Invisible, Inc.

Invisible, Inc.

30 ratings
Flavorful Agents 5 - Agents of Influence [.05]
 
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0.175 MB
Mar 17, 2017 @ 8:41am
Aug 23, 2017 @ 4:47am
14 Change Notes ( view )

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Flavorful Agents 5 - Agents of Influence [.05]

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Description
REQUIRES SIM CONSTRUCTOR

Cyberboy has kindly helped with a lot of error fixing and code cleanup

INSTALLATION
1) Subscribe
2) Open InvisInc, go to Options, Gameplay, refresh mods
3) Restart InvisibleInc
4) Recommended: Find Steam\steamapps\common\InvisibleInc\mods, create a new folder, and move any other mods into it.

What's changed

All skills now have an ability tied to them, which unlocks at 2nd level.
Observe is now a skill ability, but captured cameras can also use it.
Equipping items takes AP, and throwing range has been reduced
Many agents have had major re-works, and should now feel very different from each other.

For a full overview, check the wiki:
http://invisible-mods.wikia.com/wiki/Flavorful_Agents

Please let me know your thoughts and feedback in the discussions sections!
Popular Discussions View All (1)
4
Oct 4, 2017 @ 5:54am
Bug Reports
Puppetsquid
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47 Comments
[Ghost182] Feb 1 @ 10:24am 
@Battlewaffles isn't there an option to "override with stims"?
http://invisible-mods.wikia.com/wiki/Flavorful_Agents#Internationale
Battlewaffles Jan 21 @ 7:13pm 
I really enjoy this mod and use it often, though the strict pacifism feels unbalanced with Internationale's revolutionary character. Maybe if it applied to lethal weapons only?
[Ghost182] Jan 14 @ 9:36pm 
Can we have a version(s) of this mod that doesn't change the core gameplay, but only changes individual character(s)?

And would it be possible to have individual mods for individual characters? I like the changes to File decker and international, but there some like Prism that I also liked as before.

Also, could I clarify if Banks' augment affects her vision in any way? If not, is it possible that the tooltip could be updated?

Thanks very much.
R. Daneel Olivaw Nov 12, 2017 @ 11:00am 
Is there an archive of older versions of this somewhere? I refreshed my mods and now the augments I liked (hiding guards in safes and prism packets) are gone.
Battlewaffles Nov 9, 2017 @ 9:20pm 
I really love this mod, but I have a possibly dumb question about Banks' augment. Can you only open locked doors if a console is near it, or is one being in the same room enough? I haven't been able to yet, but that may be because said doors have only been in rooms with no console so far.
cyberboy2000 Oct 5, 2017 @ 11:08am 
I don't think you need to do that. It's just a way to avoid compability issues, but if you're only using mods from the community mod pack it should work fine.
quadgamer Oct 5, 2017 @ 10:48am 
"4) Recommended: Find Steam\steamapps\common\InvisibleInc\mods, create a new folder, and move any other mods into it."
what do we name the folder?
Ziel Oct 4, 2017 @ 6:21am 
Quite an interesting mod! Seems to be geared towards late-game gameplay with a significant initial difficulty hump (ie costly Level 2 + some abilities tied to it). In terms of balance, did you work this with vanilla + dlc in mind only or considered with other mods eg New Weapons and Augments, New Programs, Advanced Guard Protocol?
Shirsh Sep 26, 2017 @ 9:59am 
Hey man, may I ask you to put compatibility to recolored agents portraits in mod's agentdefs?
it looks like this:
profile_anim = "portraits/lady_tech_face",
profile_build = "portraits/lady_tech_face_1",
and if no kwad with recolored portraits here it shouldn't change anything. here's zip with my strings: http://puu.sh/xJr4i/538386995e.zip
Human_Kirby Sep 25, 2017 @ 6:56am 
Edit from my previous comment, play this mod when you can consistently some of the highest difficulties and have deep understanding of all the systems Invisible Inc has and you will have a really good time. It probably is the most gamechanging mod of them all.