Invisible, Inc.

Invisible, Inc.

Red (from Transistor)
Mobbstar  [developer] 21 Dec, 2018 @ 2:08pm
[SPOILER] All Agent Algorithms
Please note that a briefing of every currently available agents algorithm can be seen in the Transistor augments tooltip. This list is just for those who are too lazy to find these things out the fun way. :)

Decker: Chase()
Increases all agents' AP by 0.5 for each guard alerted.
e.g. if 2 guards are currently alerted, every agent gains 1 AP each.

Internationale: Triangulate()
Reveals all drones as red "ghosts". This refreshes every turn, so you can always hack the drones and determine their current position.

Shalem: Aim()
Increases gun KO damage and Armor Piercing by 3, and cooldown by 4. Shoot only the most important targets to make good use of this algorithm.

Banks: Besiege()
Any daemon reduces firewalls on half (rounded up) of active devices by 2, not breaking any (won't go lower than 1).

Xu: Mischief()
At the beginning of every turn, a random enemy gets marked and will emit an EMP on your next turn. The range for this EMP is 3 tiles.

Nika: Punch()
Melee combat generates 4 PWR and the weapon instantly cools down.

Sharp: Exceed()
Melee attacks pierce 1 Armor per augment, and drain 4 PWR per empty augment slot.
e.g. an agent who has two augments and two empty augment slots gains 2 melee Armor Piercing and loses 8 PWR when attacking in melee.

Prism: Integrity()
Every agent spawns a hologram projector at their feet when threatened by a guard, once per turn. This means the agent can step aside and hide behind the hologram without getting shot. The holograms spawned by this algorithm self-destruct after the player turn and cannot be moved.

Central: Parry()
Increases Daemon reversal chance by 33%. If the daemon gets reversed, it additionally generates 10 PWR. (If it does not get reversed, you do not gain any PWR from this algorithm. Centrals augment never triggers while she is down, either.)

Monst3r: Yield()
Starting the turn next to a console reduces all program cooldown by 1 and has a 66% chance of installing a daemon. This effect stacks, so leaving two agents next to consoles reduces program cooldown by 2 (+1 for the next turn) and can spawn up to two daemons.

Olivia: Coup()
Attacking an already KO guard in melee kills the guard, as well as disabling his heart monitor (just like Anatomy Analysis) and grants another attack. There is no limit on additional attacks, but it only works on KO guards.

Derek: Grace()
Once each turn, two agency-owned units can teleport to each others positions, effectively swapping them. For clarification: Swapping an unseen unit with a seen unit may cause the guards to briefly drop overwatch if he has no other targets. In that case, neither of the swapping units gets shot.

Rush: Attention()
Getting targeted restores AP and Attack. This only works once per agent per turn. This does not work by getting seen by cameras, a live audience is much more exciting.

Draco: Read()
Killing/pinning a guard reveals a random undiscovered, large area. Bonus credits if everything already revealed. The bonus credits get less each time.

N-umi: Tuning()
Hacked drones gain 5 AP. Control hacked drones for 3 extra turns. (The effect of the incognita program Leash stacks with this.)

Ghuff: Sleuth()
Observing guards applies a T.A.G. to them.

Mist: Transpose()
Psi-hijack the next human guard to investigate Mist's body. Psi-hijacked guards behave similiar to hacked drones. They cannot go on overwatch, and other guards will not notice them as agency-controlled until the psi-hijacked guard takes hostile action.

Using "permadeath" mod, if Mist dies, Transpose will behave differently:
When guards wake up from KO, they are not alerted. This applies even if the guard was alerted before the knockout.

Dr. Pedler: Brawl()
Agents get +1 melee KO damage for every Armour Point of the target (or if the target is unarmoured, they still get +1 melee KO). In addition, agents cannot be knocked out, they will immediately get back up.

Carmen: Abscond()
Agents on tiles with interest points gain 4 AP. This includes interest from peripheral vision, interest from noise, etc. An agent can only receive this bonus once per turn.

Conway: Bashdoor()
Guards who kick down doors get Knocked Out for four turns and generate +4 PWR for the agency. Keep in mind that the KO timer ticks down from 4 to 3 as soon as the enemy turn ends.

Goose: Gaggle()
All agents can honk. Please refer to the Untitled, Inc. mod for details.

Agent 47: Anopsia()
Guards cannot see any bodies or corpses, including those of drones and incapacitated agents, but not those the guards in question see getting downed.

Red: Crash()
Every guards' armor is cut by half, rounded down. Guards whose armor depends on firewalls are also affected by this, but their firewalls remain unchanged. Additionally, all guards lose 4 AP. This also affects enemy drones, even if later captured by Incognita.

All other agents: Checksum()
This algorithm only applies to agents who have no unique algorithm. The Courier from the sidemission, for example, and some mod agents.

The agents body will spawn a Bad Cell every turn. Bad Cells can move short distances and explode after the player turn, knocking out any guard on the same tile during their turn. Additionally, Bad Cells cannot be seen or heard. However, Bad Cells have short vision (two tiles).

Using "permadeath" mod, if the agent dies, Checksum will behave differently:
A Corrupted Cell is spawned at a random location on the map every other turn. The Corrupted Cell will detonate at end of turn just like normal Checksum, but has even shorter vision and movement range.
Last edited by Mobbstar; 17 May, 2021 @ 9:19am
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Showing 1-2 of 2 comments
Ophiuchus 21 Dec, 2018 @ 3:53pm 
This is so cool--it introduces a whole new play style to the game. Thank you so much for all the hard work and creativity that went into adding this character.
Chara 18 Aug, 2020 @ 8:57am 
This is actually amazing, the feeling of all of these is so so fitting, every one feels useful and appropriate to the agent in question.
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Showing 1-2 of 2 comments
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