Invisible, Inc.

Invisible, Inc.

Age of Lever
54 Kommentare
Hekateras  [Autor] 19. Jan. 2023 um 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 um 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  [Autor] 16. Jan. 2023 um 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. Dez. 2022 um 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 um 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. Mai 2021 um 7:02 
Enjoying the mod for sure. excellent work
NiXtaDaBz 17. Apr. 2021 um 15:11 
I'm glad to hear that you are still active :)

Thanks again !
Hekateras  [Autor] 17. Apr. 2021 um 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  [Autor] 17. Apr. 2021 um 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 um 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  [Autor] 16. Juli 2019 um 11:09 
No, I forgot to change that. Mod updated, so it won't happen again.
Zorlock Darksoul 12. Juli 2019 um 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  [Autor] 26. März 2019 um 11:16 
That bug was from the New Items and Augments mod. Fixed and updated.
Hex:Beatboxing ONI 26. März 2019 um 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. März 2019 um 10:19 
Rad. Thank you
wodzu_93  [Autor] 25. März 2019 um 9:09 
Fixed and updated.
wodzu_93  [Autor] 25. März 2019 um 8:52 
Found the problem, fix will be out in like an hour.
Hex:Beatboxing ONI 25. März 2019 um 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  [Autor] 25. März 2019 um 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. März 2019 um 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 um 1:37 
After oppening door, it`s work normall. don`t now what this was.
wodzu_93  [Autor] 22. Nov. 2018 um 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 um 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 um 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 um 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  [Autor] 2. Nov. 2017 um 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  [Autor] 2. Nov. 2017 um 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  [Autor] 14. Okt. 2017 um 12:12 
Yes, Discord. I'll add a link in mod description.
AdmiralNostromo 14. Okt. 2017 um 11:54 
Is there a better way to bug report?
wodzu_93  [Autor] 14. Okt. 2017 um 10:44 
Fixed. Creating a discussion topic does not give me any notifications, sorry about the delay. Redownload mod.
AdmiralNostromo 14. Okt. 2017 um 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 um 12:02 
I just realised that this mod has Frank Malcher listed as author. You don't take enough credit wodzu!
wodzu_93  [Autor] 4. Juni 2017 um 14:19 
Update V1.4
* Fixed Blueprint Intel augment having no activation icon.
wodzu_93  [Autor] 3. Juni 2017 um 9:31 
Update V1.3
+ Added Archive Piker, with Experimental Cyberthief augment.
Human_Kirby 2. Juni 2017 um 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  [Autor] 2. Juni 2017 um 10:54 
There are no gaps to zip over, so no ;)
Green Raven 2. Juni 2017 um 10:53 
Does Parker get a zipline? :)
wodzu_93  [Autor] 2. Juni 2017 um 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. Juni 2017 um 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  [Autor] 2. Juni 2017 um 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. Juni 2017 um 13:05 
I might be mistaken, I'm trying to figure this out as I'm typing.
cyberboy2000 1. Juni 2017 um 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  [Autor] 1. Juni 2017 um 12:53 
All right, assertion error crash fixed in new update, mod is set to public.
wodzu_93  [Autor] 1. Juni 2017 um 12:41 
@cyberboy2000 - no, it didn't, but maybe i implemented it wrong.
cyberboy2000 1. Juni 2017 um 12:34 
Did changing unitdefs.createUnitData not work out?
Human_Kirby 1. Juni 2017 um 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  [Autor] 1. Juni 2017 um 11:23 
But then you can install regular version alongside it, so for now i'll keep it as is.
Human_Kirby 1. Juni 2017 um 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  [Autor] 1. Juni 2017 um 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.