Invisible, Inc.

Invisible, Inc.

62 ratings
Community Bug Fixes
File Size
50.764 KB
Jul 3, 2020 @ 12:12am
Feb 11 @ 1:20pm
25 Change Notes ( view )

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Community Bug Fixes

Community-provided fixes for various bugs in the vanilla and DLC game. Requires Sim Constructor.

By default this tries to fix each bug towards a reasonable state that players can learn to expect (hopefully to the state they already expected based on the game's behavior outside of that bug). Some fixes that change things in the guard's favor have an option to restore the vanilla behavior on the new campaign screen.

See for the current list of fixes.

Some additional vanilla/dlc bugs are fixed in Sim Constructor and Function Library.

This mod currently contains all fixes in the mods Disguise Fix and Escorts Fixed. Thanks to cyberboy2000 and wodzu_93 for letting me include them! It should be unnecessary to keep these mods installed once you've completed any campaigns with them enabled.


IMPORTANT: If Invisible Inc is crashing on startup without any mods installed, this mod will not help with that.
Most likely, you need to download msvcp110.dll and msvcr110.dll (from a reputable source), and place them in the game directory.


If you use the campaign options to change which fixes are enabled, Customizable Generation Presets helps with saving those preferences:
If you use debug mode, Expanded Cheats is necessary when using this mod:
Popular Discussions View All (1)
Jul 6, 2021 @ 8:19pm
Bug Report: Setting vault mission security response to "Vanilla" does not keep vanilla behavior
P0rtal Gunn3r
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Strider Sep 5, 2021 @ 11:45am 
Camera canister does not provide ability to predict guard movement (like via direct vision or via camera/drone vision). Is it possible to fix this by modding?
qoala _  [author] Sep 6, 2020 @ 1:46am 
New update fixes one of the really annoying pathing bugs:
When a guard's current interest point moves (such as sprinting), the guard's observed path stays at the interest's initial position. On the guard's turn, the guard will "correctly" travel to the interest point's final position.
Now guard paths update with the interest location (once at the end of a multi-tile move, to reduce unnecessary path calculations).

The new update also slightly nerfs detention centers. By default, there's supposed to be a 50/50 chance of finding an agent or prisoner, but due to a bug, this only applied if the player visited two detention centers in a row.
Now, there is a 50/50 chance of Agent/Prisoner if the most recent detention center had an agent, no matter how many intervening missions have been visited. The first detention center always has an agent. It takes at most 2 detention centers to find each agent, as intended by the code.
Hekateras Jul 5, 2020 @ 3:10am 
This is a good mod.