Invisible, Inc.

Invisible, Inc.

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Programs Extended
   
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15 nov 2015, ore 10:43
13 mar, ore 9:53
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Programs Extended

In 1 collezione di wodzu_93
Invisible Inc. Community Modpack
37 elementi
Descrizione
This mod is an expansion to hacking component of Invisible Inc, providing new programs, daemons and algorithms, changes few hacking-related things and
provides an option for harder alarm levels. Mod is modular, and each component can be enabled/disabled at will to customize player experience.

Current version: V5.116
For detailed information, look here:
https://steamcommunity.com/sharedfiles/filedetails/?id=943909959

As of version 5.38, this mod is compatible with Nintendo Switch - if you have Invisible Inc there, it will work.
Perform manual installation steps described at the end of this page.



Module 1 - New Programs:
Adds 44 new programs, of which 13 are also starting programs.


Module 2 - New Daemons:
Adds 20 new daemons and 6 new endless (2.0) daemons.


Module 3 - New Algorithms (reverse Daemons):
Adds 8 new algorithms.


Module 4 - Extended alarms:
Changes alarm stages.
DISABLED - normal vanilla behaviour.
EASY - Maximum alarm level is extended to 8, new guards arrive quicker, new Daemons make guards stronger.
NORMAL - Same as EASY, but new alarm Daemons have more severe effects.
HARD - Same as NORMAL, but alarm levels have 4 increments instead of 5.


Module 5 and 6 - Counterintelligence AI
(NOT AVAILABLE ON NINTENDO SWITCH)
Adds a special Daemon, that acts similarily to Incognita: uses PWR, has cooldowns, and uses its own programs. Module also adds programs and a Databanks log with detailed information. Player can change a day where AI starts appearing, and maximum abilities AI can have.

When AI is enabled, Agents can use Consoles to deter hostile AI. Additionally 6 new Programs are added.


Module 7 - Endless Daemons
Point where 2.0 daemons start appearing in endless can be configured.


Module 8 - Base Game Changes:
- Root program reworked: Gain 2 PWR per turn, programs cost 1 PWR more. Passive. Rework idea by SteelCrow.
- Fortune increases CR in safes by 50% instead of CR gain.
- Pulse V2.0 and Modulate V2.0 are permanent instead of 20 turn duration.
- Abacus programs increase max PWR capacity by 5 and 10 respectively. Extra PWR at start increased to 10 and 15.
- Fool program ignores Magnetic Reinforcements.
- Emergency Reserve program is guaranteed to trigger after Cycle and before all other programs.
- Burst program is improved, being net neutral on agent AP instead of net loss.
- Faust program modified, spawns Daemons when PWR stored is a multiple of 5, getting rid of 20% RNG factor.
- Brimstone is modified. When a Daemon installs, Brimstone gets -1 PWR cost and +3 firewalls broken until next use. Bonuses stack.
- Flare and Wildfire now raise firewalls on a single device rather than all of them.
- Adds Auxiliary Server Terminals to Server Farm missions. Contains 6 programs.
- Primary Server terminal in Server Farm missions now holds 8 programs.


Module 9 - Program Availability Adjustment:
Option 1: Disabled - No changes.

Option 2 - Normal
- All programs are available at shops.
- Primary Server Terminals hold offensive programs.
- Secondary and Auxiliary Server Terminals hold PWR and utility programs.
Rarities:
Common - Lockpick, Lockpick V2.0, Dagger, Dagger V2.0, Parasite, Parasite V2.0, Rapier, Datablast, Hunter, Ping, Wisp, Taurus, Lightning
Uncommon - Wrenches, Hammer, Brimstone, Mercenary, Power Drip, Fusion, Seed, Daemon Sniffer, Oracle, Abacus, Overdrive, Charge, Root, Rogue
Rare - Flare, Feast, Faust, Wildfire, Wings, Shade, Leash, Abacus V2.0, Halt, Fool

Option 3 - Equalized
- All programs are available at all shops.
- All programs have the same rarity.

Sim Constructor mod required!
Finish all in-progress missions before updating!

To manually install, go to your Invisible Inc installation directory (by default Steam/steamapps/common/InvisibleInc).
If there is no "mods" folder, create it. Download this mod via dropbox link and extract it inside "mods" folder.
Discussioni più popolari Visualizza tutte (2)
2
13 feb 2022, ore 7:03
[Bug Report] Trying to index a nil value
Timbermaw
3
30 set 2017, ore 8:26
[Bug Report] Crossfeed not working properly
Ahmad
213 commenti
Unicorn 2 giu, ore 21:16 
Woah this can work on switch? Does this mean other (all?) mods can work on switch as well?
wodzu_93  [autore] 27 ott 2023, ore 8:57 
https://iiwiki.werp.site/mods:programs_extended:alarm_tracker
This is the community wiki, stuff here is up to date.
Wolfram 27 ott 2023, ore 8:14 
Since I don't think they're listed in the Modded Reference Guide - what are the changed alarm levels (Module 4)?
888 10 apr 2023, ore 22:06 
It would be neat if when you enable program extended hostile AI and archdaemons on endless you only fight one or the other when you enter a mission.
cyberboy2000 24 lug 2021, ore 2:38 
Programs Extended requires Function Library: https://steamcommunity.com/workshop/filedetails/?id=1745350836
xshot 23 lug 2021, ore 18:51 
hey im not really sure whats up but i for some reason cant get the mod to work anymore. i used to play this game all the time and this was my favorite mod but ive come back to it now and for some reason this mod no longer works. i even reinstalled the game from scratch with only this, the sim constructor, and contingency plan and its still not working. can anyone help?
Xpyder 19 mag 2020, ore 16:56 
@Smile
Pretty late answering this, but each "gear" in Gear Shift has idle points where you neither gain nor lose power. Low gear it's 10+, high gear has two (8 & 15+), top gear is 14. The wording for top gear is clear (once you re-read it), but the wording for High Gear is definitely confusing. Technically it says "Between 8 and 15" the confusion comes because to a programmer that means 8 < x < 15 (except when it means 8 ≤ x < 15) and in English it means 8 ≤ x ≤ 15
Xpyder 19 mag 2020, ore 16:16 
Just for clarification on why (so you don't have to test) at the starting alarm level it gives +3 power per turn AND +3 ap to all agents every turn (i.e. with the current modifications there's no -ap cost to burst during even numbered alarm levels if paired with Dao)
Xpyder 19 mag 2020, ore 16:09 
Dao + Burst might be too strong starting out. While Dao is interesting as is, it might be more balanced as a starting program if instead of -1/-1 <-> +1/+1 it was instead -1/+1 <-> +1/-1. i.e. instead of being boosting both cost and speed at the same time, it alternated between them making different alarm levels either faster or more efficient
Wexmajor 29 mar 2020, ore 11:16 
Wodzu, thanks for making a great game even better.