Invisible, Inc.

Invisible, Inc.

Permadeath: Killed in Action
14 Comments
Sig 15 Jan @ 6:20am 
Hello, I wanted to point out a possible soft compatibility issue with the Neptune corporation mod. If instant death is enabled, and you are playing in a Neptune corporation map, the agent will indeed appear as killed on the screen, Central will comment on it, etc, but at mission ending the agent will be MIA instead of KIA (I dont mean the MIA that happens when the last agent present on the map is the one killed). Just mentioning it in case you are still modding and you would like to take a look at it. Thank you.
Hekateras  [author] 20 Oct, 2019 @ 4:35pm 
@Willzmyth
No, that's correct, it was a missing nil check. Thanks for letting me know, should be fixed now!
Will 20 Oct, 2019 @ 3:19pm 
Hi Hekateras, I think I've came across a bug in your mod?
This is the log of the last crash, it's something about comparing nil with number?
https://pastebin.com/hiz1x0jr
At least i think it's in your mod, but with mod loader and other mods installed it's hard to tell.
Sorry if it turn out i'm mistaken, but figured i'd let you know.
Cool mod btw! :steamhappy:
Putao3333 20 Jul, 2019 @ 5:22am 
Oh, cool! I'll start a new playthrough and check it out. Thanks for the tip! :P
Hekateras  [author] 19 Jul, 2019 @ 11:37am 
Hi Putao, thanks for the feedback! Haha, yeah, I noticed that during testing, your guess is spot on. Guards just have a generic line for when they see a corpse and since corpses can only be guards in vanilla, that's what the line reflects.
By the way, if you didn't know, you can get some extra mileage out of Permadeath if you have the Transistor mod installed. Played right, you can actually get some benefits out of getting an agent killed.
Putao3333 19 Jul, 2019 @ 10:59am 
Hey Hekateras,

Once again, a splendid mod! Thank you for taking the time to make it :steamhappy:
I've subscribed to this mod for a while now, but only just now taken advantage of the turns countdown to actually let my expendable agent bleed out.

This isn't a complaint at all, but I thought it was hilarious that a guard noticed and asked my dead agent if he was "all right?"
I'm guessing the code is similar to (or the same as) when a guard is discovered knocked out xD
Hunter 12 May, 2019 @ 6:44am 
Awesome thank you
Hekateras  [author] 12 May, 2019 @ 4:51am 
@Hunter
Yep. Next agent to show up in detention center would be a random one and not someone who just died.
Hunter 11 May, 2019 @ 10:41pm 
so does this mean other agents can spawn in your game now ? if one dies
Hekateras  [author] 27 Apr, 2019 @ 6:54pm 
Update: Pinning a dying agent with another agent now "freezes" the death timer, making it easier to save the agent in difficult situations such as when you've got the entire facility searching for you, and giving you more options.
Hekateras  [author] 21 Feb, 2019 @ 6:05pm 
Note: A major update has happened since this mod was released. Agents who are wounded will now die in a specific number of turns if you don't revive them/drag them to the exit. This replaces the previously much harsher mechanic that would make them die instantly. This should hopefully make the mod more forgiving while still affecting the way you strategise, and making critical agents a more urgent situation. Let me know what you think!

(Also, it is now possible to lose Central and Monst3r on Endless mode if you've completed the day 4 DLC mission.)
Ziel 4 Jan, 2019 @ 5:47am 
Finally an easy way to keep classic Decker in detention centers!
ninja unicorn 31 Dec, 2018 @ 10:27am 
Now i can make Draco pay
TitSniper69 31 Dec, 2018 @ 6:31am 
Sim Constructor by Cyberboy2000, I see... fine...