Invisible, Inc.

Invisible, Inc.

New Items and Augments
267 Comments
[cn]shit5229 18 Apr, 2024 @ 4:14am 
@lukeS Check your PWR before using it, and a special kind of OMNI soldiers ignores effect of breaking heart monitor. In my computer that bug doesn't appears.
lukeS 16 Apr, 2024 @ 8:35pm 
Hey, great mod.

Monofilament baton (modded item, kills in melee) activates heart monitor even with the anatomy analysis augment (vanillar item iirc, kills do not increase alarm). Is this intended?
HealthBar 10 Oct, 2023 @ 3:30am 
I recently started playing Invisible Inc. again with NIAA and PE mods, and I was surprised by the continuous updates that these mods are receiving.

Not to mention that the newly introduced items are not only interesting but well-balanced. They add the depth that vanilla needed.

You can enjoy whatever game mode that suits you with these mods, Campaign or Endless. Although I'm a Campaign guy, I'm also doing an 20-day Endless run for the achievement and so far it's been a blast! Can't imagine playing the game without these mods now. 10/10
wodzu_93  [author] 19 Sep, 2023 @ 9:06am 
Yes and yes.
Dima 🥔 19 Sep, 2023 @ 1:13am 
Hello? Is it intended that Vault Door Lock Decoder replaces original Sequrity Door Lock Decoder? Also, is it intended that despite using charges, it cannot be recharged during mission?
nic697 10 Dec, 2022 @ 3:35pm 
I'm not sure why but distributed processing creates a power every turn. Does anyone else have this problem or am I just losing my marbles?
Ironmonk 4 Sep, 2022 @ 3:48pm 
I found the culprit... it was the " ITEMS New and Editted " by Steelcrow (again)

IIRC he did manage to add a option to his mod to make it compatible with your mod years ago... but it seems its no longer working, even with the second option left unchecked (disabling his edits), the items stats are still getting mixed.

Its a pity, I liked a few items there, like the "hunter chip" (kill daemons)

So, anyone that is replaying the game from this date foward and see this post, should avoid "ITEMS New and Editted" by Steelcrow.
Ironmonk 29 Aug, 2022 @ 4:45pm 
Yeah, could be one of those.

I'm starting a new playthrough and if I see both items, I will put feedback again (although I changed some mod options, I don't think any of the changes affects disrupters)

Anyway, thanks for the mod and for your time :steamthumbsup:
wodzu_93  [author] 29 Aug, 2022 @ 7:59am 
Then you either have a bug or a mod conflict somewhere.
Ironmonk 29 Aug, 2022 @ 5:43am 
I have both III and IV here, and both KO damage is 3 and PWR cost is 1:1

perhaps, III should be PWR cost 2:1 (instead of current 1:1)
wodzu_93  [author] 29 Aug, 2022 @ 5:24am 
With each tier of Thermal Disrupter, following stats change:
KO damage increases by 1
Starting charges decrease by 1
PWR cost per Armor decreases by 1

Tier IV additionally requires Strength 2

Thermal IV should have:
KO Damage of 4
Charges: 1/5
Armor Piercing: 4
PWR cost per Armor: 1
Ironmonk 28 Aug, 2022 @ 2:52pm 
I think I found some incorrect values

all values for Thermal Disrupter III and IV is the same except:

Thermal Disrupter III
- starts undercharged (2 charges)

Thermal Disruptor IV
- starts undercharged (1 charge)
- requires strength 2

why the IV version is worse if its supposed to be better?
Timbermaw 18 May, 2022 @ 9:02am 
Just noticed a small bug: when you have the charged actuators (the aug that increases KO damage when charging at a console) and physiology brain chip (lets you kick people in melee for 4 KO damage), the actuators don't lose charge when you kick someone down but you still get the extra KO damage.
Mysh42 23 Apr, 2022 @ 1:12pm 
Is it this mode the one what changes on-file Nika's augment? If so, I think my doesn't work properly.
pauloel7 12 Mar, 2022 @ 12:13pm 
What are "Cleanup Costs"? Like, you kill guards, then proceed to rip off corporations, then you come back to indemnify them? I do not understand that piece of the game story telling. Please help?
cyberboy2000 26 Feb, 2022 @ 10:24am 
And also Decker's Modded Cloak in this mod has the added bonus of being area of effect, which helps balance out the extra cooldown.
wodzu_93  [author] 26 Feb, 2022 @ 6:45am 
Its 17 turns, because cloaks are OP as hell in the base game. If you don't want it, you can disable agents rebalance in the campaign settings.
pauloel7 25 Feb, 2022 @ 11:56am 
Decker's Modded Cloaking Rig cooldown is 17 turns, says in the UI!?!?! How does one edit that? I'm new here and not a modder... could not even find this mod files... HELP
Timbermaw 19 Feb, 2022 @ 3:55pm 
For instance in this game I found a cloak projector in the cybernetics place. With one power drip and one root, I can already maintain it for the whole map at day 3. Then generating enough energy for other stuff is trivial by hitting consoles or other programs, plus you also have your other 1 or 3 agents who can stay back with portable servers.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2758884276
Timbermaw 18 Feb, 2022 @ 7:01am 
The way I see it, the cloak projector has way too many benefits. It already has a short cooldown so that's the main selling point. Coupled with that it has some minor benefits like not requiring any skill to use and the fact that it doesn't take a slot (though it's an augment slot but I'd be hard pressed to find any better than this). It also doesn't cost too much (750 credits?).
The only downside is the power per turn but by the time I was using it, around day 3-4 and the mid mission, generating enough power for it was trivial. I also didn't find any enemies that could see through cloak so that was a bonus (maybe I toggled off the new enemies from advanced guard protocol on that campaign).
Yes I've noticed that cloaks are weaker than vanilla but this one still seems plenty strong. As a suggestion I'd keep either the low cooldown or the cloak through many turns, but not both.
Timbermaw 18 Feb, 2022 @ 7:01am 
Yes I see your point about the desert wind. In my point of view, I prefer the way vanilla did it for most starting items: completely suited to the character carrying them, but still being usable for everyone else; taking out all the armor pen means that shalem will have to carry it through the game even if he finds something better later on...
wodzu_93  [author] 18 Feb, 2022 @ 5:47am 
Shalem rework is meant to make him more unique, not better - that's the reason for the changes. A self-loading lethal ranged weapon is exceedingly rare in the mod. And it makes sense his weapon would be worse in hands of other people - it's his personal weapon after all, and he knows how to use it best.

Sub. Cloak Projector is already costly to use how it is. And low cooldown is the main selling point - its the only reusable cloak that can be used this frequently, as long as you have PWR to do so. You want me to nerf it more? Bear in mind, despite greater variety, many items are technically weaker than vanilla, especially cloaks.
Timbermaw 18 Feb, 2022 @ 3:26am 
Hey Wodzu, really appreciate this and your other mods! I'd like to voice my opinion on the sub. cloak projector; not sure if anyone else has mentioned but the at-will cloak seems very overpowered for only 5 power, and you can keep it active for 4 power/turn. Okay, 5 power is a lot if you use it every turn, but the cooldown is so low that you can use it any time you are in trouble and then toggle it off after you hide.

Since I'm here I'd also like to question the desert wind & shalem rebalance. It seems weird to me that a (sniper?) rifle would have no penetration at all. I know it might make shalem play better with other ranged weapons but, well, did he really need a buff? It also makes the desert wind quite unusable by anyone else. Isn't there something else to do?
insane716 29 Jan, 2022 @ 8:01pm 
you left out all the change detail in description items
insane716 29 Jan, 2022 @ 7:26am 
Also no option to toggle just new items leave old ones alone?
Gary Childress 11 Oct, 2021 @ 1:13pm 
Actually I got it to work. I didn't have "Function Library" installed. It seems like I didn't need that before, though. Anyway, it's working, I think.
wodzu_93  [author] 11 Oct, 2021 @ 4:56am 
Please update all mods first (while not in mission) - this looks to me like a mod overlap. Do you have anything else that might touch these augments? Post a modlist, I'll investigate.
Gary Childress 10 Oct, 2021 @ 5:57pm 
Hi, for some reason, the chips that set skills to level 3 aren't being replaced by your new features. They used to work but lately, I just get the Contingency plan chip set. Has something changed with your mod or with the game since this came out?

Thanks.
wodzu_93  [author] 1 Sep, 2021 @ 12:13pm 
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Cables323 31 Aug, 2021 @ 3:54pm 
Compile side mission never generates a program, when reloading after compile was supposed to finish i get this error https://drive.google.com/file/d/1wk5QOhTyIycpccoxcBVNT19kFAOapVHP/view?usp=sharing
wodzu_93  [author] 3 Jul, 2021 @ 8:52am 
After some testing, Endless Rebalance default setting for Endless modes is now x1 | +100%. Double and triple price for skills was too much.
Celestael 25 Jun, 2021 @ 3:12pm 
Thank you for the response, so in that case I'll start a new game with different settings as I'm using a number of mods of yours and others to make things fresh again for me. Also have that mod for higher storage and full agent roster so at 3x it's very much impossible to work with on that, but I can certainly see it working for default difficulties.
Sooty 25 Jun, 2021 @ 8:39am 
Yeah I think the issue is not your mod wodzu, sorry. Thought this was like the discussion pack for the "Community Modpack". Yeah, with everything added in plus that modpack it becomes quite impossible to get through Endless Plus on default settings.

I just had a run that went pretty well but eventually I got to the first OMNI mission and they all had insane armo and the Quantum room had a total of 10+ power I needed to disable to safely get it. Meanwhile, on my end, I had only earned enough to upgrade one skill by one level at the cost of 3000.

So yeah, seems pretty impossible on 3x when bundled with the modpack.
wodzu_93  [author] 25 Jun, 2021 @ 5:23am 
Generations Options+ is not my mod - ask the author to do that.
Sooty 25 Jun, 2021 @ 4:00am 
Sorry one more thought - Wodzu any thoughts on making the mod that makes the Earth wrap around itself default? It's under generation options+ so changing it makes the difficulty custom. But thought it was a really flavorful inclusion to have on by default
Sooty 25 Jun, 2021 @ 3:57am 
Thanks for the really quick response wodzu!

Going to keep at it a bit more to see if I can work with the settings as it currently stands. I guess maybe it's important to pick my battles and not try to 100% every map and sometimes just leave without the main objective if I really can't do something safely.

Will come back to share my experience. Would love to hear other people's experience as well.
wodzu_93  [author] 24 Jun, 2021 @ 12:01pm 
As designed. Your starting agent selection matters a lot. Rebalance is meant to provide a credit sink for Endless. Normally, a competent player will max out their team around day 8 - not even a halfway point. You can earn around 1000 Credits, give or take, with 3+ difficulty missions.

Having skills and items being acquired much slower also shifts balance in favor of corporations, so player's power level scales comparably with corporations instead of snowballing.

You can always reduce the multiplier if you feel it's too much - it won't switch difficulty to custom, so earning achievements still works.

The only thing I haven't checked is how the progression feels like late in the run (day 15+), but that requires a legitimate playthrough, which I don't have time for.
Sooty 24 Jun, 2021 @ 7:53am 
Facing the exact same problem as you Celestael, as I started playing after just downloading the community modpack whole. It's incredibly imbalanced, because it literally means you can't use any of the items you find because they may take Level 2-3 skill for you to even be able to use them.

As ManaFriendsmith mentioned, perhaps this is also a clash with the rebalanced skills (e.g. from Anarchy to Larceny).

Not sure what's the best spot for balance, but with how many levers we get to tweak with the whole modpack installed it feels tiring to have to decide for myself a custom balance especially since you can only see the costs of things after you get through the first initial mission.

And it doesn't feel authentic to playing Endless Plus if you are tweaking things to make it easier by yourselves.

Hoping wodzu would look into this.
Celestael 22 Jun, 2021 @ 8:37pm 
Is the default endless rebalance supposed to be x3? Started a new game and the first skill upgrade is 3000. Not sure if the credit gain catches up at some point to compensate when endless plus has the multiplier at 0.75 for credit gain. I haven't played in a few years, just started throwing mods in I wanted.
wodzu_93  [author] 26 Mar, 2021 @ 11:04am 
Fixed!
DatsDaBeat 26 Mar, 2021 @ 8:36am 
Can confirm that endless rebalance resets when reloading a save after closing the game. Tried to figure out what was happening a while back, but have not been able to figure out if and what it is conflicting with
ManaFriendsmith 11 Mar, 2021 @ 1:46pm 
Found a bug in the endless rebalance feature. Start a new save with it enabled and skill costs are changed. Exit the program completely and reload the save, and they'll be back to defaults. Thought it might be a clash with Flavorful Agents, which also changes skill costs, but removing that mod entirely (not just disabling) does not fix the problem even on newly created saves.
^2[^6sic^2]^0 Ґøøиλвιиθ 25 Dec, 2019 @ 9:38pm 
Okay, so I think I answered my own question. Yes, they work together. So if you have 50 creds/PWR, then the augment gets you 100 extra creds per console.
^2[^6sic^2]^0 Ґøøиλвιиθ 25 Dec, 2019 @ 6:36pm 
Question about an augment: Cryptology Brain Chip - +2 PWR per Console hijack

Does this work in cooperation with the Econ chip? So if a console normally gives 1 PWR which turns into 50 creds, would this give 3 PWR which becomes 150 creds?
wodzu_93  [author] 10 Aug, 2019 @ 10:49am 
Sorry, but unless someone submits the translation themselves, I won't make any, because I don't know the language. Google translate it a bad idea for this kind of work, and i'm not native English speaker myself.

As for Central, it is more of a side-grade. PWR from Daemons is reduced (5 -> 3), but you can store it if currently you're full on PWR, or use it to eradicate Daemons or devices instead.
[cn]shit5229 10 Aug, 2019 @ 6:57am 
Would this mod support Chinese language in the future version?It's very,very,very hard to read if we are not good at English,because too much things were changed with you mod in the game, and there is no any translation pack to this mod in the workshop. And....is the [Central] be enhanced or weaked?I think she was pushed out of the "Tier 1" character in your mod...QAQ,QAQ
HealthBar 16 Jul, 2019 @ 2:40pm 
I came back after a few months and gotta say, I'm very impressed that you are still supporting your own mods. Even though there are minor bits that I don't like design wise, it's obvious I can't play the game without mods anymore. Keep up the good work!
Smile 1 Jul, 2019 @ 3:27pm 
wodzu_93: thnks!!!
wodzu_93  [author] 1 Jul, 2019 @ 12:08pm 
@Smile - I've updated this mod with a fix for Custom Scanner, so it works as it should.
Smile 1 Jul, 2019 @ 11:38am 
wodzu_93: Sorry, but maybe then tell me which mod contains this scanner? I found it in the sysadmin’s pocket. Sold at the earliest opportunity, as to sense from him
Zorlock Darksoul: It would be great, I wonder what fashion he is from, they'll tell you.