Invisible, Inc.

Invisible, Inc.

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Dr.Pedler - agent mod
   
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953.944 KB
17 Nov, 2015 @ 8:08am
8 Jan, 2019 @ 3:28am
30 Change Notes ( view )

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Dr.Pedler - agent mod

Description
Dr.Pedler is a cyborg character from game's alpha builds, who was not included in final game (was redone as Dr.Xu and Sharp).
Mod utilize unused but preserved in game character animations. File drpedler.kwad contain additional pictures (agent selection, upgrade screen) and icons for two new items.

Equipment/abilities:
Heavy frame:
- melee attacks have +2 additional KO damage but consume 3 movement points.
- can break door (for 2pwr and 2 mp and knock out any guard or drone if having strength+melee armor penetration bigger than their armor level, KO time = strength+penetration-armor).
- have KO resistance.
- can use consoles from 3 tiles away.
- carries one item more than one normally can at same strength without encumbrance.
- bigger noise radius from running than humans have.

Items: Scan-grenades (unlimited, consume 1pwr when used), unique disrupter that generate 1pwr when used.

No wireframes (by default mod contain option that turns wireframes off: see Decker and Internationale on screenshots - they are not "grayed" in cover), but if you wish, you can find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=668611277

To install:
subscribe to mod, start game, options/gameplay - "refresh mods" button. Now exit game and on next start mod will be downloaded and will appear in dlc/mod tab and campaign options.

Download for GOG version: http://steamworkshopdownloader.com/view/557032534

если нужно на русском: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=670987225

Special thanks to
Sogaple for English text rework
AndrewRi for Russian text rework.
Popular Discussions View All (1)
9
19 Mar, 2016 @ 3:30pm
Feedback/suggestions/critics
Shirsh
68 Comments
Shirsh  [author] 8 Jan, 2019 @ 3:27am 
- Breaking Door became heavier: can knock out any guard or drone with armor less than agent's current STRENGTH, fragile drones getting destroyed, but Movement Points cost raised (2 instead of 1).
- Door breaking counts for melee armor penetration (augment and/or ventricular lance effect), KO_time=strength+penetration-armor, maybe gone on buffing side too much, tell me if it is
- Wireless Access to consoles 3 tiles away (to compensate melee drawback and recall alpha).
- Augment tooltip/summary got readjusted to be compact (but with cost of some grammar).
[Ghost182] 16 Jan, 2018 @ 8:27pm 
Hey, no it's just that it wasn't clear from the description, that's all

Just what I wanted, thanks =]
Shirsh  [author] 16 Jan, 2018 @ 10:32am 
hey, yeah, if you want option to not have him there it included in "mod combo"
[Ghost182] 16 Jan, 2018 @ 12:12am 
Hey, does this mod enable these guys to be picked up from detention centres at random?
Griffin 13 Apr, 2017 @ 5:35am 
@Shirsh Thanks for explaining. I understand why you wouldn't want to do that. A mod that has feature side-effects is going to seem less polished and so without understanding the context, it seemed like a very strange choice.
Shirsh  [author] 12 Apr, 2017 @ 9:09am 
Though it mostly about that I made it as I want it and have no need to remade it differently. See, overlays were made much later, by request, when there was 3 agent mods already (while in time of Pedler mod it wasn't technically possible at all, until fan made resource extractors appeared). Naturaly I preferred to add feature that I didn't need myself as separate mod, than edit and reupload previous 3 mods + add new one. Now with combo and rus combo it's 7 mods.

Unlike cloak wireframes is not a shader but black'n'white agent copy above everything. Making those very lame unartistic hours of loading 250-300 sprites in photoshop and black'n'white, brightness/contrast, export to png, one by one. Imagine weekend of sitting and doing it.
Shirsh  [author] 12 Apr, 2017 @ 8:45am 
No, sorry. You have resons to use it, there's a link, use it as you please. I have reasons why it works as it works from technical side of things.
Griffin 12 Apr, 2017 @ 4:24am 
@Shirsh Shouldn't that just be a separate mod?
Shirsh  [author] 11 Apr, 2017 @ 1:17am 
@Griffin because I prefer to play without them. Looks better, that's a point.
Griffin 11 Apr, 2017 @ 12:53am 
Why does this mod turn wireframes off? What's the point of that?