Invisible, Inc.

Invisible, Inc.

Advanced Guard Protocol
133 Comments
cyberboy2000  [author] 18 Nov, 2024 @ 9:13am 
No. The lamps are from a completely different mod.
Kopyrda 17 Nov, 2024 @ 8:51am 
Is this the mod that adds those lamps littering every level?
Dusky 11 Mar, 2023 @ 1:33pm 
Update: I'm not 100%, but I believe I had some old files lying around from a previous install a long time ago. Uninstalled and went around removing any files I could find lying around.

Works now!
Dusky 11 Mar, 2023 @ 12:37pm 
I feel dumb, I can't get the game to recognise the mod is installed at all.

I've subscribed, booted the game, refreshed mods, restarted, no dice. I've tried both unsubbing/resubbing and reinstalling. The files seem to be going into the /mods/ folder just fine.

Do you have any insight that might help? I tried installing a couple of other mods to see if they'd be recognised and they were.
Cheers for your time!
Hoodie Sticks 29 Jan, 2023 @ 11:48pm 
Could you add an option for guards to only open locked doors if they have a keycard? I'm finding the locked door option really difficult when starting with two agents that lack anarchy, and knowing which guard has a keycard before knocking them out would be really handy. Plus it makes sense in-universe.
FrancisNile 12 Jul, 2021 @ 1:25pm 
oh, so to update your mod i need to go to "refresh mods" option in "gameplay" right? I didn't knew i had to do update manually, i'm used to steam doing the job
cyberboy2000  [author] 12 Jul, 2021 @ 12:12am 
No, but you shouldn't update while you're in a mission. Updating on the map screen is usually ok.
FrancisNile 11 Jul, 2021 @ 4:30pm 
thanks for the update. Really cool that you changed the "invisible gun" animation, i noticed that small issue. Do i need to start a new campaign for all the changes to apply?
FrancisNile 10 Jul, 2021 @ 4:17pm 
no, i started to notice it right after the first missions, my highest level of anarchy was 2 by the time. I remember that th first time i got a med gel from a guard i thought i got very lucky because it was so early in the campaign and in my last games without the mod, getting any item from guards was very very rare, i only started to loot items with some frequency after i got the last level of anarchy in one of my characters, in the late game. But the frequency of items dropping from guards is definitely a bit too high. There was a mission (using the mod) that i had like 4 looted items to sell (1 was from a previous mission that i decided to keep but changed my mind). I get like 2 to 3 looted items per mission with the mod, but in vanilla it's hard to get that amount even with maxed anarchy in late game. Again the mod is incredible and makes the sneaking and fights harder, but i think it makes the economy easier if you can manage to carry all the loot you find in levels
cyberboy2000  [author] 10 Jul, 2021 @ 6:18am 
They shouldn't drop that many more items than other guards, but maybe a little bit. Do you have Anarchy upgraded to 5?
FrancisNile 9 Jul, 2021 @ 8:59pm 
"with more frequency than before" i mean before using this mod btw
FrancisNile 9 Jul, 2021 @ 8:58pm 
i don't understand how this mod has not 5 stars. It's incredible, and i found no bugs in like 10 hours using it. Its a must have to any player that want more challanges. I have a question though, i think i am finding items in dead/sleeping enemies with more frequency than before, it's low end trash like the med gel and burster chip I, but still i am making a good amount of money out of it. Does your mod increase the frequency of items in enemy guards? I'm playing in expert difficulty if that can help
cyberboy2000  [author] 25 Dec, 2020 @ 1:23am 
Please upload your log file. It can be found in Documents/Klei/InvisibleInc/logs. It's more convenient if you click the Discord link above and post logs and questions there.
DrakeWarrior 24 Dec, 2020 @ 3:31pm 
Hello! I really like the new challenges so far, but the mod makes my game freeze on 5th alarm level most of the time. The new enemy that is supposed to spawn via elevator does not appear, and the game is stuck in the "corps turn" phase infinitely (waiting for the guard/drone to appear, when there is none).
Can it be a conflict with other mod, or has anyone else encountered the same problem?
cyberboy2000  [author] 31 Aug, 2020 @ 12:46pm 
It does. If you use the campaign length option to make it less than 72 hours.
cyberboy2000  [author] 30 Aug, 2020 @ 11:22pm 
Rebalanced Omni doesn't change the difficulty in a normal-length campaign. But with the extended campaign the final mission becomes harder.
eXalted 11 Feb, 2020 @ 8:40am 
Another report here. During the enemy turn:

Loading traceback:
game/sim/simunit.lua:57: SYSTEM ADMIN

stack traceback:
[C] in function 'assert'
game/sim/simunit.lua:57 in function 'getID'
game/sim/btree/situation.lua:8 in function 'hasUnit'
game/sim/aiplayer.lua:569 in function 'findExistingFleeSituation'
game/sim/aiplayer.lua:576 in function 'createOrJoinFleeSituation'
game/sim/aiplayer.lua:299 in function 'updateSenses'
workshop-569390373/aiplayer.lua:151 in function 'tickBrain'
game/sim/aiplayer.lua:417 in function 'thinkHard'
game/sim/engine.lua:2109 in function 'applyAction'
game/client/states/state-loading.lua:149 in function <game/client/states/state-loading.lua:91>
eXalted 10 Feb, 2020 @ 1:46pm 
Refreshed mods and my save game loaded without any problems. Thank you!
Zorxon 10 Feb, 2020 @ 7:40am 
After refreshing the mod, my savefile was slightly corrupted (rooms without agents were rendered undiscovered), but I assume this won't affect any further playthroughs.

I tried to run into the exact same situation again, using different methods to knock out the guards, and the bug did not occur again. Thanks for all your amazing work!
cyberboy2000  [author] 10 Feb, 2020 @ 4:36am 
Thanks for the report, it should be fixed now.
Zorxon 9 Feb, 2020 @ 1:49pm 
It definitely fits the observations that the game does not continue because a AGP-related guard fails to enter the Alert Stance when waking up after being KO'ed.
Zorxon 9 Feb, 2020 @ 1:49pm 
game/client/strict.lua:26: variable 'unit' is not declared

stack traceback:
[C] in function 'assert'
game/client/strict.lua:26 in function <game/client/strict.lua:24>
workshop-569390373/passive_abilities.lua:405 in function 'onTrigger'
game/sim/engine.lua:1923 in function 'triggerEvent'
game/sim/simunit.lua:442 in function 'setAlerted'
game/sim/aiplayer.lua:293 in function 'updateSenses'
game/sim/aiplayer.lua:627 in function 'processReactions'
game/sim/engine.lua:1262 in function 'processReactions'
game/sim/simunit.lua:1355 in function 'tickKO'
game/sim/simunit.lua:1908 in function 'onEndTurn'
game/sim/engine.lua:2036 in function 'endTurn'
game/sim/aiplayer.lua:448 in function 'thinkHard'
game/sim/engine.lua:2109 in function 'applyAction'
game/client/states/state-game.lua:362 in function <game/client/states/state-game.lua:359>
eXalted 8 Feb, 2020 @ 6:44am 
And here is the traceback:

game/client/strict.lua:26: variable 'unit' is not declared

stack traceback:
[C] in function 'assert'
game/client/strict.lua:26 in function <game/client/strict.lua:24>
workshop-569390373/passive_abilities.lua:405 in function 'onTrigger'
game/sim/engine.lua:1923 in function 'triggerEvent'
game/sim/simunit.lua:442 in function 'setAlerted'
game/sim/aiplayer.lua:293 in function 'updateSenses'
game/sim/aiplayer.lua:627 in function 'processReactions'
game/sim/engine.lua:1262 in function 'processReactions'
workshop-1745350836/simunit.lua:250 in function 'tickKO'
game/sim/simunit.lua:1908 in function <game/sim/simunit.lua:1806>
(tail call) ?
workshop-1745350836/simengine.lua:153 in function 'endTurn'
game/sim/aiplayer.lua:448 in function 'thinkHard'
game/sim/engine.lua:2109 in function 'applyAction'
game/client/states/state-loading.lua:149 in function <game/client/states/state-loading.lua:91>
eXalted 8 Feb, 2020 @ 6:43am 
Hi, me again with one more issue. Doring the enemy turn something happened and the game hanged again. I don't know what exactly the AI was doing because I had no visual on that:

And here is my savegame - https://drive.google.com/file/d/1CTfzZY3Qpl30ea8h_vbQijWFrXREnWKk/view

If there is something I can help with, please tell.
eXalted 5 Feb, 2020 @ 8:55am 
Great, thank you! And thank you for the awesome mod. The variety it adds makes me feel like I have a whole expansion added to the game!
cyberboy2000  [author] 5 Feb, 2020 @ 6:27am 
Thanks for the report, the issue has been fixed.
eXalted 3 Feb, 2020 @ 11:34pm 
And this is the unitData from the createUnit() function:
{ id = item_ce_pulsegrenade_thrown, upgradeName = item_ce_pulsegrenade_thrown, name = PULSE GRENADE THROWN, traits = { explodes = 0, throwUnit = item_ce_pulsegrenade_thrown, sightable = true, range = 5, hidesInCover = true, dlcFooter = { Advanced Guard Protocol, gui/icons/ChallengingEnemies.png, Cyberboy2000 }, keepPathing = false, aimRange = 4 } }
eXalted 3 Feb, 2020 @ 10:58pm 
This is the traceback:
game/sim/simfactory.lua:17: table: 6AFB6798

stack traceback:
[C] in function 'assert'
game/sim/simfactory.lua:17 in function 'createUnit'
game/sim/abilities/throw.lua:86 in function 'oldExecuteAbility'
workshop-1745350836/abilities/throw.lua:32 in function 'executeAbility'
game/sim/btree/actions.lua:796 in function 'executePath'
game/sim/btree/actions.lua:890 in function 'update'
game/sim/btree/btree.lua:57 in function 'tick'
game/sim/btree/btree.lua:127 in function 'update'
game/sim/btree/btree.lua:57 in function 'tick'
game/sim/btree/btree.lua:155 in function 'update'
game/sim/btree/btree.lua:57 in function 'tick'
game/sim/btree/brain.lua:88 in function 'think'
workshop-569390373/aiplayer.lua:156 in function 'tickBrain'
game/sim/aiplayer.lua:417 in function 'thinkHard'
game/sim/engine.lua:2109 in function 'applyAction'
game/client/states/state-loading.lua:149 in function <game/client/states/state-loading.lua:91>
eXalted 3 Feb, 2020 @ 10:11am 
I seem to have encountered an issue when a Thor guard saw N-Umi's drone (from Agent Mods Combo https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=682932461 ), threw a flashbang and the game hanged. Trying to load my save gives a message that an error occurred in game/sim/simfactory.lua17:table:7D642468

Here is my Mod List - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1987775493

I'm not sure that the bug is in Advanced Guard Protocol but yeah, I wanted to try my luck.
cyberboy2000  [author] 14 Nov, 2019 @ 1:32pm 
Fixed error when a guard was being talked to and got shot at the same time.
cyberboy2000  [author] 4 Nov, 2019 @ 10:09am 
Fixed a few guards missing their equipment.
cyberboy2000  [author] 3 Aug, 2019 @ 2:21pm 
You can now shoot grenades with hacked Support Drones.
Added loading screen tips.
Guards with 360 degree vision now display their range in the tooltip.
Tooltips regarding vision will not show up when the range is 0.
Mainframe Attunement and Mainframe Booster now add ap relatively, rather than setting it directly, making it work with other effects that modify ap.
Peripheral Optimizer now uses modifiers, making it work with other effects that modify vision arcs.
Advanced Patrol generation has been completely reworked internally, which significantly improves performance (especially when there are Omni Habringers)
Fixed System Admins still appearing when they are disabled in the generation options.
csipp 25 Jul, 2019 @ 3:30am 
I can confirm Sunset Sarsaparilla comment about disabling sysadmins in the dropdown doesnt disable them. They still spawn as regular.
Sunset Sarsaparilla 10 Jul, 2019 @ 4:06am 
My bad that i wasnt clear enough. Ofcourse i have Sim constructor installed, since its mandatory almost for every mod, but what im trying to say that this disable option in new drop-down menu isnt working as intended
cyberboy2000  [author] 9 Jul, 2019 @ 11:33pm 
You must have Sim Constructor installed. That way it will show up as a drop-down rather than a checkbox.
Sunset Sarsaparilla 9 Jul, 2019 @ 8:25pm 
Amazing mod ! But since the addition of new System admins option, the new "disable" switch doesn't disable them, instead it spawns the legacy ones
cyberboy2000  [author] 3 Jul, 2019 @ 1:38pm 
Update: Fixed Sankaku not getting the updated System Admins
Human_Kirby 1 Jul, 2019 @ 9:53am 
I like that you give us the option of new or legacy ones. When I play again, I will probably try the new ones but might stick with the old ones after trying, simply out of nostalgia :P (Just like with the hard mode you suggest not using :D)
cyberboy2000  [author] 1 Jul, 2019 @ 9:23am 
A lot of people have expressed dislike for the System Admins. While I agree with you that they didn't need to be changed, I am hoping that they will be a little more fun to fight so that it will be less compelling to simply scare them away. Plus it just makes more sense thematically for them to get close to what they're hacking, and that was in fact always the plan for them, I just didn't have the experience to implement it satisfyingly back then. But if you try it out I'll happily listen to your feedback and if you feel the original is better then you can choose them in the generation options.
Barrogh 28 Jun, 2019 @ 9:44am 
Sounds like admins will end up being less powerful. Does their recapture timing changes btw?
cyberboy2000  [author] 24 Jun, 2019 @ 1:54pm 
Major System Admin rework! No longer do they have an area of recapture. Instead they will walk next to what they're investigating and reboot them manually. They will also use consoles to gain additional targets to recapture. Don't worry if you prefer the classic System Admins, you can enable them in the generation options.
Further tweaks to Drone Engineer behaviour.
Reduced Omni Drone control timer from 2 to 1.
Fixed endless crashing when mod is disabled.
cyberboy2000  [author] 27 May, 2019 @ 12:20am 
There is a WIP guide: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=943909959 , but some of the information there is outdated.

Update: Compability with the latest version of Red (Transistor)
Barrogh 26 May, 2019 @ 11:02pm 
Just in case it wasn't clear enough. I was asking about full feature list with detailed new units description - for whatever reason I remember, maybe mistakenly, that it existed.
On a side note, it's weird that larger mods like this one or I&A don't have those posted either here or on the forum.
Barrogh 24 May, 2019 @ 12:33pm 
I feel a bit stupid, but some time ago I remember a document with all new guards and options described. I don't quite see where it is now. Can anybody help?
cyberboy2000  [author] 23 Apr, 2019 @ 11:01am 
You need to go into the options menu and click 'Refresh Mods' to get mod updates.
Update: Fixed crash when the Red mod is not installed and enabled.
cyberboy2000  [author] 22 Apr, 2019 @ 1:04pm 
Update:
Five new guards.
Assaults and Killers are now restricted to one attack per turn.
Reduced range of Tsukumogami 2.0 Pulse Scanner.
Added a new tooltip for guards that for whatever reason have 360 degree vision.
Tooltips about LOS no longer show up on hacked drones.
Barriers now properly stack with armor buffs.
Fixed patrol changes only generating basic patrols.
Fixed infinite lookaround loops.
Fixed guard communications not working under certain circumstances.
Fixed issues related to greater than 360 degree vision.
cyberboy2000  [author] 20 Jun, 2018 @ 9:30am 
It's true there are still things I'd like to add, in particular graphics for all the guards, but since I'm not very good at pixel art and Shirsh doesn't seem interested in making guards any more that's not likely to happen soon. I of course have ideas for new guards too (it bothers me a little that K&O and Plastech have several more guards than Sankaku or FTM) but it's difficult to make them interesting but not bloated, unbalanced, or too similar to existing guards.

If you have a suggestion, whether it's for guards or something else, I'd happily hear your opinion.
In the meantime, here's an update that tweaks some of the behaviour of the Drone Engineer.

@Tikotitok I have not been able to reproduce that issue, if you or anyone else experiences it please make a copy of your log file and link it to me.
N1A 19 Jun, 2018 @ 1:50pm 
not finished
Tikotitok 9 Jun, 2018 @ 3:43pm 
There is a game-breaking bug with Drone Engineers. Whenever they wake up after being knocked out, the game will get stuck in a state inbetween turns. Loading the game again will report the save corrupted, and give you the usual options for proceeding after an error. Killing the engineers or escaping before they wake up avoids the bug.
Major Blitz 18 May, 2018 @ 9:50am 
oooohhh...