Invisible, Inc.

Invisible, Inc.

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Extra Agent Abilities
   
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9 Jul, 2019 @ 6:28pm
16 Mar @ 8:50am
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Extra Agent Abilities

Description
Introduction:
Have you ever wondered why agents can't slam doors? Or why agents can only throw grenades and certain other items? Or why guards will blindly walk past items lying on the ground?

With this mod, you can slam doors with abandon and throw anything you want! But beware, the guards will gladly pillage anything you leave behind.

Brief Description:
Agents can slam doors, creating a sound that will distract guards within a 5 tile radius.
Agents can break doors, knocking out guards/agents on the other side of the door.
Agents can throw all items at the cost of 1 AP (cost is adjustable).
Guards can spot items lying on the ground (becoming alerted) and can pick them up. Guards can also loot downed agents. For extra difficulty, you can set the guards to destroy items instead of picking them up, meaning that if you lose an agent, you will probably lose their items as well.

Requirements:
Requires sim constructor: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=580661011

Detailed Description:
Descriptions below are copy-pasted from the mod's generation options.
Additional information not included in game is written in italics.

Enable Door Slamming - Allows agents to slam doors, creating a sound that can be heard by any guard within a 5 tile radius.

Enable Door Breaking - Allows agents to break doors, dealing K.O. damage to guards (and agents) directly behind the door based on their STRENGTH skill and melee damage. Creates a noise that can be heard by any guard within a 8 tile radius.

Breaking Doors Cost AP - Controls how much AP is required to break a door. Options are 0, 1, or 2.

Enable Item Throwing - Allows agents to throw any item. Handy for tossing an item across a hall to another agent.

Throwing Items Cost AP - Controls how much AP is required to throw an item (this excludes grenade throws). Options are 0, 1, or 2.

Throwing Grenades Cost AP - Controls how much AP is required to throw a grenade (this includes all items that can be thrown in vanilla game). Guards are excluded from AP cost. Options are 0, 1, or 2.

Enable Augment - Adds the following augment:
Titanium Heel - Adds +2 tiles to the K.O. range of 'Break Door' (2nd additional tile at half K.O. and armor piercing). Allows agent to break lvl1 security doors (raises alarm level).

Guards Detect Items - Guards investigate items they see lying on the ground. Items can be hidden behind cover. Note that guards are always alerted by deployed Portable Servers. Options are 'Off', 'Direct Vision Only', and 'Peripheral and Direct Vision.'

Guards See Item Throws - Guards spot items if the throw crosses their line of sight (only works when 'Guards Detect Items' is on).

Guards Item Response - Controls the response guards give when they see an item (only works when 'Guards Detect Items' is on).
Mix will cause guards to investigate lvl1 security passcards and the wallet from NIAA while going into alert when seeing any other item.
Note that deployed Portable Servers ignore this setting, and will always alert guards.
Options are Investigate, Mix, and Alert.

Guards Destroy/Pickup Items - Guards destroy or pickup items on the ground (this option is only meaningful if 'Guards Detect Items' or 'Guards Loot Corpses' is on).
Guards' inventory size is 3. Drones never pickup items. Options are:
'Vanilla Behavior' - Guards pickup deployed Portable Servers, but leave all other items on the ground.
'Pickup' - Guards pickup items if they have space, or just leave them on the ground.
'Destroy or Pickup' - Guards pickup items if they have space, or destroy them permanently.
'Destroy' - Guards always destroy items.
Guards never destroy items that are critical to escaping a mission, such as the Incognita item that Central carries in the final mission.

Guards Loot Agents - Guards destroy/pickup items off of downed agents according to the 'Guards Destroy/Pickup items' setting.

Other Notes:
Feel free to let me know what you think of the mod, and please let me know if you encounter any bugs while running the mod.

Also, "Thank you!" to the Invisible Inc discord community for the wealth of information provided in relation to mod creation, without which the creation of this mod would have been a very painful process.
61 Comments
Austere Hare 19 Jun @ 3:13pm 
i feel loke slamming doors should have a 1o tile radius.

s it possible to make this a starting option? :steamthumbsup:
Phyrax 11 Mar @ 5:38pm 
I replicated the "bug" and sent you more details in the mod corner on discord. It's probably easy to fix by making drones able to destroy items (currently they don't destroy items even with the option enabled).
Phyrax 11 Mar @ 3:24pm 
It's fine, I can investigate it myself first. I thought it was just a simple oversight by you. Love your mods, by the way!
Dwarlen  [author] 11 Mar @ 2:57pm 
Strange. I have code written so that guards/drones should only investigate an item once. If for whatever reason they can't pick it up, they're supposed to just ignore it after the first time.
I'm assuming there may be a possible mod conflict interfering, or it's possible I overlooked something specific to drones.

I'll see if I can get a functioning text editor running again so I can work on this, and try to take a closer look. No promises though, my energy has been in the hole these days and I don't have a lot of motivation to do mod work anymore.
Phyrax 11 Mar @ 1:06pm 
Can you let drones pick up items, too? I set guards to investigate and pick up items and just had a drone investigate a keycard over and over because it wasn't able to pick it up
Dwarlen  [author] 14 Apr, 2024 @ 11:05am 
I'm unable to replicate the behavior. Guards in my game aren't seeing projectors unless you throw them while they're looking or the guards path happens to take them within the 1 tile audio range of the projector.

Could be some sort of mod conflict if you're running other mods. If it happens again you can give me your mod list and I can try to track down where the conflict is happening.
Dwarlen  [author] 12 Apr, 2024 @ 11:00am 
Yeah that does not sound like intended behavior. I do know that in vanilla guards can hear the projector from a distance of 1 tile away but it doesn't sound like that's what's happening in your situation. Gonna do some digging this weekend and see if Extra Agent Abilities is causing it.
Hoodie Sticks 11 Apr, 2024 @ 4:21pm 
The last time I used it, I threw the projector into an otherwise empty 4x5 room and hid behind it with all doors closed. A guard entered the room on enemy turn, noticed the Projector, became alerted, ran to its space, noticed my agent, and entered Overwatch. My guard response was set to "Mixed" and the Projector isn't a keycard or a wallet, so I assumed it was this mod that caused the interaction.

If I find the Projector in a nanofab again I can do some further testing. I would love to hear that the interaction was a random fluke caused by some other thing going on, and that Projectors are safe to use. I tend to use a very quiet, calculated playstyle, and Projectors would be a good fit for that.
Dwarlen  [author] 11 Apr, 2024 @ 1:09pm 
If I remember correctly, guards should only see the Hologram Projector if it is thrown within their vision. If you throw it while they aren't looking, they shouldn't notice it.

It makes sense to me that guards would notice a projector thrown in their vision, and is consistent with any other thrown item when using this mod.

If guards are noticing the hologram projector after it's been set up, then please let me know, as that is not intended.

I'll admit, I never found the Hologram Projector to be useful even in a vanilla game so it's not something I really considered with this mod and I do kinda hate that my mod effectively nerfs an already very niche item.
Hoodie Sticks 11 Apr, 2024 @ 11:45am 
I really appreciate the settings for guard response to seeing items, but would you consider some extra exemptions to this setting? In particular, Hologram Projectors are essentially useless with this mod, since guards will notice them, walk onto their tile, and see behind it.

Also, tossing items is hands-down the best gameplay addition I've seen from any mod for this game. It opens up so many new strategies for every playstyle, and makes inventory management so much less punishing.