[Mod] New Items and Augments


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Operator, Incognita managed to hold on to a few of our prototype blueprints on the way out. Unfortunately, you'll need to get somewhat lucky with finding a compatible nanofab machine or augment grafter. Some of the guards may have also kept the prototypes themselves as souvenirs of a sort, so you might be able to lift them and get them back in our hands.

Originally made by Nerava (topic here), updated to use mod loader and Steam Workshop. Version 1.4

Content mod, adding a variety of items and augments into the game. Mod is modular, user can select chosen elements at will.

 

Disclaimer:

I know this mod is not mine. I merely updated it to work with mod loader. If I receive request from original author to take this mod down, I will do so. All credit goes to Nerava.

 

Module 1 - New Augments:

Spoiler

- Dermal Armor - Gives 1 point of armor. Only appears in Cyberlabs. Non-stackable.

- Footfall Dampener - Reduces noise radius while sprinting by 3. 800 CR, non-stackable.

- Manual Override - Breaks 2 firewalls, costs an attack action. 800 CR, non-stackable.

- Shielding Rig - Grants ability to generate shield layer for 10 PWR. Absorbs 1 shot per shield layer. Max 2 layers. 1500 Cr, non-stackable.

Module 2 - New Items:

Spoiler
- 2 Charge Packs (Extended Charge Pack, Charge Generator)
- 6 Stims (Burst Stim, Mil-Stim, Low Hazard Stim, Escape Stim, Marathon Stim, MadDash Stim)
- 6 Paralyzers (Extra Concentrated Paralyzer, Ergonomic Paralyzer, Poison Injector,
  Extended Paralyzer, Toxin Microinjector, Neurotoxin Injector)
- 2 Portable Servers (Rapid Deployment Server, Portable Spike Server)
- 5 Cloaks (Disposable Cloak, Disposable Chameleon Cloak, 'Flicker' Cloaking Rig, Chameleon Cloak,
  Cloaking Field, Cloaking Bubble)
- 2 Buster Chips (Buster Chip 'Bruteforce', Buster Chip 'Elegance')
- 2 Accellerator Chips (Brute Accelerator Chip, Accelerator Microchip)
- 2 Shock Traps (Electrowash Trap, Concussive Shock Trap)
- 2 EMP Packs (High Density Charge EMP Pack, Interference Pack)
- 2 Proximity Mines (Shock, HE)

Module 3 - New Weapons:

Spoiler
- Piercing D.A.R.T. - Ranged, 3 KO damage, 1 Ammo, 2 Armor Piercing, 950 CR.
- Gamma Beam Generator - Ranged, Lethal, 10 turn cooldown, 1 Armor Piercing, X-Ray, 3600 CR.
- Gamma Pulse Rifle - Ranged, Lethal, 2 turn cooldown, 1 Armor Piercing, X-Ray, 3 Ammo, No Reloads,
  2400 CR.
- X-Ray Rifle - Ranged, Lethal, 1 Ammo, X-Ray, 900 CR
- Gigavolt Disrupter - Melee, 4 KO damage, 3 Armor Piercing, 10 turn cooldown, 1100 CR.
- Neural Disrupter 'Sparky' - Melee, 2 KO damage, 1100 CR.
- Volt Disrupter 'Surge' - Melee, 4 KO damage, 3 Armor Piercing, 10 PWR cost, 1100 CR.
- Mono-Filament Baton (I,II,III,IV) - family of cooldown-based melee lethal weapons
- Volt Baton (I,II,III,IV) - family of PWR-based melee lethal weapons

Module 4 - Changes to starting equipment:

 
Spoiler

- Decker On File - Neural Networking (scanning Daemons also gives +2 PWR)

- Shalem On File - Enchanced Optics (+2 ranged armor piercing)

- Shalem On File Desert Wind (Uses Charges [1], no armor piercing)

- Shalem Archived - Custom Med-Gel Injector (uses charges [2], replaces Ventricular Lance)

Module 5 - Changes to "Set skill to 3" augments from Contigency Plan DLC:
Spoiler

- Kinesiology brain chip - +3 AP when sprinting. Not stackable, 600 CR.
- Cryptology brain chip - +2 PWR on Console Hijack. Not stackable, 600 CR.
- Physiology brain chip - Gives ability to break doors. Not stackable, 600 CR.
- Legerdemain brain chip - Grants extra attack. Not stackable, 600 CR.

Installation: Extract archive into /Invisible Inc/mods folder.

 
Requires either "Sim Constructor" by Cyberboy2000 or "Sequential Mod Loader" by Lemonymous for Module 5 to work properly. Without it mod still works, but changes in Module 5 may get overwritten with default DLC augments.
 
Uninstallation: Remove mod's folder.
 
Changelog:
Spoiler
V1.0 - Steam Workshop and Modding API port.
 
V1.1 - Quick balance update. Nerfed some more potent weapons and other minor tweaks. Security Dispatch exclusive gear added to shops.
 
V1.2 - Added 2 entire sets of lethal melee weapons. Added Shielding Rig augment. Changed Dermal Armor to only appear in Cyberlab missions. Added tool-tip for guards carrying armor piercing weapons. Fixed new charge packs to appear in Nanofabs.
 
V1.3 - Rebalanced melee lethal weapons. Added support for Sim Constructor and Sequential Mod Loader.
 
V1.4 - Fixed both original and modified DLC augments present. Fixed Anatomy Analisys not working with batons. Added 2 proximity mines items. Changed weight of new charge packs from 2 to 4, so they appear more in late game. Fixed lethal melee weapons not appearing in shops.
 
V1.5 - Fixed Poison Injector not working.

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Some stuff sounds interesting, some too cheaty.

For example how Dermal Armor works? Is it makes agent 100% immune to guards without armor piercing or it removes when get shot?

In their default incarnations weapons like X-ray rifle and monofilament-baton are god-items too, are they rebalanced?

 

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Yes, Dermal Armor makes agent immune to guards wielding pistols. It stops being useful later on, as elite guards tend to wield SMG's and assault rifles. Note that this version is pretty much straight update to mod loader. I will work on balancing with future updates.

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It stops being useful later on, as elite guards tend to wield SMG's and assault rifles.

It's a bit relative: if we look at  FTM or Plastech, only elite guards (those with +1 armor) have item_npc_pistol2, everyone else (Siren 1&2, MK 1&2, Barrier guys, grenaders) all have basic pistol, only K&O have smg and rifles (and some drones and enforcers, ok).

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Update V1.2 - Added 2 entire sets of lethal melee weapons. Added Shielding Rig augment. Changed Dermal Armor to only appear in Cyberlab missions. Added tool-tip for guards carrying armor piercing weapons. Fixed new charge packs to appear in Nanofabs.

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How did you solve problem with shields when blue field didn't disappear when last shield broken?

I failed to make it without editing engine.lua >_<

local util = include( "modules/util" )local array = include( "modules/array" )local simunit = include( "sim/simunit" )local simdefs = include( "sim/simdefs" )local simquery = include( "sim/simquery" )local simfactory = include( "sim/simfactory" )local mathutil = include( "modules/mathutil" )------------------------------------------------------- Local functionslocal W93_augment_shielding_rig = { ClassType = "W93_augment_shielding_rig" }function W93_augment_shielding_rig:onSpawn( sim )	sim:addTrigger( simdefs.TRG_UNIT_HIT, self )endfunction W93_augment_shielding_rig:onDespawn( sim )	sim:removeTrigger( simdefs.TRG_UNIT_HIT, self )endfunction W93_augment_shielding_rig:onTrigger( sim, evType, evData )	assert( evType == simdefs.TRG_UNIT_HIT )	if evData["targetUnit"]:getTraits().neutralize_shield then    	        local x0, y0 = evData["targetUnit"]:getLocation()		evData["targetUnit"]:getTraits().shieldsMax = evData["targetUnit"]:getTraits().neutralize_shield		evData["targetUnit"]:getTraits().shields = evData["targetUnit"]:getTraits().neutralize_shield		sim:dispatchEvent( simdefs.EV_UNIT_REFRESH, { unit = evData["targetUnit"] } )		evData["sourceUnit"]:getBrain():reset()	endend------------------------------------------------------- Interface functionslocal function createItem( unitData, sim )	return simunit.createUnit( unitData, sim, W93_augment_shielding_rig )endsimfactory.register( createItem )return {}

I set 'shields' and 'shieldsMax' values (responsible for visual effects) with 'neutralize_shield' variable, which is already used for calculating protection (engine.lua, lines 1277-1336). Then I call 'EV_UNIT_REFRESH' to update visuals. I use 'OnTrigger' with 'TRG_UNIT_HIT' to detect a hit ('evData' is a table that holds event info, in this case shooter and victim units). This code is then packed into 'simunits.lua'. Included it in modinit.lua and added ' type="W93_augment_shielding_rig", ' variable to augment.

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Some names like "High penetration dart" didn't fit well when in agent's inventory while shopping, it goes in three lines then and interfere with selling price.

Also, I'd ask to add +1 base damage to some guns: can't say that it was used often, but sometimes I used Shalem's rifle to destroy turrets, it's not possible with one bullet now. Those gamma-beam guns sounds dangerous, maybe they could be frying turret's electronics with one shot too?

And I think batons still didn't have enough drawback, it's not as OP as without cooldown, when it was possible to just stay near guard's entrance and create pile of corpses, but still.

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Some names like "High penetration dart" didn't fit well when in agent's inventory while shopping, it goes in three lines then and interfere with selling price.

Noted and I will come up with alternate names.

 

Also, I'd ask to add +1 base damage to some guns: can't say that it was used often, but sometimes I used Shalem's rifle to destroy turrets, it's not possible with one bullet now. Those gamma-beam guns sounds dangerous, maybe they could be frying turret's electronics with one shot too?

I think Desert Wind's free reloading between missions and both Gamma guns are pretty strong as is. You can always get Charge Packs for more shots, if spending ammo is more viable for you than hacking turrets.
 

And I think batons still didn't have enough drawback, it's not as OP as without cooldown, when it was possible to just stay near guard's entrance and create pile of corpses, but still.

One use per mission unless using Charge Packs is not enough? Can you suggest further balance changes then? For reference, Spreadsheet.pdf this is a spreadsheet I made for weapons for balancing mod's content. Modding takes me much less time than actually playing, and with my I.T. studies I don't really have much time for play-testing.

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One use per mission unless using Charge Packs is not enough?

Oops, sorry, I totally missed that it use charges and not just cooldown >_<

Desert Wind is so... hmmm, I always low on power, even when random gives Internationale and Fusion, not to mention agents who use power for their specials, nevermind.

 

I'd suggest to remove speed skill requirement for disposable cloaks though.

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Hey there, first, I wanted to thank you Wodzu (and Nereva) for the great mod! Lots of good stuff in here.

 

I was wondering though, are you aware of some potential bugs? I noticed a few things, like your replacements for "skill-setting" augments not working (I wanted that new Legerdemain chip so hard for Xu or Mist), they just disappear by the end of the mission, whether they're installed or not.

 

Similarly, I have yet to see a single lethal melee weapon, or new charged pack. All that in a single game lasting over 15 ingame days now.

 

Last thing, Anatomy Analysis doesn't work with any item added with the mod.

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New update (1.4) is out, bugfixes and 2 new items.

 

I noticed a few things, like your replacements for "skill-setting" augments not working (I wanted that new Legerdemain chip so hard for Xu or Mist), they just disappear by the end of the mission, whether they're installed or not. 

I never had disappearing items, but i did hear of one such event. Default DLC augments won't show up anymore now however.

 

Similarly, I have yet to see a single lethal melee weapon, or new charged pack. All that in a single game lasting over 15 ingame days now.

Fixed. Melee weapons will now appear in shops and charge packs have weight of 4, so they should be present at late game.

 

Last thing, Anatomy Analysis doesn't work with any item added with the mod.

Fixed.

 

Thanks for the feedback, Szajara, and have fun with this mod!

 

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  Fantastic mod! I'm loving all the items and stuff. I had some troubles in some missions with the game getting stuck, but regenerating the level seemed to go nicely. Now that I know this topic exists, I'll try getting the info on those freezes to keep you updated.

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  Fantastic mod! I'm loving all the items and stuff. I had some troubles in some missions with the game getting stuck, but regenerating the level seemed to go nicely. Now that I know this topic exists, I'll try getting the info on those freezes to keep you updated.

 

Does the game freeze during map generation or during gameplay? If it happens again, please post here the log file from Documents/Klei/InvisibleInc/logs, this will help me greatly in troubleshooting.

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