Invisible, Inc.

Invisible, Inc.

Agent Mods Combo
130 Comments
Notorious N.U.T. Dec 29, 2023 @ 3:57am 
@Shirsh Thank you :Beebz_ThumbsUp:
Shirsh  [author] Dec 29, 2023 @ 3:29am 
@Notorious N.U.T. issue with flurry-gun (or any other semi-auto gun) fixed
Blue_Disco_Dude Nov 3, 2023 @ 10:15am 
this damn mod made me retire the agency.

I strictly opted out of the new agents in detention pools, did not want to play them, just wanted the other things from this mod.

I go to a detention center, and I get the modded character. (I don't want the characters because some of them seem busted to me)
just had to restart then and there. goddamit
Notorious N.U.T. Aug 24, 2021 @ 3:22pm 
Small issue, Peddler crashes game when he uses flurry gun
Antiwesley Oct 23, 2019 @ 3:27pm 
Easter Egg Alert! If "Dr. Pedler" looks vaguely familiar, he should. :)
Dr. Kit Pedler is the co-creator of one of Doctor Who's most iconic villains other than the Daleks, the Cybermen! This is a nice tribute. :)
jinx Feb 19, 2019 @ 1:59pm 
I see, thank you.
Shirsh  [author] Feb 19, 2019 @ 8:00am 
@Nobody it's default game's behaviour, for temporary characters, like prisoner, courier and with mod drone too
you need to install this mod by Cyberboy2000 to get site lists and valuable tech count: https://steamcommunity.com/sharedfiles/filedetails/?id=1307993605
jinx Feb 18, 2019 @ 5:00pm 
N-umis drone is broken, I let it carry the site list and it didn't give me the list.
Shirsh  [author] Jan 9, 2019 @ 11:26am 
upd: several sfx set to play on some abilities (for mind shade, buying pwr augment and wireless overloader)
Shirsh  [author] Jan 6, 2019 @ 9:08pm 
Hello @Ocb5lim if you could translate texts I can try to figure way to make a "mod for a mod" not sure if it's possible, need to try first (for russian version I just copied whole mod and it's a pain to support, it always 3-5-10 mod updates older than en version so I'd rather avoid repeating that)
Ocb5lim Jan 5, 2019 @ 4:28pm 
Bonsoir, serait il possible que je fasse une traduction Francaise de ton mod?
Merci pour ton travail!
Shirsh  [author] Jan 4, 2019 @ 8:15pm 
Pedler's door breaking counts for armor penetration (augment and/or ventricular lance effect) now, lowest-tier guards being unaffected by strength fixed (yep, KO time = STR+penetration - armor, but those unarmored dudes were getting 1 KO all the time), maybe gone on buffing side too much
Shirsh  [author] Jan 4, 2019 @ 11:52am 
Pedler rebalance:
- Breaking Door became heavier: can knock out any guard or drone with armor less than agent's current STRENGTH, fragile drones getting destroyed, Movement Points cost raised (2 instead of 1).
- Wireless Access to consoles 3 tiles away (to compensate melee drawback and recall alpha).
- Augment tooltip/summary got readjusted to be compact (for some grammar cost).
Shirsh  [author] Sep 20, 2018 @ 4:13am 
Hello FrozenSquirrel, you can find those buttons at bottom of mod's setting: by default they rescuable and you can untick boxes to not seeing them in detention.
IntelSquirrel Sep 19, 2018 @ 11:04am 
Hello Shirsh. I have been thinking for a long time to ask you. Can you make this mod compatible with the Rescuable Archive Agents? I mean, so that the 4 new agents can be chosen as being rescuable? There is already some nice buttons, where all the existing agents can be chosen, but I am missing these 4 agents. Nice work, btw! Matt
Shirsh  [author] Sep 9, 2018 @ 9:11am 
Да не, почти 3 года прошло, народ играет, общественное мнение сходится на том что норм: по описанию звучит сильно, но на деле просто норм.
Все добавленные штуковины сбалансированы так чтоб можно было и на E+ использовать.
Okonoma Sep 7, 2018 @ 12:07pm 
Абилка Мист СЛИШКОМ имбовая. Хорошо бы, ты как то понерфил ее.
From_Russia_With_Love Sep 2, 2018 @ 6:12am 
Спасибо!
Shirsh  [author] Jul 7, 2018 @ 5:00am 
upd: some problems with Lone_Start fixed - now it works 100% with start from any mission!
Shirsh  [author] Jul 4, 2018 @ 6:09pm 
upd: added some changes to Interactive Events (mostly visual, + some item tables closer to early access version + some other stuff: https://cdn.discordapp.com/attachments/313082308825448458/464233593682788379/unknown.png ) should matter only if you have Interactive Events mod installed
Shirsh  [author] Jun 12, 2018 @ 4:59pm 
upd: all dialogues between agents got removed, get dat awesome banter mod now:
https://steamcommunity.com/sharedfiles/filedetails/?id=1410214921
Shirsh  [author] Jun 9, 2018 @ 11:29am 
upd: thanks to Cyberboy2000 no problem with having it with separate agents mods anymore (there were crushes)
Shirsh  [author] Jun 8, 2018 @ 9:31am 
upd: dialogues between not mod's agents thrown out, into future mod by authors of those dialogues (coming soon)
Shirsh  [author] Jun 5, 2018 @ 11:40am 
upds: some texts corrections by NubNub, cybermat tazer description written by Cyberboy2000, wireless overloader got cooldown 4 (was 3 until there will be disappointed feedback).
Shirsh  [author] May 21, 2018 @ 11:57pm 
Hey @ijed you sure have required Sim Constructor mod?
ijed May 21, 2018 @ 2:12pm 
Game now crashes upon loading - ?
Chacaceiro Apr 14, 2018 @ 4:58am 
Even the artwork for the agents is awesome. Great job there! Awesome mod. ++trader, autoinclude, would recommend and buy again. jk hahahaha
Shirsh  [author] Apr 13, 2018 @ 1:11am 
Yes and yes, you can click checkboxes off to not met them in detention.
Human_Kirby Apr 12, 2018 @ 3:41pm 
Yes. I think there is even an option to individually set which ones to rescue or not.
Chacaceiro Apr 12, 2018 @ 3:38pm 
Are the custom agents rescueable?
Shirsh  [author] Feb 24, 2018 @ 10:08am 
@DaMarksman you right, I'm sorry, made there lame mistake, fixed, uploaded
ludiepie Feb 23, 2018 @ 8:40pm 
http://steamcommunity.com/sharedfiles/filedetails/?id=1311494478
umm this happens when i tried to generate a new level
Sorry to bother you!
Shirsh  [author] Feb 22, 2018 @ 1:07am 
upd: new rooms separated to three options (entries/rooms/exits), probably will regenerate your mission, sorry; better not update it, if you in a middle of run, but for a new game
QuickSaveTV Feb 3, 2018 @ 11:08pm 
I did not know that! I'll just try to load it run it the way you suggested. Don't make another version, the only reason I asked was because I thought they aren't compatible :D

Thanks for all your work.
Shirsh  [author] Feb 3, 2018 @ 10:49pm 
Hey, wireframes mod loads above this one (or/and any separated agent mods), it works without problems, 100% compatible.

Having several versions of combo mod is troublesome to mantain and update: only one works at a time, require (for me) to subscribe/unsubscribe all the time to apply changes; require to repeat changes in same files cross different versions that may work slightly different - chance of mistake is bigger as time to detect mistake and fix everywhere (here I actually talking from point of having Russian version, it adds troubles with requirement of localisation mod, with addition of smaller but more often added things like extra rooms it goes quite clunky).
QuickSaveTV Feb 3, 2018 @ 8:22pm 
Shirsh, would it be possible to make the mod combo but with character wireframes (the ones that are grey, typically shown behind cover)?

I really enjoy your mods, especially the character mods but I want to have the extra dialogue from this mod combo as well as the wireframes that you've uploaded separately, but I do not know if they are compatible?
Human_Kirby Jan 13, 2018 @ 2:57pm 
No. You can see him even moreon our official discord
BigRowdy Jan 13, 2018 @ 11:40am 
lol. Am i the only one sees the humor of the Author's last two post?
Shirsh  [author] Dec 30, 2017 @ 1:49am 
Ok, excuse me for being grumpy person, it's done: now you have detention options, at bottom. And sequential mod loader got order to load combo after raa, just in case, maybe it help with mysterious empty cell bug (even though nothing in raa indicate that its even possible, though I seen it myself too; as I dunno how raa magic works, can't say for sure).
Shirsh  [author] Dec 30, 2017 @ 1:01am 
Oh, let me rant about it for a hour first
If you motivated enough to make it, understand how RAA works first. I looked on it, it made by smart person, who knew how to code (much more than me, I just following standart modding guide), it kinda auto fill checkboxes from list and there names used instead of IDs, it possible to learn, with motivation.

Can't say I'm interested in spending 30th of December by learning how other modder thinks and why that code-magic works. And I'm a bit upset that you asking me about this thing that I can't understand what's big deal about it to have and how it works ¯\_(ツ)_/¯

To be honest I'm not using RAA, because game is a roguelike-like-like and I like those to be as unpredictable as possible.

I think I can just add a lame differently working options to not have them in detention center.
IntelSquirrel Dec 30, 2017 @ 12:07am 
I was thinking one by one, as check boxes in the setup menu (as RAA). I guess it would be more clean if RAA implemented this. If you can guide me to somewhere in the mod files, where I can do this, that would be very fine as well.
Shirsh  [author] Dec 29, 2017 @ 3:29pm 
you need option to turn mod agents detention off? all at once (could be easy)? one by one (will look cluttered and ugly)? hmmm
Shirsh  [author] Dec 29, 2017 @ 2:56pm 
I don't know, but if RAA have setting for DLC agents it should be able to add similiar entries for agents from other mods.
IntelSquirrel Dec 29, 2017 @ 6:32am 
Hello Shirsh.
Is it possible for you to make this mod compatible with the Rescuable Archive Agents mod to make it possible to fully customize which agents (on file or archive, base game or mod) are available for rescue in a campaign?
I would really appreciate that option. I have also writen it in the RAA mod comments, but without an answer from the author yet.
Shirsh  [author] Dec 28, 2017 @ 1:14am 
+ dialogues between Central and Monster and between Olivia and Derek
written by Hekateras
Shirsh  [author] Dec 13, 2017 @ 7:21am 
+ dialogues between Draco and Monster(or Derek) written by Datapuncher
and small entry room for Sankaku
Jamie Nov 9, 2017 @ 5:30pm 
Thanks, i think i should learn to read ;) it works now
Human_Kirby Nov 9, 2017 @ 5:28pm 
You need to look at the required mods bar at the side of this page
Jamie Nov 9, 2017 @ 5:27pm 
Just tried to download this mod, and after refreshing the mod list in-game and restarting it instantly crashes. I do not have any other mods. Any idea?
Shirsh  [author] Oct 25, 2017 @ 10:31am 
upd: some fixes for some things that was not seen, mostly rugs and floorpieces