Invisible, Inc.

Invisible, Inc.

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Programs Extended
   
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15 Nov, 2015 @ 10:43am
23 Jun @ 10:06am
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Programs Extended

In 1 collection by wodzu_93
Invisible Inc. Community Modpack
37 items
Description
This mod is an expansion to hacking component of Invisible Inc, providing new programs, daemons and algorithms, changes few hacking-related things and
provides an option for harder alarm levels. Mod is modular, and each component can be enabled/disabled at will to customize player experience.

Current version: V5.121
For detailed information, look here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=943909959

As of version 5.38, this mod is compatible with Nintendo Switch - if you have Invisible Inc there, it will work.
Perform manual installation steps described at the end of this page.



Module 1 - New Programs:
Adds 44 new programs, of which 13 are also starting programs.


Module 2 - New Daemons:
Adds 20 new daemons and 6 new endless (2.0) daemons.


Module 3 - New Algorithms (reverse Daemons):
Adds 8 new algorithms.


Module 4 - Extended alarms:
Changes alarm stages.
DISABLED - normal vanilla behaviour.
EASY - Maximum alarm level is extended to 8, new guards arrive quicker, new Daemons make guards stronger.
NORMAL - Same as EASY, but new alarm Daemons have more severe effects.
HARD - Same as NORMAL, but alarm levels have 4 increments instead of 5.


Module 5 and 6 - Counterintelligence AI
(NOT AVAILABLE ON NINTENDO SWITCH)
Adds a special Daemon, that acts similarily to Incognita: uses PWR, has cooldowns, and uses its own programs. Module also adds programs and a Databanks log with detailed information. Player can change a day where AI starts appearing, and maximum abilities AI can have.

When AI is enabled, Agents can use Consoles to deter hostile AI. Additionally 6 new Programs are added.


Module 7 - Endless Daemons
Point where 2.0 daemons start appearing in endless can be configured.


Module 8 - Base Game Changes:
- Root program reworked: Gain 2 PWR per turn, programs cost 1 PWR more. Passive. Rework idea by SteelCrow.
- Fortune increases CR in safes by 50% instead of CR gain.
- Pulse V2.0 and Modulate V2.0 are permanent instead of 20 turn duration.
- Abacus programs increase max PWR capacity by 5 and 10 respectively. Extra PWR at start increased to 10 and 15.
- Fool program ignores Magnetic Reinforcements.
- Emergency Reserve program is guaranteed to trigger after Cycle and before all other programs.
- Burst program is improved, being net neutral on agent AP instead of net loss.
- Faust program modified, spawns Daemons when PWR stored is a multiple of 5, getting rid of 20% RNG factor.
- Brimstone is modified. When a Daemon installs, Brimstone gets -1 PWR cost and +3 firewalls broken until next use. Bonuses stack.
- Flare and Wildfire now raise firewalls on a single device rather than all of them.
- Adds Auxiliary Server Terminals to Server Farm missions. Contains 6 programs.
- Primary Server terminal in Server Farm missions now holds 8 programs.


Module 9 - Program Availability Adjustment:
Option 1: Disabled - No changes.

Option 2 - Normal
- All programs are available at shops.
- Primary Server Terminals hold offensive programs.
- Secondary and Auxiliary Server Terminals hold PWR and utility programs.
Rarities:
Common - Lockpick, Lockpick V2.0, Dagger, Dagger V2.0, Parasite, Parasite V2.0, Rapier, Datablast, Hunter, Ping, Wisp, Taurus, Lightning
Uncommon - Wrenches, Hammer, Brimstone, Mercenary, Power Drip, Fusion, Seed, Daemon Sniffer, Oracle, Abacus, Overdrive, Charge, Root, Rogue
Rare - Flare, Feast, Faust, Wildfire, Wings, Shade, Leash, Abacus V2.0, Halt, Fool

Option 3 - Equalized
- All programs are available at all shops.
- All programs have the same rarity.

Sim Constructor mod required!
Finish all in-progress missions before updating!

To manually install, go to your Invisible Inc installation directory (by default Steam/steamapps/common/InvisibleInc).
If there is no "mods" folder, create it. Download this mod via dropbox link and extract it inside "mods" folder.
Popular Discussions View All (2)
2
13 Feb, 2022 @ 7:03am
[Bug Report] Trying to index a nil value
Timbermaw
3
30 Sep, 2017 @ 8:26am
[Bug Report] Crossfeed not working properly
Ziel
227 Comments
Phyrax 10 Feb @ 8:50am 
Sorry for spamming this page but I have another idea for extended alarms:
Post-foundry it's a bit disappointing to have just basic guards spawn from the alarm. It would feel a lot more appropriate to have elite/omni tier guards spawn instead.
Phyrax 7 Feb @ 10:46am 
Thank you for the update, I appreciate it!

I noticed that the Split program (probably Axe too) hacks cameras while they are still inactive. This feels like a bug to me, not sure if it might be intended though.
Phyrax 19 Jan @ 10:40pm 
I found it, for anyone else who might be interested:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3146679906
Phyrax 19 Jan @ 10:31pm 
I just like a more elegant solution than alerting the entire level to up the difficulty, that's all. Combining difficulty mods to craft my own experience has been very fun so far. Thank you for the response and the recommendation!
wodzu_93  [author] 19 Jan @ 4:08pm 
I think one of the modders created a submod that changes the Countermeasure spawn into something else. If you're in our discord, ask @Prototype_Quoala about it, I think that's their work. I might add a "very easy" option that disables it, but no promises. It is meant to be game changing - extra time added by a DLC makes that part of the campaign way too trivial for experienced players (which is who extended alarms are made for), so this keeps the game challenging and fresh.
Phyrax 19 Jan @ 10:22am 
Hello, any chance for an extended alarms rework or more options?
I really like the additional alarm levels and the alarm daemons, but post-foundry alerting the entire level at alarm level 1 feels just way too game warping for me. I would love to play with a more conservative version that only adds new alarm levels and alarm daemons, without changing the original alarm stages. (I also prefer the original alarm tracker visual but that's not as important I guess)
wodzu_93  [author] 16 Sep, 2024 @ 5:22am 
Here's the community wiki page about it:
https://iiwiki.werp.site/mods:programs_extended:daemons
Xaliber 15 Sep, 2024 @ 3:54am 
I see. That might be where my confusion comes from. Is there a page where we can see details of each new programs, daemons, and algorithms?

Also, no, I don't play with hostile AI
wodzu_93  [author] 8 Sep, 2024 @ 2:03pm 
This confirms that Bless works - it is not possible to get a Gatekeeper with 6 turn duration without it ( its 7 - 10 normally).

Note, are you playing with the hostile AI? One of the possible subroutines for it is Extension, which gives daemons +1 duration.
Xaliber 8 Sep, 2024 @ 12:31pm 
I can't remember the other two, but I do have the screenshot for this one: https://i.imgur.com/o1XR9Yu.png

Others are in similarly high number, like 5 or 6 with Bless.