Invisible, Inc.

Invisible, Inc.

32 ratings
Improvisation Items
   
Award
Favorite
Favorited
Unfavorite
mod
File Size
Posted
Updated
80.086 KB
11 Dec, 2017 @ 7:57am
17 Aug, 2022 @ 10:37am
7 Change Notes ( view )

Subscribe to download
Improvisation Items

Description
Don't like having to plan ahead? No problem, this mod helps you by adding a variety of items that can be used to wing any mission!


Sonic Boom
Normally, it is not a wise idea to make noise. When it is a good idea, however, you will want the Sonic Boom™ to maximise noise production! It can be heard by every single guard* and make them all investigate the general area of the noise**.

*Deaf guards and drones excluded
**Guards at gunpoint may have their priorities sorted out and won't investigate


Use from inventory to KO all people in 1-tile radius for a turn, including the user(!) All guards (who can hear) "notice" a random location near the user.


T.A.G. Disrupter
Honestly, it's just a T.A.G. gun shoved into a neural disrupter.

Mostly behaves like a normal Neural Disrupter 2. Tags any guard it takes out.


Epinephrine Autoinjector
You know these things as emergency treatments against severe allergic reactions. As such, they are able to bypass most kinds of protective augments...

Pin a guard and stab them with this to kill them instantly. Might get a bit bloody, but it's a cheap way to kill somebody, especially if that somebody already carries one.


Paralyzer Tweak
Be careful not to accidentally prick yourself, unless that's what you want, then totally do it.

Paralyzers can be used on the agent carrying them. Normally you wouldn't want to do this, but sometimes playing dead is how you stay alive.


Installation
1) Click "+Subscribe".
2) Start the game.
3) Go to "Options" -> "Gameplay" -> "Refresh Mods".
4) Confirm ("Continue") and close the game again.
5) Start the game. This time, it will take a while to update all your Workshop mods.
6) Done. You should see your new Workshop mods in the campaign settings, and in the "DLC + Mods" Selection menu next to the campaign settings.
Popular Discussions View All (1)
4
18 Feb, 2019 @ 2:33pm
Sonic Boom - Tips
Mobbstar
19 Comments
-=[Апокалипсис]=- 23 Jun, 2021 @ 12:51am 
They finally noticed me poking around and changed up their workshop frontpage
-=[Апокалипсис]=- 22 Jun, 2021 @ 12:50am 
It seems like i have control over the frontpage
Hotklou 18 Feb, 2019 @ 2:39pm 
@SteelCrow - if you think that the cost of killing guards is not high enough, there is a mod that tries to balance this out somewhat. It gives you an option of increasing the Cleanup Costs by 4x, 7x and 10x the default amount. With that change activate you actually have valid reason to avoid killing guards, as it can easily cost you well over a thousand credits if you kill all the guards in a mission.
Hotklou 18 Feb, 2019 @ 2:32pm 
You could also make a version that has stats proportional to that of the heat distupter, but being lethal (obviously). It would still be lore-friendly, as it wouldn't be that hard to invent a knife that can easily and reliably heat itself to high enough temperatures to pierce the corporations' armours.
Hotklou 18 Feb, 2019 @ 2:31pm 
Knives would have a shorter cooldown time than the disrupters, but have less capacity for piercing armour. All these modern technologies and materials they use in the future would make it harder for a knife to pierce their armour (though knives would also be stronger and sharper in the future wouldn't they?). Also, the low level guards don't wear full body armour and there are still gaps through which a trained assassin can slip a knife.

You should also make a knife/disrupter hybrid like the TAG Disrupter. This knife/disrupter thing can pierce armour just as well as a disrupter (the disrupter part helps with piercing the high-tech armour) and it's obviously lethal. It's cooldown is just as long as the dirsupter of the same strength (in armour piercing). So it's basicly just a normal, armour piercing disrupter that is lethal. This knife/disruper weapon could be balanced some more by making it cost power to attack, making it more like the volt disrupter.
Hotklou 18 Feb, 2019 @ 2:14pm 
Instead of making the guards permanently deaf as HetNeSS suggested, just make it something like 2 turns. In real life if your you pop your eardrums you will be disoriented and won't be able to hear much, but (depending on what caused it and how severe it is) you shouldn't take that long to recover.
Hotklou 18 Feb, 2019 @ 2:09pm 
In the mod's Changes tab, it says for 12 January: "Added Epinephrine Autoinjector (instead of the promised knives)". But don't give up hope yet, they haven't yet said that they are done trying to make a knife work.
Felixoli8 3 Jan, 2019 @ 12:50am 
It's been a long time since an update. Got those knives working yet?
Mobbstar  [author] 16 Aug, 2018 @ 7:55am 
You can see the Island Adventures workshop page on my profile, or join the Discord chat here: https://discord.gg/8HJMq4h
This is unrelated to Invisible Inc, so let's stop discussing it here. Thanks for the interest, though! :D
Whiskers of Sheogorath 15 Aug, 2018 @ 3:03pm 
Is there multiplayer support for dst island stuff already