Invisible, Inc.

Invisible, Inc.

115 ratings
New Items and Augments
File Size
0.151 MB
Dec 14, 2015 @ 2:13pm
May 16 @ 11:28am
115 Change Notes ( view )

Subscribe to download
New Items and Augments

In 1 collection by wodzu_93
Invisible Inc. Community Modpack
38 items
Originally created by Nerava ( ), this mod adds a collection of items and augments, heavily overhauls current items as well, and changes starting gear of few agents. Mod is modular, user can enable/disable features at will.

Version 3.24

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 - Augments:
New Augments:
Adds 16 new augments to the game.

Changed Augments:
Kinesiology Brain Chip - +3 AP when sprinting.
Cryptology Brain Chip - +2 PWR per Console hijack.
Physiology Brain Chip - Allows for breaking doors. KO unarmored guards on opposite side for 1 turn.
Legerdemain Brain Chip - Grants it's user an extra attack.
Distributed Processing - Gain 1 PWR every 2 turns.
Skeletal Suspension - Reduce AP cost of dragging. +3 AP when picking up a body (2 turrn cooldown).
Subdermal Cloak - 3 PWR cost.
Gel Injectors - +3 max AP, -0.5 AP per alarm level, capped at net 0.
Reactive Myomer - +0.5 AP per alarm level, capped at 3.
Pheromone Filter - +6 AP when guard wakes up, reveals his position.

Module 2 - Items:
New Items:
Adds 15 new items to the game.

Edited Items:
Stim 1 -> Burst Stim
Stim 2 -> Stim
Stim 3 -> Combat Stim
Stim 4 -> Marathon Stim
Paralyzer 1 -> Paralyzer
Paralyzer 2 -> Concentrated Paralyzer
Paralyzer 3 -> Cataratic Paralyzer
Paralyzer 4 -> Ototoxic Paralyzer
Portable Server 1 -> Portable Siphon Server
Portable Server 2 -> Portable Server
Portable Server 3 -> Portable Spike Server
Cloaking Rig 1 -> Flicker Cloak
Cloaking Rig 2 -> Cloaking Rig
Cloaking Rig 3 -> Chameleon Cloak
Buster Chip 1 -> Buster Chip
Buster Chip 2 -> Precise Buster Chip
Buster Chip 3 -> Brute Buster Chip
Buster Chip 4 -> AMP Buster Chip
Accelerator Chip 1 -> Accelerator Chip
Accelerator Chip 2 -> Boosted Accelerator Chip
Accelerator Chip 3 -> Brute Accelerator Chip
Shock Trap 1 -> Shock Trap
Shock Trap 2 -> Concussive Shock Trap
Shock Trap 3 -> Overloaded Shock Trap
EMP Pack 1 -> EMP Pack
EMP Pack 2 -> Overcharged EMP Pack
EMP Pack 3 -> Amplified EMP Pack
EMP Pack 4 -> Interference EMP Pack
Camera Canister
Smoke Grenade
Lock Decoder
Scan Chip
Cry Baby

Module 3 - Weapons:
New Weapons:
Adds 14 new weapons to the game.
Adds 2 more weapons is DLC is enabled.

Edited Weapons:
Neural, Thermal Disrupters - cooldown increases with tier
Neural, Volt, Thermal Disrupters 4, - removed charges
Neural D.A.R.T - added proximity KO bonus
K&O Pistol -> Corporate Sidearm
Biogenic D.A.R.T - removed armor piercing, reduced KO time to 2 turn.
Cooker - can blow up K&OTurrets in 1 shot.

Module 4 - Starting Agents Rebalance:
Decker: Neural Networking - generates 2 PWR in addition to normal functionality.
Decker: Modded Cloaking Rig - unique AOE cloak.
Shalem: Enchaned Optics - extra 1 ranged armor pierce.
Shalem: Desert Wind - uses charges instead of ammo. No armor piercing.
Shalem Archive - replaced Ventricular Lance with Custom Med-Gel, uses charges.
Banks: Custom Paralyzer -> Scorpion Paralyzer - only 1 extra KO time, but reduces guard's AP by 2 permanently.
Xu: Modded Shock Trap - AOE with lowest cooldown
Xu Archive: Modded EMP - very high EMP duration, tiny range
Nika: Adrenal Regulator - Unlimited attacks. Attack AP cost goes up by 1 each attack used, resets every turn.
Central: Antiviral Proxy - stores PWR when daemon installs, then use Console to cash in that PWR.
Monst3r: Fabricator Multithreading -> Multiplicative Network Routing - Duplicates and transfers PWR between Consoles when one is used, or gain Credits if it is the last Console used.

Module 5 - Guard Loot Rebalance
Changes loot obtained from guards to contain mostly disposable items, and occasionally something better. Safes can have new disposables and vanilla low-value items (like Scan Chip) as loot. Supports Advanced Guard Protocol mod. New Items/Augments/Weapons options are required for this setting to work.

Module 6 - Endless Rebalance
Changes pricing of skills and items to better match progression curve of endless, slowing player empowerment relative to the corps, which makes this mode more challenging.

Module 7 - Cleanup Costs
Allows to adjust cleanup costs for killing guards.

Module 8 - Console Events
Adds 3 events that might happen when interacting with a Console. Requires "Interactive Events" mod by Cyberboy2000.

Discord Link:

Non-Steam download:

Backup your save files, or at least finish all in-progress missions, otherwise errors might occur.

Steam: After subscribing, launch the game, go to OPTIONS -> GAMEPLAY and click REFRESH MODS. After process is done, restart the game.

Non-Steam: extract archive and copy the folder to "InvisibleInc/Mods" folder.

This mod requires following mods:
- "Sim Constructor + Sequential Mod Loader"
- "Function Library"

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.

Workshop folder name: workshop-575758597
Popular Discussions View All (2)
Jul 30, 2018 @ 5:46pm
Ranged KO Weapons need more merit and synergy.
Mar 4, 2018 @ 11:10am
Minor text error
< >
wodzu_93  [author] Mar 26 @ 11:04am 
DatsDaBeat Mar 26 @ 8:36am 
Can confirm that endless rebalance resets when reloading a save after closing the game. Tried to figure out what was happening a while back, but have not been able to figure out if and what it is conflicting with
ManaFriendsmith Mar 11 @ 1:46pm 
Found a bug in the endless rebalance feature. Start a new save with it enabled and skill costs are changed. Exit the program completely and reload the save, and they'll be back to defaults. Thought it might be a clash with Flavorful Agents, which also changes skill costs, but removing that mod entirely (not just disabling) does not fix the problem even on newly created saves.
^2[^6sic^2]^0 Ґøøиλвιиθ Dec 25, 2019 @ 9:38pm 
Okay, so I think I answered my own question. Yes, they work together. So if you have 50 creds/PWR, then the augment gets you 100 extra creds per console.
^2[^6sic^2]^0 Ґøøиλвιиθ Dec 25, 2019 @ 6:36pm 
Question about an augment: Cryptology Brain Chip - +2 PWR per Console hijack

Does this work in cooperation with the Econ chip? So if a console normally gives 1 PWR which turns into 50 creds, would this give 3 PWR which becomes 150 creds?
wodzu_93  [author] Aug 10, 2019 @ 10:49am 
Sorry, but unless someone submits the translation themselves, I won't make any, because I don't know the language. Google translate it a bad idea for this kind of work, and i'm not native English speaker myself.

As for Central, it is more of a side-grade. PWR from Daemons is reduced (5 -> 3), but you can store it if currently you're full on PWR, or use it to eradicate Daemons or devices instead.
[CN]shit5229 Aug 10, 2019 @ 6:57am 
Would this mod support Chinese language in the future version?It's very,very,very hard to read if we are not good at English,because too much things were changed with you mod in the game, and there is no any translation pack to this mod in the workshop. the [Central] be enhanced or weaked?I think she was pushed out of the "Tier 1" character in your mod...QAQ,QAQ
HealthBar Jul 16, 2019 @ 2:40pm 
I came back after a few months and gotta say, I'm very impressed that you are still supporting your own mods. Even though there are minor bits that I don't like design wise, it's obvious I can't play the game without mods anymore. Keep up the good work!
Smile Jul 1, 2019 @ 3:27pm 
wodzu_93: thnks!!!
wodzu_93  [author] Jul 1, 2019 @ 12:08pm 
@Smile - I've updated this mod with a fix for Custom Scanner, so it works as it should.