Invisible, Inc.

Invisible, Inc.

ITEMS New and Editted
48 Comments
Timbermaw 2 Nov, 2022 @ 1:12pm 
Unfortunately it bugs out with nika's augment with wodzu's new items and augments (doesn't reset the cost each turn).
pauloel7 12 Mar, 2022 @ 12:06pm 
Thermal Disruptor IV has only disadvantages over III? Only differences I found are: more expensive, Requires Strength 2 (vs. no required skill on III), and starting undercharge w/1 (vs. 2 on III). Remainder stats look the same: 5 turns cooldown, 3 tiles range noise emission, 4 Armor Piercing, 1 PWR per point of armor, and 3 turns KO. There's no advantage to use IV over III whatsoever! Thermal Disruptor II consumes 3 PWR per point of armor. Maybe you meant to have TD III to consume 2 PWR - rather than 1 - per point or armor? Otherwise, TD IV has to have some advantage over TD III - maybe : lower cooldown / higher AP / higher KO...
h̴one̵st̷.snake̷.̷ 28 Sep, 2020 @ 11:05am 
(attack cost)
h̴one̵st̷.snake̷.̷ 28 Sep, 2020 @ 11:05am 
Nika's AP cost does not reset properly.
Palynium 25 Mar, 2019 @ 9:10am 
For anyone still having issues with this mod, you need to uninstall it manually (go to the local folder of your install) and delete it, then unsubscribe and launch. Queue a mod refresh once it loads it, re-subscribe and play.
Raiseo 2 Mar, 2019 @ 9:04am 
I like your new items so I'll be subscribing, here's hoping it won't collide with New Items and Augments.
Also, the chance that Monst3r sells an Econ Chip on the first day? That's brilliant.
SteelCrow  [author] 11 Jan, 2019 @ 11:07am 
It seems you guys use New Items and Augments. Fear not, as I have fixed the game from crashing on my end. We do intend for the two mods to be compatible. Let me know if anything else goes awry.
Palynium 7 Jan, 2019 @ 5:58pm 
Good, good. Because even unsubscribing from the mod doesn't let you launch the game.
NubNub  [author] 7 Jan, 2019 @ 4:17pm 
WORKIN' ON IT, LADS.
SteelCrow  [author] 7 Jan, 2019 @ 9:40am 
@Zorlock
Thanks, it's cool, we should have encountered this ages ago.
It's part of what NubNub changed, beyond me to be honest. He's busy atm, so he'll look at it tomorrow.
I don't know if anything changed since we released the rewrite, it's been a while, lol.
Zorlock Darksoul 6 Jan, 2019 @ 4:15pm 
I'm sorry, I only ever seem to comment on this mod with bad news. I recently came back to the game and decided to give this mod another shot, having seen it's been updated a few times. I was hoping to see if my previous issues with cloaking were resolved. Upon refreshing my mods, the game refused to launch at all. A snippet from the game's log (see below) indicated a fatal script error linked to this mod. After some research, I discovered the location of the mods folder on my computer and deleted the one with the indicated ID number. After doing so, the game launched fine.

Upload of log snippet: https://textuploader.com/1ar03
NubNub  [author] 29 Jun, 2018 @ 10:27pm 
Zorlock, I'm not able to reproduce your issue. I installed all those mods and spawned both the flicker and subdermal cloak projector and they worked fine. Perhaps you should try the same on a new save? Otherwise give me the full list of mods and your save file.
Zorlock Darksoul 15 Jun, 2018 @ 8:52pm 
I'm not opposed to acquiring information, but my knowledge of coding is limited. And yes, I use quite a few mods regularly, and a couple others I swap out on occasion. I can provide a full list if you think it'll help, but Advanced Guard Protocol, Worldgen Extended, Generation Options+, Programs Extended, Neptune Corp., Agent Mods Combo, and New Items & Augments are probably the biggest game-changers, in addition to this one.
SteelCrow  [author] 15 Jun, 2018 @ 6:45pm 
I did a test run with minimum items using the console; everything was working for me.
wodzu's Sub. Cloak Projector uses an item ability separate from all other cloaks called "W93_useInvisiCloak", but like the others, it uses the function "setInvisible", where I simply changed the "CLOAKED" popup to state the cloak's duration, if it has one.

Are you using any other mods?
and am I giving you too much information?
Zorlock Darksoul 15 Jun, 2018 @ 12:02pm 
When I tested the Cloaking Bubble, it worked correctly, near as I could tell. But later in the same campaign, I made use of the Sub. Cloak Projector (another from wodzu_93) and found I could use it infinitely. It consumed no power (it's supposed to consume 5 on first activation, then 4 in subsequent rounds) and had no cooldown, such that I could turn it on and off multiple times in a single turn.
Zorlock Darksoul 10 Jun, 2018 @ 2:51pm 
Thanks for looking into it. I'll refresh and see if anything is different.
SteelCrow  [author] 10 Jun, 2018 @ 2:24pm 
I'm not experiencing the same issues, but I just reverted an unnecessary UI change and copied wodzu_93's change to Distributed Processing in case it was messing up onstartturn function.

Don't forget to refresh your mods.
Zorlock Darksoul 8 Jun, 2018 @ 1:47pm 
It's worth mentioning that the Flicker Cloak is part of wodzu_93's New Items and Augments mod. However, it functions correctly when this mod is uninstalled. There are no doubt some compatibility problems. I know you've recognized this possibility, but I'm hoping it can be addressed, as I enjoy both mods very much, and I'd rather not choose between them.
Zorlock Darksoul 8 Jun, 2018 @ 1:39pm 
I don't believe the infinite cloaking issue has been solved. I'm still experiencing it while using the Flicker Cloak. I haven't tried any other cloaking items, but I know the Subdermal Cloak augment (grants cloaking for 1 turn when a Stim is used) functions correctly, so I'm guessing the issue is exclusive to items.
SteelCrow  [author] 29 May, 2018 @ 5:43pm 
I put out a fix on the cloaking issue. I had added in a UI notification stating the cloak's duration and made a mistake with that. Let me know if there's anything else I should change.
SteelCrow  [author] 28 May, 2018 @ 2:44pm 
I think the update on Wednesday changed the codes for item usage. I'll take a look.
NubNub  [author] 28 May, 2018 @ 3:33am 
I like some of the changes in this mod but it seems to break cloaks entirely.

Having nothing but base game + dlc + this mod -> start a game with decker, and immediately use his cloak.... it never turns off; it's infinite turns.

Having other mods installed (particularly new items and augments) and using any cloak -> game pauses after character is cloaked, or if using an AOE cloak, after each character is cloaked. If using sombra's cloak (from talon agents mod), the game pauses after one tile of movement (cloak is activated). And in all of these cases, the cloak can be made to last indefinitely.

Dunno how to fix it myself...
[Ghost182] 14 Jan, 2018 @ 9:23pm 
Can you enable/disable individual items?

Also, is this compatible with the other item mod?
Human_Kirby 23 Aug, 2017 @ 4:25am 
@SteelCrow, You can visit our discord server to get support faster and ask questions. https://discord.gg/QJXdnr
SteelCrow  [author] 22 Aug, 2017 @ 1:14pm 
I don't fully understand what that function does. Something like "clear" and "merge". I tried blacking it out, but then the items didn't appear in the cheat menu. Thus have I renamed it for you.
cyberboy2000 21 Aug, 2017 @ 12:22pm 
Actually just remove them, you don't need them because you're doing addItemDef
cyberboy2000 21 Aug, 2017 @ 12:13pm 
Can you please change the name of your 'ResetItemDefs' functions? They actually replace the existing ResetItemDefs function and it caused be a bunch of headache.
SteelCrow  [author] 25 Jul, 2017 @ 7:10pm 
Alright, I duplicated the error, used the log to find the offending line, and added that nil check for cloaks that have no duration. Checked to be sure wodzu_93's cloak augment still worked as it should. Let me know if I can fix anything else.
AdmiralNostromo 21 Jul, 2017 @ 11:51am 
Cool
SteelCrow  [author] 21 Jul, 2017 @ 11:48am 
I'm currently moving, so I'll get to it next week. I'll post again if I need more information or if I get this done.
AdmiralNostromo 20 Jul, 2017 @ 11:08am 
Hey steel i gonna paste what i was told to paste by wodzu_93

@Dat Username - Turns out "ItemsNewAndEdited" mod by SteelCrow is causing it. He wrote a tooltip to display cloak's duration, and it throws an error when using my augment, hence the bug. Contact him and tell him to add a nil value check for getting cloak duration for his tooltip.

SteelCrow  [author] 27 May, 2017 @ 11:01pm 
Fixed; I had actually decided to have Lance 4 go all out granting unlimited attacks (because why stop at 2?) but forgot to add those lines to use_aggression_steelcrow.lua. Description now matches with this. Also fixed the issue of "inventory.useItem()" getting ran twice, eating 2 charges at a time instead of 1. Not a problem for vanilla Invisible.inc, but is one for me.
Paradigm 26 May, 2017 @ 7:45pm 
@SteelCrow
The Ventricular Lance IV doesnt give an extra 2 attacks lke it says it does, Unknown if other lances follow with bug too
SteelCrow  [author] 11 Apr, 2017 @ 12:14pm 
I finally loaded up Atom and got the options fixed (thanks, wodzu_93!). Let me know if any options still don't work in campaign creation.

I also changed Cloaking Field to Cloaking Bubble. It still affects self and allies within a range, but the cloak lasts for more turns and breaks for any of them that move.
As a consequence, the item is less about slipping past obstacles, and more about hiding in a disguise. This function matches the Anarchy 4/Speed 4 requirement better, in my opinion.

Cloaking Bubble needed more code edits to work, so I took the opportunity to add a UI notification showing how many turns of cloaking are left.
wodzu_93 16 Mar, 2017 @ 2:39am 
You don't need any includes to use SimConstructor, since it overrides the ModApi.

local function unload(modApi, options)
local function earlyLoad(modApi, options)
local function earlyUnload(modApi, options)
local function lateLoad(modApi, options)
local function lateUnload(modApi, options)

SimConstructor gives you these to work with. Overriding DLC definitions has to be done in the earlyLoad and earlyUnload. Adding new things and vanilla overrides in load/unload. Unload functions get called when mod is disabled entirely.

local function Init (modApi)
modApi.requirements = { "Contingency Plan" }
This ensures your mod is loaded after DLC.

Monst3rSalesRevert() - yes, that is exactly what this should do.

You can leave modified default functions like OnTurnStart() as is.
modApi:addsomething - disabling revelant option/entire mod takes care of unloading these.
Monst3rSales() - some vanilla data doesn't ger reloaded, so you have to make revert for these just in case.
wodzu_93 16 Mar, 2017 @ 2:32am 
For testing purposes, it is very helpfull to enable debug mode. In main game folder, open main.lua and change DEV variable to true (disables achievements). In game you can now open/close debug menu by pressing Ctrl + ` (tylde, button below Esc). Use mouse click or arrow keys to navigate. Enter/double click to use selected option, backspace to return to prievious menu. To spawn something, select revelant option, mouse over tile you want something to spawn on and press enter. Teleport agent teleports currently selected one.
SteelCrow  [author] 15 Mar, 2017 @ 6:23pm 
And, yeah, that gear Decker and Internationale have were for testing purposes. Removing.
SteelCrow  [author] 15 Mar, 2017 @ 6:09pm 
Ah, here are things to work with and try out. I've had no ideas on how to allow the buttons in-game to disable parts of the mod, since other mods seem to have nothing extra that I don't have.

In order to use things from SimConstructor, I have to "include" it in modinit.lua, right?
I'm guessing "function unload" comes from there.

"Monst3rSalesRevert()" would be a function containing the vanilla tables, right? Essentially they'd "mod" the game by replacing the base code with an exact duplicate, resulting in no changes from vanilla. I would rather prevent the changes from happening in the first place, but I don't know how to do that.

Sorry for so many questions. I'm not really an expert, and I wasn't sure if anyone would answer me if I asked for help.
wodzu_93 11 Mar, 2017 @ 11:31am 
Decker and Internationale start with pretty powerfull gear, is this intended or leftovers from testing? If you want to keep it, I suggest a toggle for it.

New items and changes stay regardless of disabling this mod in the DLC/MODS menu. Anything not handled by modApi and modManager calls must be manually reverted to default.
For example changing Monst3r's shop would look like this:


local function load( modApi, options )
...
other stuff
...
include( scriptPath .. "/Monst3rSales" )
if options["Monst3r Sales"].enabled then
Monst3rSales()
else
Monst3rSalesRevert()
end
...
other stuff
...
end

local function unload( modApi, options )
local scriptPath = modApi:getScriptPath()
include( scriptPath .. "/Monst3rSales" )
Monst3rSalesRevert()
end

Note, that these calls are from SimConstructor mod.
Zorlock Darksoul 6 Mar, 2017 @ 1:58pm 
I may have encountered a bug using this mod. I went into Monst3r's shop and saw the Piercing Biogenic DART, so I purchased it (the original has always been a favorite weapon of mine), but once I exited the shop, it was not in my inventory. I don't remember if the money was subtracted or not. During that same visit, I sold an item (EMP IV), and it showed up back in my inventory after I closed the shop. Not sure if those two occurrences are related, but just in case.

That's the only oddity I've encountered since installing the mod. Everything else seems to be working fine. Loving the new Econ Chip. Nice work!
SteelCrow  [author] 23 Feb, 2017 @ 8:12am 
@MrGrumpsman
Yes, they should work fine together, since the vanilla things I changed are different from the vanilla things "New Items and Augments" changes. There are so many new items added by that mod, though, that some items have similar or conflicting effects. It's up to you to decide if the two mods together are too cluttered.
For this mod, I specifically avoided things I knew others had already done, like changing agents' starting gear. I may publish a mod specifically dedicated to the starting gear.
MrGrumpsman 18 Feb, 2017 @ 10:50pm 
Would this be compatible with "New Items and Augments"?
SteelCrow  [author] 8 Feb, 2017 @ 7:31pm 
@TedCummings Hi, thanks for trying it out. I hope Hunter Chip is balanced enough and not OP.

Ventricular Lance IV should be using the same codes as Stim IV from the DLC. I haven't run across either of them with Disarm (ProgramsExtended?) before, but fun fact: if you add an extra attack using my Lance 2 or 3, and then use a "refresh attack" item, it'll set available attacks back down to one.
TedCummings 2 Feb, 2017 @ 5:54pm 
Hi, really enjoying runing with your mods. Love the Hunter chip!. I am having a problem with the Ventricular Lance IV though - I can't seem to get it give an extra attack. I am on a mission with extra demons and have the "Disarm" demon active (removes 1 attack). I used the Ventricular Lance hoping wit as going to allow me to attack - it doesn't. Is this a bug or just the way Disarm works in relation to teh Lance. Any help would be great. Thanks!
SteelCrow  [author] 5 Dec, 2016 @ 4:27pm 
I added a list of the changes. Looks messy to me, I'll look at cleaning it up.
Seedling 27 Nov, 2016 @ 12:37pm 
It would be usefull if you explained what the added items and changed existing items do... not just listing them. Now it's like language mod that doesn't say which language...
SteelCrow  [author] 8 Nov, 2016 @ 10:49am 
I made a list of the changes on the Klei forums. I'll make a link to it.
glass_pencil 6 Nov, 2016 @ 11:01pm 
Could you tell us what kind of items have been added by this mod?