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So, a month or two of debating whether I should do this, I finally decided to post leeks I found while rummaging through the "strings" file of Invisible Inc. I've decided to start with a small one, so that if the devs don't want anyone doing this they can take it down, but yeah. Spoilers below.

one ONE

ALT 2 (A.k.a archive)

FULLNAME = 'ARCHIVED -- BODY GUARD',

BIO = "Muratova served as bodyguard to the head of the most powerful oil company in Russia. A hostile takeover attempt led to an extended melee, during which she personally neutralized two dozen would-be assassins. She relented only after her dodecagenarian employer died of a flashbang-induced heart attack. Not much of a conversationalist, Muratova prefers to let her actions do the talking.",

TOOLTIP = "Bypass the locked doors quickly.",

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I'd be uploading more (since Klei had to fix the spammer thing twice here and still hasn't taken this down) but for some reason Steam decided to enter a state of guru meditation. Sorry.

 

Edit: Nvm. I just had to turn it off and on again.

SHARP = {
NAME = "Sharp",
FILE = "FILE #XX-9485867-84905693",
YEARS_OF_SERVICE = "6",
AGE = "49",
HOMETOWN = "Perth",
RESCUED = "",

ALT_1 = {
FULLNAME = 'Alex "Sharp" McTeague',
BIO = "It is arguable whether or not the human being born as Alex McTeague still exists. Driven by a monomaniacal obsession with perfecting the human form, he has replaced nearly every part of his body with a mechanical or vat-grown replacement. Originally funding his transhumanist pursuit through corporate bounty hunting, he joined Invisible when his augmentation ambitions grew beyond what is available on the open market.",
TOOLTIP = "",
},

BANTER = {
START ={

},
},
},
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I'd be uploading more (since Klei had to fix the spammer thing twice here and still hasn't taken this down) but for some reason Steam decided to enter a state of guru meditation. Sorry.

Yes! it seems that guy talked about in your spoiler (I don't want to spoil anyone, so I'm not saying his name)

could be something like the alpha's peddler.

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If you want to look at these yourself, you can just go to Whereeveryouhavesteam\Steam\steamapps\common\InvisibleInc\client\strings.

It's not like they are hidden.

 

Also

I think that there are some pictures of what could be this guy somewhere on this forum, but I can't remember where they where. If someone could find them it would be nice.
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If you want to look at these yourself, you can just go to Whereeveryouhavesteam\Steam\steamapps\common\InvisibleInc\client\strings.

It's not like they are hidden.

 

Also

I think that there are some pictures of what could be this guy somewhere on this forum, but I can't remember where they where. If someone could find them it would be nice.

 

Here ya go.

 

 

 02.png 01.png

 

Also, here's the next and last character. After this I'll have to start posting *shudder* ITEM strings. If there are any. Idk.

PRISM = {

NAME = "Prism",

FILE = "FILE #00-910303A-96581742",

YEARS_OF_SERVICE = "2",

AGE = "29",

HOMETOWN = "Nairobi",

RESCUED = "",

ALT_1 = {

FULLNAME = 'Esther "Prism" Awiti',

BIO = "Esther Martins was a rising Holovid star when a rival leaked that she had participated in anti-corporate riots as a teenager. Fired by her studio and facing an unrelenting public smear campaign, she faked her death and went underground. With her dramatic training and a commandeered holorig, she spent a couple years running confidence scams against corporate execs before getting recruited by Invisible.",

TOOLTIP = "",

},

BANTER = {

START ={

},

},

},

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That's not the guy I was talking about, that's Dr Pedler. The image I was talking about was a man and a woman, the woman could be the one in your last post. If I remember correctly, the woman had a darker skin tone and black hair, and the man had visible metal platings in the face, which matches with Alex. Or Sharp if you wanna call him that
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So, I found some new enemy buffs. Not the most exciting but it was the first thing I saw. I'll do some unreleased daemons next.

RESEARCH =
{
-- Some elements are deprecated with the new final level design.
-- However, these are expected to return at some point if Twitch Draft happens - jl

RESEARCH_PNL_TITLE = "T H E C O R P O R A T I O N H A S R E S E A R C H E D:",
WARNING_TITLE = "%s Research",
GENERIC_TITLE = "Research Finished",

NEURAL_IMPLANTS =
{
NAME = "NEURAL IMPLANTS",
SHORT_DESC = "SOME ENEMIES IMMUNE TO KO",
UNIT_DESC = "Immune to any KO damage.",
},

ELECTRICAL_INTERFERENCE =
{
NAME = "ELECTRICAL INTERFERENCE",
SHORT_DESC = "SOME ENEMIES SLOW NEARBY ITEM COOLDOWNS",
UNIT_DESC = "Adds 3 turns to the item cooldowns of any agent in 7 tiles.",
},

ULTRASONIC_ECHOLOCATION =
{
NAME = "ULTRASONIC ECHOLOCATION",
SHORT_DESC = "SOME ENEMIES CAN SEE THROUGH COVER",
UNIT_DESC = "Can see agents hiding behind cover.",
},

SPRINT_PADS =
{
NAME = "SPRINT PADS",
SHORT_DESC = "SOME ENEMIES HAVE EXTRA AP",
UNIT_DESC = "Has 6 extra AP.",
},

PERIPHERAL_EXPANSION =
{
NAME = "PERIPHERAL EXPANSION",
SHORT_DESC = "SOME ENEMIES HAVE 360 DEGREE VISION",
UNIT_DESC = "Has a 360 degree vision radius.",
},

PERIPHERAL_IMPROVEMENT =
{
NAME = "PERIPHERAL IMPROVEMENT",
SHORT_DESC = "SOME ENEMIES HAVE 180 DEGREE VISION",
UNIT_DESC = "Has 180 degree peripheral vision.",
},

MAINFRAME_ATTUNEMENT =
{
NAME = "MAINFRAME ATTUNEMENT",
SHORT_DESC = "",
UNIT_DESC = "Has more AP when firewall strength is higher.",
},

OVERTUNED_REFLEXES =
{
NAME = "OVERTUNED REFLEXES",
SHORT_DESC = "",
UNIT_DESC = "Shoots agents immediately when seeing movement, skipping overwatch.",
},

RECON_PROTOCOL =
{
NAME = "RECONNAISSANCE PROTOCOL",
SHORT_DESC = "",
UNIT_DESC = "Has a long patrol route",
},

ULTRAVIOLET_SPECTROMETER =
{
NAME = "ULTRAVIOLET SPECTROMETER",
SHORT_DESC = "SOME ENEMIES SEE THROUGH CLOAK",
UNIT_DESC = "Can see cloaked agents.",
},

LONG_RANGE_SENSORS =
{
NAME = "LONG RANGE SENSORS",
SHORT_DESC = "SOME ENEMIES SPORADICALLY DETECT AGENTS",
UNIT_DESC = "Periodically gets an interest point on the closest agent.",
},

ENHANCED_ARMOR =
{
NAME = "ENHANCED ARMOR",
SHORT_DESC = "SOME ENEMIES HAVE ADDITIONAL ARMOR",
UNIT_DESC = "Has 1 extra armor.",
},

REGENERATIVE_NANOCELLS =
{
NAME = "REGENERATIVE NANOCELLS",
SHORT_DESC = "SOME ENEMIES CANNOT BE KILLED",
UNIT_DESC = "Has a 1 turn KO instead of being killed.",
},

IMPROVED_HEART_MONITOR =
{
NAME = "IMPROVED HEART MONITOR",
SHORT_DESC = "SOME ENEMIES HAVE UPGRADED HEART MONITORS",
UNIT_DESC = "+4 to Alarm level on death, cannot be disabled.",
},

CONSCIOUSNESS_MONITOR =
{
NAME = "CONSCIOUSNESS MONITOR",
SHORT_DESC = "",
UNIT_DESC = "+2 to Alarm when KO'd"
},
},
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So, I found some new enemy buffs. Not the most exciting but it was the first thing I saw. I'll do some unreleased daemons next.

RESEARCH =

{

-- Some elements are deprecated with the new final level design.

-- However, these are expected to return at some point if Twitch Draft happens - jl

RESEARCH_PNL_TITLE = "T H E C O R P O R A T I O N H A S R E S E A R C H E D:",

WARNING_TITLE = "%s Research",

GENERIC_TITLE = "Research Finished",

NEURAL_IMPLANTS =

{

NAME = "NEURAL IMPLANTS",

SHORT_DESC = "SOME ENEMIES IMMUNE TO KO",

UNIT_DESC = "Immune to any KO damage.",

},

ELECTRICAL_INTERFERENCE =

{

NAME = "ELECTRICAL INTERFERENCE",

SHORT_DESC = "SOME ENEMIES SLOW NEARBY ITEM COOLDOWNS",

UNIT_DESC = "Adds 3 turns to the item cooldowns of any agent in 7 tiles.",

},

ULTRASONIC_ECHOLOCATION =

{

NAME = "ULTRASONIC ECHOLOCATION",

SHORT_DESC = "SOME ENEMIES CAN SEE THROUGH COVER",

UNIT_DESC = "Can see agents hiding behind cover.",

},

SPRINT_PADS =

{

NAME = "SPRINT PADS",

SHORT_DESC = "SOME ENEMIES HAVE EXTRA AP",

UNIT_DESC = "Has 6 extra AP.",

},

PERIPHERAL_EXPANSION =

{

NAME = "PERIPHERAL EXPANSION",

SHORT_DESC = "SOME ENEMIES HAVE 360 DEGREE VISION",

UNIT_DESC = "Has a 360 degree vision radius.",

},

PERIPHERAL_IMPROVEMENT =

{

NAME = "PERIPHERAL IMPROVEMENT",

SHORT_DESC = "SOME ENEMIES HAVE 180 DEGREE VISION",

UNIT_DESC = "Has 180 degree peripheral vision.",

},

MAINFRAME_ATTUNEMENT =

{

NAME = "MAINFRAME ATTUNEMENT",

SHORT_DESC = "",

UNIT_DESC = "Has more AP when firewall strength is higher.",

},

OVERTUNED_REFLEXES =

{

NAME = "OVERTUNED REFLEXES",

SHORT_DESC = "",

UNIT_DESC = "Shoots agents immediately when seeing movement, skipping overwatch.",

},

RECON_PROTOCOL =

{

NAME = "RECONNAISSANCE PROTOCOL",

SHORT_DESC = "",

UNIT_DESC = "Has a long patrol route",

},

ULTRAVIOLET_SPECTROMETER =

{

NAME = "ULTRAVIOLET SPECTROMETER",

SHORT_DESC = "SOME ENEMIES SEE THROUGH CLOAK",

UNIT_DESC = "Can see cloaked agents.",

},

LONG_RANGE_SENSORS =

{

NAME = "LONG RANGE SENSORS",

SHORT_DESC = "SOME ENEMIES SPORADICALLY DETECT AGENTS",

UNIT_DESC = "Periodically gets an interest point on the closest agent.",

},

ENHANCED_ARMOR =

{

NAME = "ENHANCED ARMOR",

SHORT_DESC = "SOME ENEMIES HAVE ADDITIONAL ARMOR",

UNIT_DESC = "Has 1 extra armor.",

},

REGENERATIVE_NANOCELLS =

{

NAME = "REGENERATIVE NANOCELLS",

SHORT_DESC = "SOME ENEMIES CANNOT BE KILLED",

UNIT_DESC = "Has a 1 turn KO instead of being killed.",

},

IMPROVED_HEART_MONITOR =

{

NAME = "IMPROVED HEART MONITOR",

SHORT_DESC = "SOME ENEMIES HAVE UPGRADED HEART MONITORS",

UNIT_DESC = "+4 to Alarm level on death, cannot be disabled.",

},

CONSCIOUSNESS_MONITOR =

{

NAME = "CONSCIOUSNESS MONITOR",

SHORT_DESC = "",

UNIT_DESC = "+2 to Alarm when KO'd"

},

},

 

Here are some more:

 

 

PWR_DRAIN_ALERT_HEAD = "A D V A N C E D  C O R P O R A T E  E Q U I P M E N T",

PWR_DRAIN_ALERT_TITLE = "POWER REVERSAL NODE",

PWR_DRAIN_ALERT_TXT = A high powered magnetic device is draining your PWR. It will drain %d PWR per turn",

 

PROTECTIVE_SHIELDS = "PROTECTIVE SHIELDS %d",

PROTECTIVE_SHIELDS_DESC = "Blocks shots against this target. Shields reduced by 1 for each shot taken.",

 

COUNTER_HACK = "HACKER",

COUNTER_HACK_DESC = "Recaptures 1 mainframe device per turn in a range of %d tiles",

 

KO_DEAMON = "CYBER CONSCIOUSNESS",

KO_DEAMON_DESC = "If KO, this unit will possess a mainframe device as a Daemon program",

 

 

GRID =

{

NAME = "The Keibi Grid",

DESC = "Expect a larger number DAEMON programs.\n\nThese programs may also be more deadly that usual."

},

 

THOR =

{

NAME = "THOR Division",

DESC = "Heavily armored.\n\nExtra resistant to KO.\n\nVulnerable to rear attacks."

},

 

TURRET =

{

NAME = "LOKI Turret Network",

DESC = "Stationary defense turrets\n\nPowered by local generators."

},

 

SCANNING =

{

NAME = "TYR Scanning Suite",

DESC = "A static array of sensors and scanning equipment. \n\nDoubles building scanning speed while active."

},

 

SPECIALOPS =

{

NAME = "Special Ops Team",

DESC = Wide range of view.\n\nWill spot hidden units."

},

 

PSI =

{

NAME = "Psi Corp",

DESC = "Psionicly Scans for intruders.\n\nWill mentally link to targets scanned or seen.\n\nLinked targets will suffer various effects until the link is broken."

},

 

GHOST =

{

NAME = "Ghost Division",

DESC = "Invisible melee assassins.\n\nCloaking field is detectable at short range."

},

 

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Here's some daemons. Sorry for not being as active on this, I was sort of away.

DAEMONS =

{
DAEMON_PNL_TITLE = "T H E C O R P O R A T I O N I S I N S T A L L I N G:",
WARNING_TITLE = "%s Daemon",
GENERIC_TITLE = "Installing Daemon",
MERCURY =
{
NAME = "MERCURY",
DESC = "Reduces AP",
SHORT_DESC = "Permanently reduces agent's AP by one",
ACTIVE_DESC = "AGENT'S AP REDUCED BY DAEMON",
},
ARSENIC =
{
NAME = "ARSENIC",
DESC = "Destroys ITEM",
SHORT_DESC = "Permanently destroys a non-weapon item",
ACTIVE_DESC = "ITEM DESTROYED BY DAEMON",
},
DEATHCAP =
{
NAME = "DEATHCAP",
DESC = "Increases COOLDOWN",
SHORT_DESC = "Permanently increases an item's cooldown by three",
ACTIVE_DESC = "ITEM COOLDOWN INCREASED BY DAEMON",
},
BELLADONNA =
{
NAME = "BELLADONNA",
DESC = "Increases CPU COST",
SHORT_DESC = "Permanently increases a program's CPU cost by two",
ACTIVE_DESC = "PROGRAM COST INCREASED BY DAEMON",
},
HEMLOCK =
{
NAME = "HEMLOCK",
DESC = "Destroys WEAPON",
SHORT_DESC = "Permanently destroys a weapon",
ACTIVE_DESC = "WEAPON DESTROYED BY DAEMON",
},
CYANIDE =
{
NAME = "CYANIDE",
DESC = "Reduces TAZER KO",
SHORT_DESC = "Permanently reduces an agent's tazer damage",
ACTIVE_DESC = "AGENT'S TAZER DAMAGE REDUCED BY DAEMON",
},

Most of them seem a bit overpowered, perhaps they won't make it in.

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Here's some daemons. Sorry for not being as active on this, I was sort of away.

DAEMONS =

{

DAEMON_PNL_TITLE = "T H E C O R P O R A T I O N I S I N S T A L L I N G:",

WARNING_TITLE = "%s Daemon",

GENERIC_TITLE = "Installing Daemon",

MERCURY =

{

NAME = "MERCURY",

DESC = "Reduces AP",

SHORT_DESC = "Permanently reduces agent's AP by one",

ACTIVE_DESC = "AGENT'S AP REDUCED BY DAEMON",

},

ARSENIC =

{

NAME = "ARSENIC",

DESC = "Destroys ITEM",

SHORT_DESC = "Permanently destroys a non-weapon item",

ACTIVE_DESC = "ITEM DESTROYED BY DAEMON",

},

DEATHCAP =

{

NAME = "DEATHCAP",

DESC = "Increases COOLDOWN",

SHORT_DESC = "Permanently increases an item's cooldown by three",

ACTIVE_DESC = "ITEM COOLDOWN INCREASED BY DAEMON",

},

BELLADONNA =

{

NAME = "BELLADONNA",

DESC = "Increases CPU COST",

SHORT_DESC = "Permanently increases a program's CPU cost by two",

ACTIVE_DESC = "PROGRAM COST INCREASED BY DAEMON",

},

HEMLOCK =

{

NAME = "HEMLOCK",

DESC = "Destroys WEAPON",

SHORT_DESC = "Permanently destroys a weapon",

ACTIVE_DESC = "WEAPON DESTROYED BY DAEMON",

},

CYANIDE =

{

NAME = "CYANIDE",

DESC = "Reduces TAZER KO",

SHORT_DESC = "Permanently reduces an agent's tazer damage",

ACTIVE_DESC = "AGENT'S TAZER DAMAGE REDUCED BY DAEMON",

},

Most of them seem a bit overpowered, perhaps they won't make it in.

 

Well they are all named after poisons.

 

I don't think I would want them to be in the game, Felix is bad enough already.

 

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Well, since the "leaving" thing didn't go all too well, I guess I'll continue with this.

 

WARNING: This time around, it's major story stuff. Might already be a thing, though, since I'm a noob who can't get through anything more difficult than a "VERY GUARDED" level.

MAP_DIALOG_PHASE_1_CENTRAL_1 =
{
"Incognita's is stable, but she won't stay that way for long.",
"I've re-established contact with Monst3r - his network picked up the corporate raid just before it hit us, and we're hoping that we can trace it back to the source.",
"In the meantime, he's offered to sell us some of his more rarefied stock.",
},
MAP_DIALOG_PHASE_1_MONSTER_1 = "Greetings. I don't often perform transactions face to face, but Gladstone is an old friend. I'll contact you if I have anything available.",
MAP_DIALOG_PHASE_1_CENTRAL_2 = "Thank you, Monst3r. Operator - continue gathering supplies. We're going to need them soon.",

MAP_DIALOG_PHASE_2_CENTRAL_1 = "I think we're getting somewhere. Monst3r will explain.",
MAP_DIALOG_PHASE_2_MONSTER_1 =
{
"You guys are good at covering your tracks. You've been hitting the corps for years, but they've never been able to follow you home.",
"I guess they were too distracted fighting each other to bother. Or maybe you were considered a useful pawn - 'enemy of my enemy' and all that.",
},
MAP_DIALOG_PHASE_2_CENTRAL_2 = "What we do we do well.",
MAP_DIALOG_PHASE_2_MONSTER_2 =
{
"Well, you must have finally done something to get their undivided attention. They were able to pinpoint your HQ by linking their surveillance nets.",
"That's unprecedented - not just for the usual bullshit political reasons, but because of the sheer computational power required.",
"They must have an ungodly powerful data core out there somewhere.",
},
MAP_DIALOG_PHASE_2_CENTRAL_3 = "One that could host Incognita.",
MAP_DIALOG_PHASE_2_MONSTER_3 =
{
"Right. They're still looking for you, but they're not hiding the fact any more. Each time you do an infiltration, the global network lights up like a Christmas tree.",
"Do that enough times, and I should be able to cross-reference the traffic and find the location of the root node.",
},
MAP_DIALOG_PHASE_2_CENTRAL_4 = "And if we find the root, we can steal it.",
MAP_DIALOG_PHASE_2_MONSTER_4 = "Just, ah... don't let them find YOU first.",

MAP_DIALOG_PHASE_3_CENTRAL_1 = "Incognita only has a couple of hours left. Monst3r has narrowed the search to just a few possibilities, so we need to be ready to act. Any mission could be the last at this point.",
MAP_DIALOG_PHASE_3_CENTRAL_2 = "Don't mess this up, Operator. We're all counting on you.",

MAP_DIALOG_PHASE_4_MONSTER_1 = "Tracing.. tracing... There! I've got it!",
MAP_DIALOG_PHASE_4_MONSTER_2 = "It's %S That's practically in my backyard.",
MAP_DIALOG_PHASE_4_CENTRAL_1 = "Plot a direct course. Thank you, Monst3r.",
MAP_DIALOG_PHASE_4_MONSTER_3 = "Thank me later. I'll meet you there.",
MAP_DIALOG_PHASE_4_CENTRAL_2 = "Operator, prepare the team. This is going to be a wild ride.",

 

There's also a new shop item, which I'm including as a bonus since there was absolutely nothing else relating to it.


-- KEVIN , here is the Monst3r shop lines
MONST3R =
{
-- When Monster is giving you the Daemon Blocker
DAEMON_BLOCKER = "An ex-Sankaku executive smuggled this out, along with some intel I'm sending your way on a new type of Daemon. Don't thank me, I'm just keeping a customer alive.",
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Well I guess that most fanatics probably already read this stuff. Some maybe even played some of it.

If you're having problems with "very guarded" it's time you really start practicing since the upcoming Plastech- and Omnicorp maps can be really really tough.

No, I'm fine with "Very Guarded". It's just pretty much everything that's harder than it that's giving me trouble. 

 

And also for some reason stationary guards.

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I believe by "Omni" it meant not fifth corp, but union of existed corps, ie final levels guarded by mix of all special units: turrets + combat drones + barrier guards etc

 

Nope, this is no longer the case. Omni Corp currently has their own (uber) soldiers, building and props. It is still set-up as end-game only, where as Plastech will be an extra corp. to deal with from the start.

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