Invisible, Inc.

Invisible, Inc.

Extra Agent Abilities
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.
Dwarlen  [author] 16 Apr, 2022 @ 7:04am 
@Baka-Taske Update is out. You can now throw grenades without activating them. I've added a button called 'Toss' that lets you choose if you want the item to be active when you throw it.
Dwarlen  [author] 8 Apr, 2022 @ 7:18am 
@Baka-Taske I'm going to take a look at it. Initially didn't implement it just because it would have been more complicated to do so. Not sure if there is a good way to do but if I can figure something out I will.
Baka-Taske 29 Mar, 2022 @ 11:46am 
Hey there, Dwarlen. What's about grenades? I mean, we can throw some kind of smoke grenades, crybaby or any other, but when you throw it, it's activating, but, as saying about me, I would want to throw this grenades without activating, just for my agent could take this grenade and throw it with detonate at the next time, you know. What do you say about this "extra ability"?
Dwarlen  [author] 3 Oct, 2021 @ 9:43am 
@Green Raven.
Update is out. You can now set the AP cost of slamming doors to 0, 1, or 2. Note that this update will break existing saves, so don't update until you're ready to start a new run.
Green Raven 29 Sep, 2021 @ 4:35pm 
Thanks!
Dwarlen  [author] 28 Sep, 2021 @ 10:30am 
I'll add it as an option. Probably this upcoming weekend.
Green Raven 11 Sep, 2021 @ 5:15pm 
Seems like slamming a door is too useful an option to be free. Maybe make it 1 AP?
Hekateras 10 Mar, 2020 @ 7:00am 
Could you stop by the Discord? Someone was having the same problem with N-Umi's spider drone as the issue with Pedler.
Dwarlen  [author] 11 Oct, 2019 @ 1:04pm 
Fix is up. Let me know if you experience any more problems.
Stolas 9 Oct, 2019 @ 6:18pm 
You are awesome, thank you! I disabled it to do a Pedler run and man I already feel the burn of being unable to transfer items at a distance.

It's not even just to save AP, theres a massive amount more tactics one can do in bad situations with this mod. For instance, Decker is surrounded by about 40 specops and his cloak is on cooldown, someone can toss him a cloak/flashbang. I hope if the devs ever make a sequel they factor in just how useful that ability is.

the only other mod that I can think of that adds alot of throwables is the new items and augments (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=575758597) mod, but I didn't notice a glaring conflict with that one when I was using it. Thanks again for being responsive and for the mod!
Dwarlen  [author] 9 Oct, 2019 @ 2:32pm 
Hi, Samael! Glad to hear you are enjoying the mod.

Thanks for letting me know about the bug with the Dr. Pedler mod. Unfortunately Extra Agent Abilities does have a conflict with mods that implement their own throwable items. But I am able to add an exception for each mod that has their own throwable items, which means I should be able to implement a fix once I have a free hour or two (later this week hopefully). I'll post here once I have the fix ready and uploaded.
Stolas 7 Oct, 2019 @ 9:55pm 
Heyo! I know it's been awhile since you last updated this, I really enjoy the ability to throw items from one teammate to another, felt so silly having to run "Lucky keycard finder person" alllll the way over to the team to get any doors open.

However, I may have found a bug related to another modpack. The extra agent mod for "Dr. Pedler" includes a scanning grenade he throws to look around in rooms. This mod appears to break that, and he just throws it on the ground half the time. The other half the time it seems to work as intended. I have no idea why it works sometimes and other times he just derpily tosses it, but I figured I'd let you know. Great mod all the same.
Hekateras 30 Aug, 2019 @ 3:52am 
Okay, great to hear it. Looking forward to it. No bugs so far.
I'm also playing with AGP and guard communication for this, so just one guard finding a keycard effectively puts the whole facility on alert within several turns. :' D
Dwarlen  [author] 29 Aug, 2019 @ 3:29pm 
Glad you're enjoying the mod, Hekateras! You're right, guards spotting items really changes things up, as you can no longer carelessly leave stuff behind. But it can be very useful too. I've found keycards to be very handy for misleading pursuing guards.

Interesting suggestion regarding safes, would certainly make things hardmode. Hack one safe and that whole section of guards goes on alert after a few turns as they spot the safe.
I'd definitely be interesting in trying to implement it. I'm already working on another mod that tweaks guard behavior, so maybe I'll try to implement it in that one.
Hekateras 29 Aug, 2019 @ 7:38am 
Hey,
Really enjoying this so far. Do you think you could add an option for guards to become alerted when seeing looted safes?
Hekateras 28 Aug, 2019 @ 7:05am 
Started new run with this mod. Just now, I had a guard get alerted by spotting a keycard I'd left behind without a second thought - I knew having guards react to items on the ground would change things up, but damn, it really introduces more nuance into where you leave your stuff lying around.
Thanks for making this!
Sunset Sarsaparilla 25 Jul, 2019 @ 4:34pm 
Mod was already really good, the item throwing alone has made the game much more comfortable, and created possibilities for new cool moves. Now you even added the guard's reaction switch and door breaking which makes for some stunning experience ! Nicely done
Dwarlen  [author] 23 Jul, 2019 @ 8:12am 
Update is out. See change notes for details.
Doesn't include anything for cameras. I'm thinking I'll probably save that for another mod. Which I have several mods I want to do so I'm not sure when I'll get to it.

There is one new feature that I didn't mention in the change notes, but it may be to complicated, which is why I didn't mention it. You can customize the responses when 'Guards Item Response' is set to 'Mix'. But to do this you have to edit the file, custom_item_response.lua (can be modified with any text editor), found inside the mods folder (should be called workshop-1798631337). The main problem with this is that whenever you refresh mods your changes to that file will be overwritten, so if you modify it you need to make a backup of your changes.
Sunset Sarsaparilla 21 Jul, 2019 @ 10:16am 
My guess is that you using "New items and augments mod" and might forget that in default game Camera canister is dropped on the ground when you use it (something like holoprojector)
Zorlock Darksoul 20 Jul, 2019 @ 6:41am 
I had cleaned them out before this camera business started; pretty sure they had nothing. But, wait, your agents can pick it up? What do they end up holding? Does it create additional canisters? And to make sure, you are talking about a deployed canister, not merely a dropped or thrown one?
Dwarlen  [author] 20 Jul, 2019 @ 5:30am 
Huh. Just tested it and both my agents and the guards could pick up the camera. Maybe the guards that were walking past it had full inventories?
Zorlock Darksoul 19 Jul, 2019 @ 9:08pm 
Well, my understanding is that the canister cannot normally be interacted with once it's placed. Even other agents can't grab it. I'm not even sure deploying it creates a tangible item, mechanically; I suspect it just creates a floating POV.
Dwarlen  [author] 19 Jul, 2019 @ 6:35pm 
They can't pick the canister up? Huh. Guards seeing it I expected (the intent with this mod was that guards are able to see any item), but I didn't expect them to have trouble picking it up. Thanks for letting me know.
Zorlock Darksoul 19 Jul, 2019 @ 1:04pm 
Another bit of bugginess to report: Apparently guards will notice and investigate a deployed camera canister, repeatedly, as their patrol paths bring it into view. They don't actually DO anything to it, since it can't be picked up, but it's a little unusual.
Zorlock Darksoul 17 Jul, 2019 @ 1:19pm 
I can confirm that the Wallet item's properties are overridden by this mod. Rather than merely distract guards, it brings them to full alert status.
Dwarlen  [author] 13 Jul, 2019 @ 4:00pm 
The current idea is that breaking doors (regardless of strength bonus) gains melee augment bonuses. Basically it behaves just like a melee attack, but without the weapon. This means people like Sharp could use it to K.O. guards for a while if they have the right augments installed.
Sunset Sarsaparilla 13 Jul, 2019 @ 11:39am 
Was looking at knocking doors lvl progression for like 15 min , and i think its very well thought. At first i was thinking to lower K.O at 3-4 lvl down to 1 turn, but since it is both very specific and very loud i think 2 turn K.O is the perfect spot to knock guard out and still have some time to make next move while don't feel obliged to spend atack on that same guard to prolong K.O, and since its quite loud, the avaliability of unspent atack action will often come in handy. So yeah, i fully agree with what you came up with.
Looking at your earlier Strenght 1 idea which included augment bonus, i start to think about what if make whole ability scale with both bonus K.O and Piercing
Dwarlen  [author] 13 Jul, 2019 @ 10:50am 
Here is an example of the format I'm thinking of using for the file that's part of the "custom" option:
item_response = {
-- The format for this file is:
-- ["item name"] = "response"
-- Item name is the in game name displayed for the item
-- Response is how the guard will react. Valid values are "none", "investigate", and "alert". Anything else will be interpreted as the value provided for _default_response.
-- Just find the item you want to change (ctrl+F is very helpful) and then set the response to the desired value.

-- _default_response is the response to give for any items that are not on this list (basically, any items added by mods)
["_default_response"] = "investigate"

-- Mission Items
["Lvl1 Security Passcard"] = "investigate"

-- Weapons
["Neural D.A.R.T."] = "alert"

-- Augments

-- Cloaks

-- Stims

-- Consumables
}

return item_response
Dwarlen  [author] 13 Jul, 2019 @ 10:49am 
Guard item detection: Taking some of the suggestions that have been made, I'm hoping to create an option that lets the player choose how the guards respond. They will be able to choose "no response", "investigate", "alert", or "custom". The "custom" option will take advantage of a file in the mod that will define the response for each individual item. You can tweak the file to get the responses you want.
The problems with this is:
1. Not everyone may be comfortable editing the file
2. You would have to backup the file before refreshing mods, as refreshing mods would overwrite any changes you had made.

Regarding the holoprojection item: Guards can see the item as it is being thrown (if 'Guards see Item Throws' is on) but treat the deployed item the same way they do in vanilla.
Dwarlen  [author] 13 Jul, 2019 @ 10:43am 
Oooh, I really like the idea of raising the alarm level if you break a security door. Not sure how hard that would be to implement. Currently the sound radius for door breaking is 8 (for comparison, the sound radius for door slamming is 5). And you're right, if you don't have any melee boosting augments there is very little point to door breaking at strength lvl 0 at the moment. I suppose it would make sense to change that and make it where strength lvl 0 does 1 turn K.O., same as guards.
How about this for strength lvl upgrades?
At lvl:
1. K.O. 1 turn, range 1 tile
2. K.O. 1 turn, armor pierce 1, range 1 tile
3. K.O. 2 turns, armor pierce 1, range 1 tile
4. K.O. 2 turns, armor pierce 2, range 1 tile
5. K.O. 2 turns, armor pierce 2, range 2 tiles (2nd tile does half K.O. and armor pierce), can break security doors
Sunset Sarsaparilla 13 Jul, 2019 @ 10:26am 
The concept of making door kicking scale with strength also sounds Very cool, though i have a question about sound radius, and another question about door kicking at strenght lvl1(what will happen with guard behind the door and if nothing will happen, then whats the point, if u can instead slam that door for some fast attention?)
Also, now that you making door breaking scalable, what do you think about making locked security doors(openable with passcards) breakable on higher strenght lvls ? in terms of balance i don't think its diminishes the value of passcards, cause i suppose breaking the door will draw some unwanted attention most of the time. Another solution maybe raise of alarm after security door being destroyed.
Sunset Sarsaparilla 13 Jul, 2019 @ 10:26am 
Wow, what a great replies i see ! Both ideas regarding cameras are great !

Talking about item detection, now that you mentioned that guards actually guarding those items and not simply messing around, it started to make sense. But in regards to passcards and the exception list, i think there is only real need to add passcards and vallet from that NIAA to that list. Also one thing comes to my mind is how does guards react to the item which creates cover (holo something, i can't remember) ?
Zorlock Darksoul 13 Jul, 2019 @ 10:02am 
If you're willing to go through whatever effort is necessary to put items into various categories of alertness, that would be great. But I'd be fine with a blanket alert/investigate option for all items. If you do decide to differentiate somehow, I would think any deployable item should cause high alert. Someone not in the corp's employ obviously set that up for some purpose. Whereas keycards and common Nanofab items like Charge Packs and Med Gels could theoretically have just fallen out of some guard's pocket, so merely investigating them makes sense. Any weapon should probably cause high alert. I don't know how many different ways the game code can differentiate items, so my input here is limited, I'm afraid.
Dwarlen  [author] 13 Jul, 2019 @ 9:09am 
Guards on high alert: It should be fairly simple to let the player choose what level of response the guards give items. I guess at this point my question is should I include a option where guards only investigate some items (passcards for example) while going into alert for others. The problem with adding such an option is which items go in the investigate and which go in alert? I would leave it up to the player but I can't think of a good way to let the player choose which items result in which response.

Wallet from NIAA: In theory, it shouldn't bother the behavior of the Wallet. However, if all the wallet does is get seen by guards then this mod may render the wallet somewhat useless. That said, I haven't played with NIAA so I don't know.
Zorlock Darksoul 13 Jul, 2019 @ 8:35am 
Regarding guards going on high alert: Would it be possible to include an option for how alert they become when discovering items? That way the player can decide, just like how they decide what guards do with the items.

I'm also a little curious how this all interacts with the Wallet item from NIAA. It's specifically designed to be thrown and create an interest point for guards. Does this mod override that behavior and treat the Wallet like any other thrown item?
Dwarlen  [author] 13 Jul, 2019 @ 6:34am 
Lastly, door kicking. I am currently working on adding that to the mod. I think I have it functional and am working on the UI side of it now, and graphics are always a pain.
This is what I'm currently planning for door kicking:
- must be directly behind door
- Power of kick is based off of STRENGTH skill and melee augments
At STRENGTH level:
1. Can break door but cannot K.O. (unless you have K.O. boosting melee augments)
2. K.O. +1 turn, range 1 tile
3. K.O. +1 turn, armor pierce +1, range 1 tile
4. K.O. +2 turns, armor pierce +1, range 1 tile
5. K.O. +3 turns, armor pierce +2, range 2 tiles (2nd tile does half K.O and armor piercing)
Dwarlen  [author] 13 Jul, 2019 @ 6:30am 
In regards to guard's item detection: You're right it is a little odd for guards to go into high alert at the sight of their own passcard. That said part of the item detection's point is to make you think about where you leave stuff at. If guards are already alerted you can use the passcard as a diversion.
Also, since Invisible seems to always infiltrate after business hours, it seems proper to me that guards would go into high alert if the items they are guarding (site lists, power cells, etc.) get moved.
Not sure I really like the idea of having certain items result in a different response from the guards, it seems a little inconsistent to me (which I felt like was a problem in vanilla game where guards would detect deployed portable servers but nothing else).
Dwarlen  [author] 13 Jul, 2019 @ 6:09am 
Good points about the cameras. I'll see about implementing that suggestion. I'm planning on also putting in an option that let's you control how many times a camera can be activated per turn, as well as letting cameras track agent movements and report their last known location instead of the first tile they walked into in the cameras view. I haven't started work on this yet so we'll see how it goes.
Sunset Sarsaparilla 12 Jul, 2019 @ 6:59pm 
Talking about cameras detection of a bodies, like you already said it don't notice guards being shot. There is also a case when body is already in place, but the camera is either not yet active or being recaptured.
Also i would like you to add an exception to guards item detection, more specifically im talking about Passcards, which its very strange to see guard being alerted by the view of his own card, and that the item itself is often discarded in the middle of the mission. May be not detection necessarily, but the alert aspect of it. Now that i wrote about it, what do you think of making category of items (objective items like Site lists, Power cells etc) that guards notice, but instead of being alerted, they just investigate and pickup them ?
Hotklou 12 Jul, 2019 @ 11:06am 
Then there's no worry about mod conflicts, at least.