Invisible, Inc.

Invisible, Inc.

45 ratings
Community Bug Fixes
   
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0.031 MB
Jul 3, 2020 @ 12:12am
Mar 21 @ 11:47pm
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Community Bug Fixes

Description
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). If the bug did not result in a crash or immediate campaign loss, an option is provided to restore the vanilla behavior on the new campaign screen.

See https://github.com/qoala/InvisibleInc-CommunityBugFixes/blob/master/FIXES.md for the current list of fixes.

Some additional vanilla/dlc bugs are fixed in Sim Constructor, Function Library, and Disguise Fix.
https://steamcommunity.com/sharedfiles/filedetails/?id=580661011
https://steamcommunity.com/sharedfiles/filedetails/?id=1745350836
https://steamcommunity.com/sharedfiles/filedetails/?id=1726256652

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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.

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If you use the campaign options to change which fixes are enabled, Customizable Generation Presets helps with saving those preferences: https://steamcommunity.com/sharedfiles/filedetails/?id=1631664146
If you use debug mode, Expanded Cheats is necessary when using this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1808555330
Popular Discussions View All (1)
0
Jul 6, 2021 @ 8:19pm
Bug Report: Setting vault mission security response to "Vanilla" does not keep vanilla behavior
P0rtal Gunn3r
< >
3 Comments
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.