Invisible, Inc.

Invisible, Inc.

Age of Lever
54 opmerkingen
Hekateras  [auteur] 19 jan 2023 om 8:42 
@Hyperlynx Huh. That's a cool idea but I have no idea how it would work design-wise.
You're welcome to join the Discord (link above) to chat more about it though
Hyperlynx 16 jan 2023 om 22:48 
This is just characters and stuff from the series, right? Not a different storyline?

I'd be super duper up for that, since the Leverage storylines are great and the original game's is kind of a bummer
Hekateras  [auteur] 16 jan 2023 om 6:09 
@Parker Posey's Mouth:
Personally I'd love to do that, I love Wilson and Breanna. Design is always a challenge, though. Feel free to drop any ideas you have. (For Breanna one could always go with drones? Idk.)
Parker Posey's Mouth 20 dec 2022 om 17:52 
If you're still working on this, It'd be cool to see the Leverage: Redemption characters added somehow.
Mysh42 22 apr 2022 om 13:07 
Thank you for this mod so much, not only it is a great addition to the game, now the Leverage series got one more fan on a count.
happykilljoy 30 mei 2021 om 7:02 
Enjoying the mod for sure. excellent work
NiXtaDaBz 17 apr 2021 om 15:11 
I'm glad to hear that you are still active :)

Thanks again !
Hekateras  [auteur] 17 apr 2021 om 10:43 
@NixtaDaBz : Glad you're enjoying! Yes, the upgrade screen art is coming. It's nice to know people are playing this mod, helps me feel like all this work isn't for nothing. :)
wodzu_93  [auteur] 17 apr 2021 om 10:18 
It's coming, eventually. Hekateras is the artist here, when she makes the sprites I'll update. Glad you're having fun with the mod!
NiXtaDaBz 17 apr 2021 om 9:13 
Hello there, i don't know if the mod's author is still active. Excellent work !

I would like to know, is it possible to have custom pictures for each character rather than the existing agents' ones ? I mean Shalem for Chrysler, Xu for Elias, etc..

You added custom portraits for each of them, but the agents' pictures on the upgrade screen are still the vanilla agents'.

Thanks a lot for your work though, very good mod :)
wodzu_93  [auteur] 16 jul 2019 om 11:09 
No, I forgot to change that. Mod updated, so it won't happen again.
Zorlock Darksoul 12 jul 2019 om 14:49 
I rescued Elias from a detention center, but he didn't have the Melee Master augment. Instead, he had the Melee Specialist augment. Is that intentional?
wodzu_93  [auteur] 26 mrt 2019 om 11:16 
That bug was from the New Items and Augments mod. Fixed and updated.
Hex:Beatboxing ONI 26 mrt 2019 om 7:56 
Now the obake drones mk1 gets stuck after shooting cameras (shooting animation doesn't cancel itself after completion, camera stays zoomed in like after a shot cutscene. But you still can move it (instant teleportation, of course). After the turn's end, game regains control over the situation
https://www.dropbox.com/s/ev50qp2i3yjwb5n/invisibleinc.txt?dl=0
Hex:Beatboxing ONI 25 mrt 2019 om 10:19 
Rad. Thank you
wodzu_93  [auteur] 25 mrt 2019 om 9:09 
Fixed and updated.
wodzu_93  [auteur] 25 mrt 2019 om 8:52 
Found the problem, fix will be out in like an hour.
Hex:Beatboxing ONI 25 mrt 2019 om 7:47 
It's rare, but it only happened with agents in "guard-safe" mode before before. Agents seem to be able to attack agents with clearance. That fem had worn a janitor clearance this time. It starts upon arriving on level. Once it had even happened to remove the incognita lock from "Manual Hacking" mod, so the AI panel got unlocked an all programs become to be usable again
wodzu_93  [auteur] 25 mrt 2019 om 7:27 
Ok, that's the weirdest stuff I've seen in this game. I can't get to reproduce this, can you list what mods you're using? Or better yet, when this happens, send me a log file?

Log is in /Documents/Klei/InvisibleInc/logs. Either upload it somewhere and give me a link, or post it in our Discord server (link in mod description).
Hex:Beatboxing ONI 25 mrt 2019 om 5:58 
Agents can attack themselves if janitor clearance installed. I guess that's a wrong way to apply an electric baton towards of https://steamcommunity.com/sharedfiles/filedetails/?id=1693727034
Romyr 22 nov 2018 om 1:37 
After oppening door, it`s work normall. don`t now what this was.
wodzu_93  [auteur] 22 nov 2018 om 1:18 
Don't worry, I use Steam as well. Working on it, but it will take some time, I need to refactor few things.
AdmiralNostromo 21 nov 2018 om 19:07 
hey Romyr your going to have better luck in the II discord for getting dev attention for a bug

https://discord.gg/aQrXEse
Romyr 21 nov 2018 om 3:41 
Sorry for my English.
I have a bug.
I free Picker from detention centr.
In the next mission she always spend 4ap on first step if able.
I test Picker in new game. She walk without problem.
Human_Kirby 2 nov 2017 om 12:29 
If you want, you can join our discord where it is easy to discuss everything. Regarding art, we only have a very fiddely methode, but it is possible to get direct contact to Klei, we just never had one that really knows how to create portraits and animate them, so if you want, we can shortcut you to them.
Hekateras  [auteur] 2 nov 2017 om 10:56 
Also, I glanced over the documentation for Piker and could not help but notice that nowhere do you have an augment that gives her the ability to pass through laser grids through sheer cyber-augmented dexterity. This seems like a waste of opportunity. ;)
Hekateras  [auteur] 2 nov 2017 om 10:47 
The "alias" names are quite funny. "Softson", heh.

From the updates, I assume you're still working on this?

I may be able to help with the art. I need to see if I have time for this first, but I should be able to make custom portrait art in the style of the game, and do the tweaking of the in-game sprites needed /described in the documentation, provided I get them in a format I can open.
wodzu_93  [auteur] 14 okt 2017 om 12:12 
Yes, Discord. I'll add a link in mod description.
AdmiralNostromo 14 okt 2017 om 11:54 
Is there a better way to bug report?
wodzu_93  [auteur] 14 okt 2017 om 10:44 
Fixed. Creating a discussion topic does not give me any notifications, sorry about the delay. Redownload mod.
AdmiralNostromo 14 okt 2017 om 7:20 
My bug report from three days ago doesent seem to be being looked at could you check it wodzu.
cyberboy2000 20 aug 2017 om 12:02 
I just realised that this mod has Frank Malcher listed as author. You don't take enough credit wodzu!
wodzu_93  [auteur] 4 jun 2017 om 14:19 
Update V1.4
* Fixed Blueprint Intel augment having no activation icon.
wodzu_93  [auteur] 3 jun 2017 om 9:31 
Update V1.3
+ Added Archive Piker, with Experimental Cyberthief augment.
Human_Kirby 2 jun 2017 om 21:39 
Green, you can look at the design document linked to see the plans for this mod. Changes are some of the finetuning will change (I already see some problems with it), but the general idea is everything in the doc.
wodzu_93  [auteur] 2 jun 2017 om 10:54 
There are no gaps to zip over, so no ;)
Green Raven 2 jun 2017 om 10:53 
Does Parker get a zipline? :)
wodzu_93  [auteur] 2 jun 2017 om 9:34 
V1.2
* On-File Elias and Archive Softson now start with their augments installed properly. Fix by Cyberboy2000, please update Sim Constructor.
cyberboy2000 2 jun 2017 om 5:42 
All right, I created my own code (sorry) because I think yours would make any augment in an agent's inventory become installed when entering or leaving a mission, regardless of agent and augment type.

Add
overrideUpgradeProperty = {
["LEVER_augment_melee_specialist"] = {traits = {installed = true}}
},
to Elias and
overrideUpgradeProperty = {
["LEVER_augment_iceman_chip"] = {traits = {installed = true}},
["LEVER_augment_ded"] = {traits = {installed = true}},
},
to Archive Softson.
wodzu_93  [auteur] 2 jun 2017 om 0:37 
Allright, figured the augment install thing, and it works! @Cyberboy2000, I feel like this functionality nicely fits SimConstructor's purpose, so I'll wait with my update until your decision to include it or not.

Here's code, replaces lines 41-45 in unitdefs.lua:

if type(upgrade) == "string" then
if lookupTemplate( upgrade ).traits.augment and not lookupTemplate( upgrade ).traits.installed then
local upgradeParams = { traits = { augment = true, installed = true }}
upgradedefs.applyUpgrade( upgrade, unitData, upgradeParams )
else
upgradedefs.applyUpgrade( upgrade, unitData )
end
else
if lookupTemplate( upgrade.upgradeName ).traits.augment and not lookupTemplate( upgrade.upgradeName ).traits.installed then
upgrade.upgradeParams.traits.installed = true
end
upgradedefs.applyUpgrade( upgrade.upgradeName, unitData, upgrade.upgradeParams )
end
cyberboy2000 1 jun 2017 om 13:05 
I might be mistaken, I'm trying to figure this out as I'm typing.
cyberboy2000 1 jun 2017 om 13:04 
What did your attempt look like? You have the agent's unitdef and the id of the upgrade available so you can check if the agent id and augment id matches. Then you can change upgrade.upgradeParams.traits.installed to true (or create upgradeParams yourself, in case upgrade is a string)
wodzu_93  [auteur] 1 jun 2017 om 12:53 
All right, assertion error crash fixed in new update, mod is set to public.
wodzu_93  [auteur] 1 jun 2017 om 12:41 
@cyberboy2000 - no, it didn't, but maybe i implemented it wrong.
cyberboy2000 1 jun 2017 om 12:34 
Did changing unitdefs.createUnitData not work out?
Human_Kirby 1 jun 2017 om 11:29 
Thats a good point. Maybe a trick would be to force the observ augment to forceinstall any instance of Melee Specialist in his inventory on turn one of a mission.
wodzu_93  [auteur] 1 jun 2017 om 11:23 
But then you can install regular version alongside it, so for now i'll keep it as is.
Human_Kirby 1 jun 2017 om 11:21 
Well, easiest would be to just copy the whole thing another time and set one to installed (so you copy it and call it "whatevername_preinstalled" and set the trait to installed). Bit messy, but works.
wodzu_93  [auteur] 1 jun 2017 om 11:16 
Dammit, I thought I fixed this!

About not unique augemnts, I don't know how to install them AND keep them as non-unique. Current situation is a stopgam measure.