The eighth update for the Invisible, Inc. Alpha.
We altered a lot of the previous systems in the game this update, more so than others. As well, we fleshed out the third corporation some more. Plastech's art has been updated and they now have one of their core threats: the Psi Corp.
Having tapped into uncharted areas of the mind, Plastech's Psi corp stands as one of the corps front lines of information protection. Once one of your agents has been linked by a Psi corp mind scan, there's no telling what horrible things can be done to them.
Research and Development
After each mission, your agency now earns Research Points based on how far your team was able infiltrate. Spend these Research Points to upgrade your secret base, unlock new items, teams and skills. As Invisible, Inc development continues, more items and skills will become available to research.
Escalating Alarm level
Previously, the alarm had one stage. At 20 points, the Enforcer team would arrive. Now there are several stages. Each stage triggers at 5 points. The effects of each stage differ and start off small but get bigger each time. For example, the current first stage turns on some inactive cameras in the level. The Enforcers still arrive, but they are called in later than the previous system.
Peeking MP cost
Peeking uses a point of movement. I imagine this will trip up a lot of veteran players to begin with, as it has probably become second nature to peek everywhere. The intent with this is to make the action of peeking more intentional, and to retain the value of facing, so I hope adapting isn't too painful.
In addition, you can use the peek action anywhere now. It does the same thing as before, but you don't need to be standing near corners or objects to look around edges.
Patrol Paths Cleaned up
We've cleaned up the screen a lot by only showing you a guards next turn of movement instead of their entire patrol path. This has the benefit of making your knowledge of what the guards will do even more precise, allowing for more accurate planning.
The guards have more icons representing their various states of action from investigating (question mark), arresting (exclamation mark), in combat (cross hair), to hunting (binoculars).
Disarm your own traps
You can now disarm your shock traps once they have been set.
Several HUD elements have changed such as the Combat Panel (condensed) and the location of the ammo counter (above the equipped inventory item).
The bonus for exploration of the level has been turned on. Reveal more than 75% of the tiles to earn some extra credits at the end.
Change list notes:
- Plastech corp art updated
- Plastech Psi core added
- Research screen for spending metapoints
- Alarm now has several shorter stages instead of one big one.
- Peeking uses 1 MP
- Peeking can be used anywhere, same effect
- Guard patrol paths only show the next turn of guard movement.
- More guard icons
- Shocktraps can be disarmed
- Combat panel condensed
- Ammo counter moved above inventory item
- Exploration Bonus added.