Invisible, Inc.

Invisible, Inc.

Sim Constructor + Sequential Mod Loader
Showing 11-20 of 69 entries
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Update: Mar 25, 2023 @ 11:58am

Sequential Mod Loader (requirements) is now case-agnostic.

Update: Jan 14, 2023 @ 7:13am

Added option to Rescueable Archive Agents that makes it possible to rescue multiple different loadouts for the same agent. (Off by default)

Update: Dec 12, 2022 @ 5:15am

Fixed error when launching tutorial

Update: Nov 9, 2022 @ 7:48am

Added new UI for agents with more than 2 loadouts
serverdefs.LOADOUTS is now properly reset before mods are loaded, no need to unload modded loadouts manually anymore
unitDefsPotential with conflicting ids are now selected randomly at the start of the campaign. No need to track the probability that an agent should be replaced by their archived version for Detention Centers anymore, just use modApi:addRescueAgent
Added function modApi:addAgentLoadout( mainAgentId, loadoutId ) for convenience (for instance modApi:addAgentLoadout( "stealth_1", "stealth_1_but_cooler" ) would make "stealth_1_but_cooler" an archived loadout of Decker)
Agent selection screen, agent unlock screen, and team preview screen now all support up to 6 items per agent
Added two variants of modApi:addRescueAgent for convenience, which lets you avoid using serverdefs.createAgent
These are modApi:addRescueAgent( agentID, template, upgrades ) and modApi:addRescueAgent( template, upgrades )
Added function modApi:addPostGenerationOptionsFunction( fn, ... )
This lets you specify a function that is called when you click start campaign on the generation options screen, instead of playing the intro cinematic or taking you to the agent selection screen.
The function should be of the form fn( stateGenerationOptions, difficulty, difficultyOptions, ... )
Note that there can only be one such function at a time!
Fixed bug where KO damage would disappear from a melee weapon's tooltip when the campaign had reduced KO time.

Update: Jun 19, 2022 @ 2:46am

Fixes translation of strings in cdefs when other mods include cdefs in initStrings or modinit main body

Update: Jun 8, 2022 @ 8:21am

Added API function addVizEvHandler for adding handlers for sim events.

Update: May 17, 2022 @ 2:10am

level.EV_UNIT_SELECTED is no longer called when selecting a downed unit. This fixes a bug where anything on a downed unit's tile becomes unselectable when there's a hook waiting for the event (but you should still make as many checks as possible in the fn function of your wait event to minimize jank). If you still wish to listen to downed units being selected, set canSelectKO to true in your wait event.
hud can now be modified directly, instead of requiring createHud to be wrapped

Update: Apr 10, 2022 @ 8:56am

EV_KO_GROUP now also applies to lethal damage. I haven't tested it with everything that triggers from KO so let me know if you notice unusual behaviour in this regard.

Update: Mar 28, 2022 @ 10:27am

Mods are now correctly unloaded when entering the tutorial.

Update: Feb 8, 2022 @ 8:03am

Fixed errors when returning to the generation options screen from a finished campaign after mods have changed.