Invisible, Inc.
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Rewired

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Illamasqua

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About this mod

With the exception of Neural Networking every item in this list received only very small tweaks with the sole intent of making them slightly more viable and/or less prohibitive.

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— INVISIBLE INC: REWIRED —

I've had this mod sitting on my shelf for... a while now. I don't use Steam nor Klei's forums, and I'm not into self-promotion. I keep most of my mods for personal/friends use only. Balancing things out is my mojo. So I figured I'd leave it here for posterity's sake and whatnot. And hey, maybe someone will come across this and find it a significant improvement over the vanilla experience. I know I do ;)

HOW TO INSTALL?
1. Unzip file to "mods" folder in game directory (if no such folder exists, create one)
2. Activate by starting a new game and selecting Rewired (alongside Sim Constructor) from the Mods + DLC list

꧁⚜꧂ LINK TO SEXY SPREADSHEET ꧁⚜꧂


OVERVIEW
With the exception of Neural Networking every item in this list received only very small tweaks with the sole intent of making them slightly more viable and/or less prohibitive:

AGENT TWEAKS
- Neural Networking (REWORKED): identifies adjacent daemon -> tags guard (2 PWR, 1 AP)
- Enhanced Optics: added full 360 vision on door peeks
- Salvaged Disrupter: cooldown 5 -> 3; KO 2 -> 1

MAIN ITEMS
Ventricular Lance: cost 700 -> 350
Doc's V-Lance (Shalem's Custom): cost 700 -> 350; cooldown 6 -> 5

Volt I: PWR 3 -> 2
Volt II: PWR 4 -> 2
Volt III: PWR 5 -> 3
Volt IV: PWR 5 -> 3; 1 charge -> 2 charges
Nika's Volt: PWR 2 -> 1

- Thermal I: cooldown 3 -> 2; KO 1 -> 2; armor pierce 2 -> 1
- Thermal II: cooldown 3 -> 2
- Thermal III: cooldown 4 -> 3
Thermal I, II, III: 2 PWR*armor -> 1 PWR*armor
Thermal IV: 1 charge -> 2 charges

- Neural IV: 1 charge -> 2 charges 

- Stim I: cooldown 9 -> 6 
- Stim II: cooldown 7 -> 5
- Stim III: removed attack refresh (indirect buff to Stim IV)

- Stim IV: 1 charge -> 2 charges; unlimited attacks -> single attack refresh
- Paralyzer IV: 1 charge -> 2 charges; cooldown 4 -> 6
- Buster Chip IV: 1 charge -> 2; add: kill daemon; cost: 800 -> 1000
- EMP Pack IV: 1 charge -> 2 charges; cooldown 4 -> 8; 3 turn disable -> 4 (added 4 turns to description); range 8 -> 7 (same as EMP III)

No longer sold after 48 hrs: all Disrupters I, Paralyzer I, Buster I, Plasma Gun, Neural D.A.R.T

OTHER UTILITY ITEMS
Cloaking Rig: cooldown 10 -> 8
- Accelerator Chip I: PWR hack 1 -> 2 
- Accelerator Chip II: PWR hack 2 -> 3 
- Scan Chip: cooldown 2 -> 0; Speed 2 req. -> removed

Shock Trap II: added range 1, PWR 1
Shock Trap III: range 5 -> 3;  tooltip "an area of effect" -> "large area" (to contrast with II's new "small area" tooltip)
Flash Pack: cooldown 12 -> 8; KO 2 -> 3; Anarchy 2 -> 3

- Camera Canister: cost 300 -> 200
- Lock Decoder: cost 400 -> 250; cooldown 3 -> 2
- Hologram Projector: cost 600 -> 350
Cry Baby: cost 300 -> 200

- Charge Pack: cost 400 -> 300; added 2 turn cooldown clarification
Med Gel: cost 275 -> 250

THE GUNS (FINALLY SOME LOVE)
Cooker: renamed "Striker" (purely cosmetic, silly name before)
Hand Cannon: renamed "Plasma Gun MK2"; ammo 3 -> 2; cost 900 -> 600
Custom MK2 (Shalem's Custom): 2 ammo -> 3
Riot D.A.R.T.: cost 900 -> 750
Drilling D.A.R.T.: cost 950 -> 900
Biogenic D.A.R.T.: KO 2 -> 3
Overclocked Neural D.A.R.T.: KO 2 -> 3; cooldown 8 -> 7; renamed "Overclocked D.A.R.T." (for brevity's sake)
Flurry Gun: PWR 4 -> 3; cost 1250 -> 1200
K&O's 'Lance' Rifle: armor pierce 5 -> 8

AUGMENTS
- Skill Chips (Kine, Crypto Physi, Leger): sets skill to 3 -> 4; cost 400 -> 600
- Subdermal Cloak: activates on 5 PWR -> 3 PWR
- Skeletal Suspension: cost 300 -> 200; dragCostMod 0.5 -> 1.0
- Kinetic Capacitor: add +1 AP to agent; fix text on activation: "+1 KO" -> "+1 KO +1 PIERCE"
- Fab Multithreading: shopDiscount 15% -> 20% (same as discounts offered by Monst3r between missions)
- Distributed Proc: cost 650 -> 500
- Pheromone Filter: cost 550 -> 350; AP +2 -> +4
Sensory Injector: AP +2 -> +3
Anatomy Analysis: cost 650 -> 500

PROGRAMS
- Daemon Sniffer: cost 350 -> 200; cooldown 3 -> 1
- Rogue: cost 300 -> 200; PWR 2 -> 0; cooldown 2 -> 1
- Leash: cost 500 -> 400
- Shade: cost 500 -> 350; reduce sight by 3 -> 6 (still one of the rarest programs)
- Cycle: cost 750 -> 350
- Burst: agents AP -3 -> AP -2
- Flare: cost 450 -> 350; cooldown 3 -> 2
- Brimstone: daemon reversal 10% -> 20%
- Feast *NEW*: cost 600 -> 450; cooldown 3 -> 2; installs 2 daemons -> 1 daemon; **very small chance to appear in small Terminals, normal chance in Server missions
Overdrive: cost 700 -> 350
- Charge: cost 900 -> 450
- Lightning: cost 800 -> 700; PWR 8 -> 7
- Hammer: cost 600 -> 550
- Wrenches 2-5: cost 600 -> 500
Wrenches 4: PWR 4 -> 3
- Abacus: PWR 4 -> 5; cost 400 -> 300
- Abacus 2.0: PWR 6 -> 10; cost 550 -> 600
- Lockpick 2.0: cost 700 -> 650
Dagger: cooldown 5 -> 4
- Dynamo: cost 1000 -> 600 (was highest selling program for no reason)
- Aces: cost 600 -> 350
Wildfire: cost 400 -> 350; +5 PWR -> +6
Fusion: cooldown 4 -> 5

~~~
UPCOMING (?)
- EMP Packs (notably IV) drop in usefulness VS Magnetic Reinforcements?