Invisible, Inc.

Invisible, Inc.

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Programs Extended
   
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985.565 KB
Nov 15, 2015 @ 10:43am
Mar 13 @ 9:53am
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Programs Extended

In 1 collection by wodzu_93
Invisible Inc. Community Modpack
37 items
Description
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.
Popular Discussions View All (2)
2
Feb 13, 2022 @ 7:03am
[Bug Report] Trying to index a nil value
Timbermaw
3
Sep 30, 2017 @ 8:26am
[Bug Report] Crossfeed not working properly
Ahmad
212 Comments
wodzu_93  [author] Oct 27, 2023 @ 8:57am 
https://iiwiki.werp.site/mods:programs_extended:alarm_tracker
This is the community wiki, stuff here is up to date.
Wolfram Oct 27, 2023 @ 8:14am 
Since I don't think they're listed in the Modded Reference Guide - what are the changed alarm levels (Module 4)?
888 Apr 10, 2023 @ 10:06pm 
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 Jul 24, 2021 @ 2:38am 
Programs Extended requires Function Library: https://steamcommunity.com/workshop/filedetails/?id=1745350836
xshot Jul 23, 2021 @ 6:51pm 
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 May 19, 2020 @ 4:56pm 
@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 May 19, 2020 @ 4:16pm 
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 May 19, 2020 @ 4:09pm 
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 Mar 29, 2020 @ 11:16am 
Wodzu, thanks for making a great game even better.
^2[^6sic^2]^0 Ґøøиλвιиθ Dec 26, 2019 @ 3:09pm 
Seems like a good mod, just wanted to point out that one of the new loading screens has "Hostile AI is a 'mistery'..." instead of 'mystery'. Sorry for being the spelling police, it's just that kind of thing bugs me.