Invisible, Inc.

Invisible, Inc.

Red (from Transistor)
Hekateras  [developer] 7 Mar, 2019 @ 5:18am
Permadeath Synergy Guide
The Red agent mod has several special features that are changed or only become available if the Permadeath mod is also enabled. Permadeath, at default settings, will set a timer on agents that have been shot. Agents will not stay in critical condition but will permanently die when the timer ticks down to 0, if they do not receive help.

Persistent algorithms
If an agent dies while Red is on the map, their unique function is 'absorbed' into the Transistor and will spawn at the start of every mission from the next mission onward. Four such functions max can spawn at the same time. If more than four functions are available, it's randomised which four will spawn. Otherwise, all available functions will spawn. This can be changed in settings. If you enable 'PERMADEATH RANDOMISATION' in options, a random number of functions (but still no more than four) will spawn.

The exception to this is Red herself. If Red dies, her function spawns immediately and is active for the rest of the mission. No persistent functions spawn after that mission, since Red (and the Transistor) are no longer on the team.

Limiter
Be careful! Having your dead buddies' cyber ghosts helping you may be useful, but there is a downside to abusing this. If more than two functions have been absorbed from dead agents, there is a 25% chance that an Endless daemon will spawn in the place of one of the functions. However, no more than one Endless daemon at once can be spawned this way.

Red's remote 'Hurt' ability
Red can remotely put an agent in critical condition at will. Even with Permadeath on, this will not kill the agent. If you're creative, this can be used to save an agent's life: guards won't shoot at someone who's already down, after all!

Checksum() V.2.0
The default Checksum() function spawns for mod agents that do not have their own unique function and generates a friendly 'badcell' unit on the downed agent's body every turn. The persistent function that spawns after a custom agent dies no longer does that, as there's no body to spawn at. Instead, the friendly unit is spawned on a random location on the map every other turn. This unit has a reduced vision and movement range compared to the one normally spawned by Checksum, but still all the same abilities: it can be used for scouting, will despawn at end of turn, and will detonate when it despawns.

Transpose() V.2.0
Rather than mind control a guard, Mist's persistent algorithm, spawning after her death, will make sure that guards are not alerted when they wake up from being KO'd. This applies even if they were alerted before!
Last edited by Hekateras; 29 Nov, 2019 @ 8:41am