Invisible, Inc.

Invisible, Inc.

Permadeath: Killed in Action
Showing 11-20 of 28 entries
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Update: 14 Feb, 2020 @ 3:16am

V.3.3:
- No more discrimination against guards. Guards can now stabilise dying agents too, as long as the guards are player-controlled (= compatibility with Transpose() from Transistor mod!)

Update: 13 Jan, 2020 @ 5:23am

Update: 13 Jan, 2020 @ 1:07am

Version 3.1:
- New, purely cosmetic feature suggested by Cuboidal Cake: ghosts of the dead

Update: 5 Dec, 2019 @ 3:19pm

V.3.0
- Hotfix for "medical attention required" HUD not disappearing after a dying agent gets teleported out
- Fixed death timer tooltips not showing the correct info when multiple agents are injured
- Central and Monst3r's plot armour will now only work in the story missions where they're actually needed
- Added compatibility with Merged Loadouts/pre-emptive bug elimination
- Unplanned, but more importantly, any **Stim** or **Defib Lance** item can be used on a dying agent to reset their death ticks to the default max setting (determined in generation options). E.g. under default settings, using a stim on an agent who's about to expire will push their death timer back to 7 turns. That is fluff-wise totally in line with how stimulants + gaping gunfire holes work don't question it!

Update: 4 Nov, 2019 @ 4:58pm

V.2.9:
An agent pinning a dying agent to keep them stable now comes with the downside of not being able to attack. Also, they will now actually look like they're pinning instead of blithely standing on someone's bullet-ridden body!

Update: 22 Oct, 2019 @ 11:49am

V.2.8:
Fixed potential nil error if New Items and Augments is not installed

Update: 20 Oct, 2019 @ 4:33pm

V.2.7:
Fixed nil error in previous update

Update: 18 Sep, 2019 @ 2:11pm

Version 2.6:
- Added integration with a New Items and Augments feature. "Overkill" damage by enemies will immediately kill agents or cause them to bleed out faster than normal, depending on settings. (Default: 3 turns bleedout.) Overkill damage is done by enemies with the Heavy Damage trait if the agent has no Dermal Armor or less Dermal Armor than the Heavy Damage dealt.
- (This is meant to keep the permadeath mechanic relevant in lategame and Endless with larger teams, as well as make certain units from AGP even scarier.)
- Added loading screen tips.

Update: 25 May, 2019 @ 9:33am

Update: 5 May, 2019 @ 3:41pm

Fixed guards stabilising downed agents by standing on them
Added death timer of 7 turns as a generation option (intermediate between 5 and 10), this is the new default.