Invisible, Inc.

Invisible, Inc.

Rescueable Archive Agents
24 Comments
Shogal  [author] 11 Jul @ 3:19am 
@RolandJ
I'm not playing Invisible Inc for a long time and not supporting the mod, so it's better if you fork it, patch it and support it as necessary. Sorry for slow reply, my Steam client didn't even notify me about this topic until I manually checked my old notifications.
RolandJ 9 Jun @ 3:40pm 
@Shogal Would you please consider re-uploading a version of your mod with a modinit.lua that utilizes cyberboy's "noUpdate" flag? This would prevent your mod from triggering custom mode whenever we edit its options while starting a campaign. Personally, I have to edit your mod each time I revisit the game to add this in, and I'd be glad to give you an edited copy for you to re-upload. If you're no longer around, I may be interested in uploading my own copy with the edit, for others' sake. Thanks so much for the excellent mod! It's really great!
cyberboy2000 5 Dec, 2017 @ 4:50am 
There shouldn't be any issues when using this mod with other agent mods. You can't use RAA to change what agents are rescueable from those mods, but those mods should have settings of their own you can tweak. If that is not enough you can ask the creators of those mods to make their settings more tuneable.

I don't know what problem that is, Playtheist, there is nothing in this mod that can cause that to happen. I have checked and it is completely impossible to make the Lone Agent spawn in detention centers.
IntelSquirrel 3 Dec, 2017 @ 8:49am 
Are there any plans for this mod to be compatible with the other mods that add agents?
I think both this mod and the others are essential for me wanting to play this game. :)
Shogal  [author] 13 Oct, 2017 @ 8:27am 
Yes, you can freely modify this mod for yourself as you want to customize it, or even fork it
Human_Kirby 23 Aug, 2017 @ 4:49am 
Heya, dont want to be rude or anything, but with Flavorful Agents a lot of the standard loadouts have been changed. Would you be capable of making an update to this version or, if you don't want or can do this, are we allowed to use your mod as a basis.
Liver Boy 7 Mar, 2017 @ 10:07pm 
. :heyred: nice mod.~
feliz525 1 Mar, 2017 @ 6:45pm 
Does anyway know if subscribing to this mod will affect existing save data? I have an Endless Plus save that I don't want to accidentally erase or make unplayable, but I also really want to use this mod. I feel like I've rescued on-file Nika a million times now XD
Playtheist 27 Jan, 2017 @ 3:00pm 
Just so you all know, this isn't compatible with Shirsh's Combo Mod or his Lone Start mod. RRA randomly grabs the blank entry these mods create and throws it in a detenttion cell. Unlocking the cell causes a CTD and a corrupted save.

I really liked this mod and do hope for a fix at some point. Many thanks!
justinsane11 27 Jan, 2017 @ 1:23pm 
what does english have to do with anything?
Shiny 3 Jan, 2017 @ 5:11am 
And here i thought my english is good...
What does this mod do???
RolandJ 22 Dec, 2016 @ 8:44pm 
Is there any way to have a game with the available agents edited in the settings not automatically turn into a "custom game"?
Lundy 18 Sep, 2016 @ 1:07am 
awesome mod
pow virtualviper 3 Sep, 2016 @ 7:06pm 
Great mod. Thanks.
ComputerOwl 1 Jul, 2016 @ 4:21pm 
more mods more mods
CarThief 6 Jun, 2016 @ 2:12pm 
Ah, good to know, i guess things advanced quite a bit since they first added the workshop. This should make endless runs very refreshing with some agents i'd otherwise rarely have the chance to use.
Shogal  [author] 6 Jun, 2016 @ 1:51pm 
DunkMouse, no, it doesn't. But you can try to add Monst3r and Central to list of rescueable agents and test if they work ok. Especially edge cases, for example, semi-final mission in DLC.

CarThief, I tested this mod in vanilla game and in game+DLC, it worked ok. So, extra mods are not required (even DLC is optional).
CarThief 6 Jun, 2016 @ 1:17pm 
Say, can you use this mod as-is, or you do need to install another mod to make it work? Figured i'd ask since i normally don't use mods in this game, and the game's workshop was originally meant for language packs only, but this seems pretty damn handy... (And fun for Endless runs.)
CEO of Lean 4 Jun, 2016 @ 12:02pm 
Does this mod also let you rescue Central and Monst3r?
FatalCharm 1 Jun, 2016 @ 12:31pm 
nice mod. thank you.
Shogal  [author] 27 May, 2016 @ 6:17am 
albert_einstein, thank you a lot) Updated mod description.
LordQuaggan 26 May, 2016 @ 11:43pm 
Great mod btw!
LordQuaggan 26 May, 2016 @ 11:43pm 
There might still be one or two mistakes but I think this is now mostly correct:



This mod allows you to rescue archive versions of agents in Detention Centres.

In campaign mod options, you can choose which agents will come as on-file or as archive versions. If you choose both versions for the same agent a random version will be picked so you cannot rescue both versions of the same agent in same campaign. You can also turn off both versions of specific agent and he won't appear in game at all. This can be useful if you want to build a team of a certain four agents.

Archive agents that have no augments will come with one of their items (restricted to that agent only and only to be sold for 0 credits):
- Shalem comes with the ventricular lance.
- Banks comes with the custom econ chip.
- Prism comes with the holo mesh.
Shogal  [author] 25 May, 2016 @ 12:51pm 
I'll be glad if someone rewrite mod description to more natural English, because It's not my native language.