Invisible, Inc.

Invisible, Inc.

Teleportation Shroud
54 Comments
Austere Hare Jun 19 @ 2:17pm 
wow im gonna love this :steamthumbsup: :lunar2020halodragon:
Xaliber Sep 21, 2024 @ 3:11am 
I see. I'll install Debug RNG and will report back if I encounter another issue.
Mobbstar  [author] Sep 17, 2024 @ 11:30am 
@Xaliber , The log shows nothing unusual, and I couldn't reproduce it on first try. I suspect some mod is using the Random generator inconsistently. To find out which mod it is, you'll need to install the Debug RNG mod. It writes a separate log specifically for this kind of issue. Then, play as usual, and as soon as you notice another rewind issue, close the game without finishing the mission. The rnglogfile.txt (which may be several hundred kilobytes in size) will give me a hint where the difference lies, and hopefully even the mod(s) responsible.
Xaliber Sep 15, 2024 @ 12:33am 
Hi, I'm not sure if I should report here or elsewhere...

Reporting that sometimes there's an inconsistency with Shroud when I rewind. Sometimes hacking into drones do not result in raising the alarm (after the drone reboots). But sometimes it does.

One strange case is in this save. I hacked into drone, and after it shuts down (before it reboots), I destroyed it with EMP. However after I rewinded, the drone is still alive, and the alarm has been raised. Please find links below.

Log: https://pastebin.com/0UJcfU8J

Save: https://paste.myconan.net/504617
zanyboy8k Nov 22, 2023 @ 12:00pm 
thank you for the quick response! much appreciated
Mobbstar  [author] Nov 17, 2023 @ 8:37am 
Hi. I assume this is because I forgot to list Sim Constructor as a dependency. Just subscribe to it and refresh mods.
Thanks for checking this mod out :D
zanyboy8k Nov 17, 2023 @ 8:21am 
hey i just subscribed to the mod and it just isnt working when it should have different values for the settings they are just toggles instead. im not sure what to do casue i really love the idea of this mod and i personally think that this should be in the base game instead of the safe mode
Konvia Nuva Dec 17, 2021 @ 8:55am 
Thank you for updating your mod! It bacame much better, at least in my opinion.
codyfun  [author] Sep 27, 2020 @ 2:07pm 
I'm happy to announce that I contributed to v2.0 of Shroud! Generation options should now be available that address many of the complaints that have been left in the comments section in the past.
Hekateras Oct 11, 2019 @ 3:56am 
Maybe you could implement lolstar64's and aivango999's suggestions like this:
Offer an additional setting of Shroud where instead of normal alarm increment returning when alarm is increased for any reason, it starts rising only after an agent is seen by an enemy or a camera. This would be super easy to implement since sim:getStats().times_seen already keeps track of whether that's happened in the mission, for the purposes of the Ghost Moves achievement. (Of course, you'd also want to add a few extra things like a body being found, etc.)
Konvia Nuva Aug 31, 2019 @ 8:46am 
Shroud becomes useless in endless mode when blowfish demon appears. It would be good idea to let shroud continue working if alarm rose up, but nobody saw agents. Like "No automatic alarm increment" works.
lolstar64 Jul 27, 2019 @ 8:50pm 
I've tried it again but I still think that there are some situations where shroud should not be broken where it currently is. First off I don't think robots waking up after being hacked should break Shroud. Robots don't have peripheral vision and cannot hear which greatly limits your options when dealing with a stationary one making hacking really your only option. My first Shroud run was lost because a stationary robot was looking at a door I had no choice but to pass through. Second run was lost due that random robot that you need to teleport out of the facility which is admittedly optional but still I feel should be doable. I also don't think that guards that teleport in due to mission objectives should break Shroud. I just feel that it goes against the idea of Shroud that you are rewarded for being be extra sneaky but to be handed mission requirements that give you no choice but to break it. Regardless nice mod.
FOXX5 Jun 5, 2019 @ 2:50pm 
I figured it out. I had to refresh the mods in the options menu and restart the game. All good now.
Mobbstar  [author] Jun 4, 2019 @ 11:42pm 
There was no game updates and nothing changed recently, but I'll send you a friends invite so you can send me the debug log via Steam if you wish.
FOXX5 Jun 4, 2019 @ 8:40pm 
Does this still work? I don't have Shroud as an open in a new campaign.
lolstar64 Apr 24, 2019 @ 6:37am 
Okay I missunderstood. I thought that only things that would cause the alarm to raise would break shroud and didn't realize that things like guards waking up but not spotting you counted as well.
Mobbstar  [author] Apr 24, 2019 @ 5:46am 
The enforcer and drones count as guards, if they're alerted, then the Alarm Tracker gets alerted too.
lolstar64 Apr 24, 2019 @ 12:46am 
Maybe I'm a bit confused but I've had the shroud brake in situations that I thought it shouldn't. The first incident involved a hacked robot waking up (or maybe going to sleep) after being hacked (I think, none of may agents should have triggered the alarm). Unfortuantly I didn't have vision on the robot so I'm not sure if someone saw him but that shouldn't matter right? The second was in the Chief Finacial Sweet. When the enforcer was summoned which happens after like 4 turns of pinning the target shroud broke which confused me to no end since I don't think this normally cause the alarm to raise.
Zorlock Darksoul Mar 14, 2019 @ 7:20am 
Hmm... Seems like this "backfire" aspect could be incredibly punishing if Blowfish 2.0 pops up.
Mobbstar  [author] Mar 13, 2019 @ 9:50am 
I added a "backfire" penalty. If the alarm starts rising, it will rise even faster than usual. You can turn this off in the campaign settings. It is off for Beginner difficulty by default.
Also shroud no longer shows up in shops. This might affect ongoing missions.
TamTroll Feb 4, 2019 @ 11:24am 
Love this mod, think it's one of the best. Really helps reward you for playing Stealthy while in a Stealth game. the base game punishes you for taking your time and trying to be sneaky, and i can't say i'm a fan of that.

it's fine as it is, , don't think it needs any major changes.
电波 Jan 21, 2019 @ 7:10am 
It is too easy for skilled man.I should use this in early...
Chacaceiro Nov 6, 2018 @ 5:55pm 
the people demand balancing5
Devo Nov 5, 2018 @ 11:45pm 
Needs more downside to be balanced effectively - extremely overpowered as written.
cheep crybabby hatter Oct 18, 2018 @ 4:56am 
Cute idea, but I'd never use it personally. Not getting spotted tends to be easy in most situations, and the game would be boring without a ticking clock.
电波 Aug 8, 2018 @ 6:04am 
nice idea.
AlternateEnding Jun 18, 2018 @ 11:53am 
Interesting idea, truly. But I would say it is a bit over powered.
For example you could use the fairly broken combo of rapier (which is also avaliable at the start) along with shroud and you power becomes much less of a problem.

I think a lot of the balancing ideas you've gotten in the comments would do wonders in making this a more interesting program to use. Such as causing terminals to trigger the alarm

Overall it's a really cool mod, but I do hope to one day see it better balanced.
Mobbstar  [author] Jun 15, 2018 @ 12:42am 
@Lord Balkan, you used the "Refresh Workshop Mods" button in the settings menu, yes?
Lord Balkan Jun 14, 2018 @ 2:03pm 
So, I've cleared my cache, restarted everything, removed and re-subbed to this mod and it doesn't show up at all, not under mods in the settings or in the campaign at all.
In fact, when I try to download it again now, the install bar is empty and stays that way.
TThor Jun 9, 2018 @ 3:56pm 
I agree with HealthBar: I love this mod, but it is very OP, particularly when combined with items that generate power over time like Distributed Processing or a Portable Server.

I would like a downgraded version of Shroud that, rather than stop the alarm tracker entirely, slows it down to maybe only 1 alarm advance per 3 turns until discovered, so the player can't just freely farm power and cooldowns.
Puppetsquid May 19, 2018 @ 12:07pm 
I love it, however it is OP.
Balance ideas:

a) Alarm tracker speed doubled once active
b) Hacking terminals for PWR triggers the alarm
HealthBar May 18, 2018 @ 4:01pm 
Personally I would like to see a downgraded version of Shroud as a seperate item, that slows the Alarm Tracker's advance instead of completely halting it.

While I think that Shroud is too powerful in the hands of an experienced player who rarely makes mistakes, it will be an excellent piece of work for people who seek slow pace of gameplay.
HeliGungir May 6, 2018 @ 5:49pm 
lol, so OP
son-goku Apr 12, 2018 @ 12:18pm 
I can't find an option "Refresh Workshop in the game. Where is it?
Mobbstar  [author] Apr 12, 2018 @ 11:57am 
songoku, please remember to "Refresh Workshop" in the main settings. That's the #1 cause of "mod doesn't work" :P
son-goku Apr 12, 2018 @ 10:21am 
Doesn't work for me. Started new campaign but there's nothing called Shroud to be found in any of the campaign menus or in the available programs at the start.

Does this mod work with Contingency Plan?
Celer Mar 18, 2018 @ 6:42pm 
Teleportation Shroud turns Invisible Inc from a tight action game into a more careful puzzle game, until the guard hits the fan and you need to dash out. I love it. For those concerned that it makes it too easy, avoid Parasite and anything that gives a per-turn bonus.
TamTroll Mar 15, 2018 @ 11:52am 
my biggest complaint about this game was that it punished you for taking your time and focusing on never being seen. if the guards are never aware of your presence, why do they keep bringing in more and more guards? why do the elites show up?

this just might make the game more bearable, and since i love using parasite anyways, i should be fine. thank you!
Nova Solarius Mar 5, 2018 @ 3:56am 
This pairs amazingly well with Rapier or Parasite.
Reynard-Miri Feb 28, 2018 @ 9:00am 
This is hands down the best mod on the workshop. It let's me play exactly like I want to: slow and stealthy.
Xey/Xem Gaming Feb 27, 2018 @ 6:18am 
ooooh imma try this on endless with the girl who can hack consoles through walls, you know the starter girl i forget her name
Mobbstar  [author] Jan 31, 2018 @ 8:07am 
Yes.
Zorlock Darksoul Jan 31, 2018 @ 7:47am 
Does "triggering an alarm" include anything that actually increases the alarm level? For example, in late-game stages, if Blowfish 2.0 is activated upon mission start, does that render Shroud useless?
Raiseo Jan 21, 2018 @ 8:47am 
What's the price on this thing? It seems interesting but quite op, maybe some rebalance is in order?

Like, for example, when the corps realize they've been breached for a while, they raise their level instantly to 3, how does that sound?
Hekateras Jan 13, 2018 @ 2:33am 
Looking forward to using this. Thanks, Mossbter.
joopaca Jan 7, 2018 @ 8:04pm 
sorry for spamming i don't know how to edit existing comments. I think this mod will benefit more if the corporate counter-measures were more varied. For example, I had a ton of fun in 4-tier FTM level with two routers bumping up firewalls left and right. Even though the corps is not actually aware of my agents' presence, they can still do something to hinder the infiltration process which would be very neat.
joopaca Jan 7, 2018 @ 7:57pm 
Oh and also it fits more with the 'lore' perspective because hey, if the corps knows the agents have infiltrated they should be reacting, but if they don't they shouldn't be! It makes me feel more like a sneaky infiltration operator rather than just playing this game.
joopaca Jan 7, 2018 @ 7:55pm 
this mod really makes the game more interesting in expert plus mode because if i begin to knock out a guard the difficulty heightens dramatically and without power generation it's an uphill battle. Thanks for the mod! Having fun with this game once again with this.
Jacky Jackson Dec 29, 2017 @ 1:52am 
Your a legend Mobbstar, Ive been trying to get to day 100 on (endless+, ironman, lone start) this might just give me the edge to get pass day 5 finally haha.
Mobbstar  [author] Dec 29, 2017 @ 12:52am 
To quote the description: This mod is for people who like the idea of the "No automatic alarm increment" option in Custom Difficulty, but think it makes the game too easy.

It came up in Discord chat a few times, so we thought of ways to balance it. Alarm multiplier was good, but not delicate enough for rebalancing.