[/]
[]Rejection occurs at a visible upload checkpoint rather than instantly at upload start.[/]
[]Added a compact warning HUD that names the retaliation source and follows simulation time.[/]
[]Killing or neutralizing the named source during the warning aborts the retaliation.[/]
[]Added a distinct aborted HUD state.[/]
[]Set the default backlash warning to 15 seconds.[/]
[/list][/left]
[left][b]HUD and reliability[/b][/left]
[left][list]
[]Fixed missing, duplicated, stale and lingering enemy-hack HUD and connection states.[/]
[]Fixed immediate false failures caused by stale or superseded upload state.[/]
[]Fixed RAM Drain persisting after interruption.[/]
[]Improved cleanup across death, reload, source loss, combat transitions and completed uploads.[/]
[]Kept simultaneous uploads experimental due to vanilla upload HUD display limitations.[/]
[/list][/left]
[left][b]Integration and release[/b][/left]
[left][list]
[]Added a side-effect-free, read-only CET API through GetMod("BlackICE").[/]
[]Added feature discovery and canonical record queries for third-party integrations.[/]
[]Added Codeware as a requirement for localized BlackICE UI text.[/]
[]Confirmed Random Netrunners conversion coexistence.[/]
[]Documented Enemies of Night City 1.8.8 Hotfix as partial compatibility.[/]
[]Removed development diagnostics, trace helpers, stale scripts, generated caches and developer-facing artifacts from the release.[/]
[/list][/left]
[left][center][/center]
[/left]
[b][size=4]v 1.0.0[/size][/b][/center]
[list]
[]Initial release.[/]
[]Street netrunner conversion for gangs, corporations and NCPD.[/]
[]Enemy-netrunner cooldown and upload-speed tuning.[/]
[]Optional chained and experimental parallel uploads.[/]
[]Elite MaxTac-style hack packages.[/]
[]In-game configuration through Mod Settings.[/]
[/list]