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* DestroyTheSecurityCamera: Security cameras can be permanently disabled by shooting them with bullets, but not with energy weapons.
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Misuse


* GradualGrinder:
** The Parasite program. It is the most efficient hacking program in the game, destroying one firewall at the end of every turn until the object is captured. However, there is no way to speed it up, and each active parasite increases the power cost of spawning a new one. It's best paired with an expensive program that can hack quickly.
** The Dynamo program is the generator version. It does nothing until alarm level 2, then gives two PWR per turn for free.
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* BlindedByTheLight: The HoloCircuit Overloaders augment lets agents do this, knocking out nearby guards with a flash when a cloaking device is used.

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* BlindedByTheLight: The HoloCircuit [=HoloCircuit=] Overloaders augment lets agents do this, knocking out nearby guards with a flash when a cloaking device is used.



* YourMindMakesItReal: When [=PlasTech=] cyborgs are knocked out, they upload their brains into the mainframe as a daemon. Destroying the daemon also causes the cyborg to die.

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* YourMindMakesItReal: When [=PlasTech=] cyborgs are knocked out, they upload their brains into the mainframe as a daemon. Destroying the daemon also causes the cyborg to die.die.
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The official website may be viewed [[http://www.invisibleincgame.com/ here]]. A wiki can be found [[http://invisibleinc.wikia.com/wiki/Invisible,_Inc._Wiki here]], and a second, new Wiki [[iiwiki.werp.site/ here]]. At the moment, the most active fan community for the game is located on a Discord server, [[https://discordapp.com/invite/aQrXEse here]], while [[http://invisibleincfanart.tumblr.com this blog]] collects all the fanart of the game posted in various places.

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The official website may be viewed [[http://www.invisibleincgame.com/ here]]. A wiki can be found [[http://invisibleinc.wikia.com/wiki/Invisible,_Inc._Wiki here]], and a second, new Wiki [[iiwiki.[[https://iiwiki.werp.site/ here]]. At the moment, the most active fan community for the game is located on a Discord server, [[https://discordapp.com/invite/aQrXEse here]], while [[http://invisibleincfanart.tumblr.com this blog]] collects all the fanart of the game posted in various places.
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added new wiki


The official website may be viewed [[http://www.invisibleincgame.com/ here]]. A wiki can be found [[http://invisibleinc.wikia.com/wiki/Invisible,_Inc._Wiki here]]. At the moment, the most active fan community for the game is located on a Discord server, [[https://discordapp.com/invite/aQrXEse here]], while [[http://invisibleincfanart.tumblr.com this blog]] collects all the fanart of the game posted in various places.

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The official website may be viewed [[http://www.invisibleincgame.com/ here]]. A wiki can be found [[http://invisibleinc.wikia.com/wiki/Invisible,_Inc._Wiki here]], and a second, new Wiki [[iiwiki.werp.site/ here]]. At the moment, the most active fan community for the game is located on a Discord server, [[https://discordapp.com/invite/aQrXEse here]], while [[http://invisibleincfanart.tumblr.com this blog]] collects all the fanart of the game posted in various places.

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* ObligatoryEarpieceTouch: In the opening cinematic, Central starts out communicating with Decker through the communication rig in the mission control room, then switches to a personal communicator after the control room is raided and she has to run from the raiders and call for help at the same time. Each time she speaks through the personal communicator she touches her ear.

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* ObligatoryEarpieceTouch: ObligatoryEarpieceTouch:
**
In the opening cinematic, Central starts out communicating with Decker through the communication rig in the mission control room, then switches to a personal communicator after the control room is raided and she has to run from the raiders and call for help at the same time. Each time she speaks through the personal communicator she touches her ear.ear.
** In the closing cinematic, [=Monst3r=] also touches his ear when he's talking to Central through a personal communicator.
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Part of the definition of a Metal Slime is that even once found, it's hard to capture/defeat and claim the reward. None of these qualify: when you find one, it can be defeated in a single turn using basic actions and has no defence against you.


* MetalSlime:
** Executives. Players that catch them can steal a large amount of credits and scan their cerebral databanks for vault access codes. However, they will attempt to flee to the nearest guard teleporter and escape when alerted, and will summon an enforcer when scanned.
** FTM Scanning Devices. Often hidden, they periodically send guards to your agents' location, but will always grant a Valuable Tech item when discovered and disabled. ''Contingency Plan'' adds FTM Routers, which increases a random firewall by 1 on every turn.
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The linked wiki has since been picked up and is almost completely up-to-date.


The official website may be viewed [[http://www.invisibleincgame.com/ here]]. A (rather outdated) wiki can be found [[http://invisibleinc.wikia.com/wiki/Invisible,_Inc._Wiki here]]. At the moment, the most active fan community for the game is located on a Discord server, [[https://discordapp.com/invite/aQrXEse here]], while [[http://invisibleincfanart.tumblr.com this blog]] collects all the fanart of the game posted in various places.

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The official website may be viewed [[http://www.invisibleincgame.com/ here]]. A (rather outdated) wiki can be found [[http://invisibleinc.wikia.com/wiki/Invisible,_Inc._Wiki here]]. At the moment, the most active fan community for the game is located on a Discord server, [[https://discordapp.com/invite/aQrXEse here]], while [[http://invisibleincfanart.tumblr.com this blog]] collects all the fanart of the game posted in various places.
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* GuestFighter: Modders have added Red from ''Videogame/{{Transistor}}'', Franchise/CarmenSandiego, Richard Conway from ''Videogame/{{Gunpoint}}'', Sombra and Widowmaker from ''Videogame/{{Overwatch}}'' and Dosan from ''Videogame/MarkOfTheNinja'' as potential Invisible recruits.

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* GuestFighter: Modders have added Red from ''Videogame/{{Transistor}}'', Franchise/CarmenSandiego, Richard Conway from ''Videogame/{{Gunpoint}}'', Sombra and Widowmaker from ''Videogame/{{Overwatch}}'' and Dosan from ''Videogame/MarkOfTheNinja'' as potential Invisible recruits. Even the ''goose'' from ''Videogame/UntitledGooseGame'' is playable!
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* BoltOfDivineRetribution: ''Contingency Plan'' includes one in the form of the "Bolt" program. [[InstantSedation Instantly KOs any tagged enemy]], for the cost of 8 power.

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* BoltOfDivineRetribution: ''Contingency Plan'' includes one in the form of the "Bolt" "Lightning" program. [[InstantSedation Instantly KOs any tagged enemy]], for the cost of 8 power.
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* GuestFighter: Modders have added Red from ''Videogame/{{Transistor}}'', Franchise/CarmenSandiego, Richard Conway from ''Videogame/{{Gunpoint}}'' and Dosan from ''Videogame/MarkOfTheNinja'' as potential Invisible recruits.

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* GuestFighter: Modders have added Red from ''Videogame/{{Transistor}}'', Franchise/CarmenSandiego, Richard Conway from ''Videogame/{{Gunpoint}}'' ''Videogame/{{Gunpoint}}'', Sombra and Widowmaker from ''Videogame/{{Overwatch}}'' and Dosan from ''Videogame/MarkOfTheNinja'' as potential Invisible recruits.
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* GuestFighter: Modders have added Red from ''Videogame/{{Transistor}}'', Franchise/CarmenSandiego, Richard Conway from ''Videogame/{{Gunpoint}}'' and Dosan from ''Videogame/MarkOfTheNinja'' as potential Invisible recruits.
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* TheCaper

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* TheCaperTheCaper: Every mission is one of these, albeit with much less planning than capers usually have. The squad teleports into a facility, steals as much as possible, then escapes before they are caught by security. The only information known ahead of time is the owning corporation, general security level, and the presence of some particularly valuable objective like augmentation machines or an armory.
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* NotInThisForYourRevolution: [=Monst3r=] is insistent that he's not interested in Central's ideals, and that the only reason he continues to supply Invisible with information and materiel after they're compromised is because he's being paid, and then toward the end of the story because he's become intrigued by the new technology the corporations have assembled to bring them down. [[spoiler:He's probably telling the truth about the ideals, as at the end of the last mission he has a ScrewThisImOuttaHere that ''isn't'' followed by a ChangedMyMindKid. He does, however, try to persuade Central to get outta there with him, and turns out to have waited at a safe distance to see if she survived; if there is something he's in it for apart from the money, it's his friendship with Central.]]

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* NotInThisForYourRevolution: [=Monst3r=] is insistent that he's not interested in Central's ideals, and that the only reason he continues to supply Invisible with information and materiel material after they're compromised is because he's being paid, and then toward the end of the story because he's become intrigued by the new technology the corporations have assembled to bring them down. [[spoiler:He's probably telling the truth about the ideals, as at the end of the last mission he has a ScrewThisImOuttaHere that ''isn't'' followed by a ChangedMyMindKid. He does, however, try to persuade Central to get outta there with him, and turns out to have waited at a safe distance to see if she survived; if there is something he's in it for apart from the money, it's his friendship with Central.]]
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** [[AvertedTrope Averted]] in Endless mode. [[spoiler:Starting on Day five, all exit teleporters are behind vault doors, requiring you to find the key in one of the facility's safes before you can leave.]]
** In the Contingency Plan expanded campaign, starting on day 5 [[spoiler:agents must retrieve a power cell before they exit on the elevator. Unlike the elevator key, the power cell is in a marked container instead of a random safe.]]

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** [[AvertedTrope Averted]] in Endless mode. [[spoiler:Starting on Day day five, all exit teleporters are behind vault doors, requiring you to find the key in one of the facility's safes before you can leave.]]
** In the Contingency Plan expanded campaign, starting on day 5 five [[spoiler:agents must retrieve a power cell for Incognita before they exit on the elevator. Unlike the elevator key, the power cell is in a marked container instead of a random safe.]]safe]].
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** The Stun Grenades used by K&O support guards (and agents that steal them) do this too.
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** A character with maximum Anarchy stat can find low-level equipment when stealing from guards, typically selling them as they are obsolete at that point.

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* TheGuardsMustBeCrazy: The guards are globally much more clever than in many stealth-based games and often really make a challenge. Due to the RandomlyGeneratedLevels, though, they sometimes "guard" empty rooms with their back facing the only door or uselessly patrolling between two spots in a room constantly uselessly staring at a wall, or turrets facing the wrong way and watching over a patch of useless wall.

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* TheGuardsMustBeCrazy: The guards are globally much more clever than in many stealth-based games and often really make a challenge. Due to the RandomlyGeneratedLevels, though, they sometimes "guard" empty rooms with their back to the only entrance or follow a patrol path that leaves them staring at walls.
** Captains are always stationary and
facing the only door or uselessly patrolling between two spots in a room constantly uselessly staring at a wall, or turrets entrance to the detention center so they tend to investigate when the player comes in. However, when they return to their original square they don't keep their original facing the wrong way and watching over a patch of useless wall.will leave their backs exposed.

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* TheGoomba: Besides basic guards with no armor and no special powers, the DLC adds [[spoiler:the scientists in the Quantum Reservoir level. They are completely unarmed, can only shout for help when they spot an agent, and will flee for the exit if spooked or damaged.]]



** Some percentage of the doors on any mission will be locked "level one security doors". A guard on the level will be carrying a key for them, and there are also augments and gadgets available to hack them. Unlike the mission-critical doors, any room with a locked security door will always have another door that isn't locked, as a deliberate design decision by the developers to avoid the possibility of a door that can only be unlocked by a key that's on the other side. It can still be useful to unlock them, to open more direct routes between points of interest and to have more options for dodging guards.

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** Some percentage of the doors on any mission will be locked "level one security doors". A guard on the level will be carrying a key keycard for them, and there are also augments and gadgets available to hack them. them open. Unlike the mission-critical doors, any room with a locked security door will always have another door that isn't locked, as a deliberate design decision by the developers to avoid the possibility of a door that can only be unlocked by a key an alternate route that's on the other side. It not locked, so players can still be useful progress if the keycard is inside. Security doors tend to unlock them, to open more direct routes between points of interest and to have more options for dodging guards.offer shorter, safer paths as guards will not patrol through them (but will use them when investigating or hunting).



* MightyGlacier: The Akuma Drones, unique to Sankaku facilities. They are the slowest units in the game, with their short patrol paths offset by heavy armor, extra wide visions cones, and powerful guns. Uniquely, they move completely silently due to hovering.

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* MightyGlacier: The Akuma Drones, unique to Sankaku facilities. They are the slowest units in the game, with their short patrol paths offset by heavy armor, extra wide visions cones, and powerful guns. Uniquely, they move completely silently due to hovering. It can be a good tactic to set off an alert just so it wastes multiple turns travelling across the facility.


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* NightVisionGoggles: K&O Spec-Ops troops have these and they provide enormous vision cones that will detect agents instantly if they enter them.
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* InsecurityCamera: Hacking security cameras to prevent them giving away agent locations is a commonly used technique. Nobody ever seems to notice that the cameras have been hacked, and it has no effect on the alarm level. In Plastech facilities there is sometimes a guard who repairs hacked cameras and other devices as he patrols past them, but he seems to have no curiosity about how they came to need repairing.

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* InsecurityCamera: Hacking security cameras to prevent them giving away agent locations is a commonly used technique. Nobody ever seems to notice that the cameras have been hacked, and it has no effect on the alarm level. In Plastech facilities there is sometimes a guard who repairs recaptures hacked cameras and other devices as he patrols past them, but he seems to have no curiosity about how they came to need repairing.awareness of this.
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** Shalem 11: [[spoiler:Was taught medicine by his mother after her hand was blown off during the Resource Wars]]

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** Shalem 11: [[spoiler:Was taught medicine by his mother after her hand was blown off during the Resource Wars]]Wars. He also owns an "Assassin License" that lets him kill contracted targets at parties and mingle with the guests afterwards undisturbed.]]
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* GreyAndGrayMorality: In a world where megacorporations have all the power and can even override basic human rights for profit, the Agency is one of the last remaining major forces still fighting against them. However, Central has no qualms using brutally efficient methods to achieve her goals. While there are gameplay challenges to dealing with enemies by cutting a bloody swatch through them, ''she'' is not going to complain about unnecessary guard or civilian deaths so long as the main objective has been completed, and the agent summaries indicate she's equally disapproving of Internationale's moral scruples and Sharp's complete lack thereof. Still, even she draws a line at [[spoiler: nuking all the corporate [=HQs=] from orbit, apparently]].

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* GreyAndGrayMorality: In a world where megacorporations have all the power and can even override basic human rights for profit, the Agency is one of the last remaining major forces still fighting against them. However, Central has no qualms using brutally efficient methods to achieve her goals. While there are gameplay challenges to dealing with enemies by cutting a bloody swatch through them, ''she'' is not going to complain about unnecessary guard or civilian deaths so long as the main objective has been completed, and the agent summaries indicate she's equally disapproving of Internationale's moral scruples and Sharp's complete lack thereof. Still, even she draws a line at [[spoiler: nuking obliterating all the corporate [=HQs=] from orbit, apparently]].
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* PowerParasite: Draco's unique augment makes him unable to purchase stat increases. Instead, he gets a random stat increase for free every time he "Scans" a corpse.

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* LaserHallway: Three varieties of laser gates can be found. One increases the alarm level when passed through, one spawns a daemon, and one is impassable by agents (and lethal if they get caught in the beams). They require finding and hacking a power generator to deactivate. Lethal beams also turn off when a guard or drone stands in their area, something clever players can take advantage of.

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* LaserHallway: Three varieties of laser gates can be found. One increases the alarm level when passed through, one spawns activates a random daemon, and one is impassable by agents (and lethal if they get caught in the beams). They require finding and hacking a power generator to deactivate. Lethal beams Gates also turn off when a guard or drone stands in their area, something clever players can take advantage of.


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* LivingMotionDetector: Inverted with the Scanning Drones from the DLC. They have no vision or hearing at all, instead performing an area scan at the beginning of their turn. This means that they can only detect agents that stay still for too long.
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** Taking too long in a mission or triggering certain things will cause Enforcers (or Elite Enforcers in high guarded missions) to spawn in. Enforcers have scanning grenades that can track your agents through cover, and are always running.

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** Taking too long in a mission or triggering certain things will cause Enforcers (or Elite Enforcers in high guarded missions) to spawn in. Enforcers have scanning grenades that can track your agents through cover, and are always running.in hunting mode.
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* BehindAStick: All cover objects are treated equally in terms of concealment. Things like bookshelves, lockers, refrigerators and sofas make good cover, but agents can also use floor lamps, coffee tables, folding chairs, and even transparent plastic walls just as effectively.

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* BehindAStick: All cover objects are treated equally in terms of concealment. Things like bookshelves, lockers, refrigerators and sofas make good cover, but agents can also use floor lamps, coffee tables, folding chairs, and even transparent plastic walls glass holding cells just as effectively.
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* MacGuffin: In the Contingency Plan DLC, [[spoiler:[=Monst3r=] refers to the Quantum Raft as one of these. Central doesn't understand.]]

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* MacGuffin: In the Contingency Plan DLC, [[spoiler:[=Monst3r=] refers to the Quantum Raft Reservoir as one of these. Central doesn't understand.]]

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** The Contingency Plan DLC adds two even bigger BFG: The non-lethal Mono Molecular Railgun and the lethal K&O Lance Rifle. They're so heavy it reduces the agent's AP, but both have a staggering armor penetration of 4. The Monolecular Railgun also has the highest KO timer for any non-lethal weapon, knocking out a target for a staggering 5 turns.

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** The Contingency Plan DLC adds two even bigger BFG: The non-lethal Mono Molecular Monomolecular Railgun and the lethal K&O Lance Rifle. They're so heavy it reduces the agent's AP, but both have a staggering armor penetration of 4. The Monolecular Monomolecular Railgun also has the highest KO timer for any non-lethal weapon, knocking out a target for a staggering 5 turns.


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* BlindedByTheLight: The HoloCircuit Overloaders augment lets agents do this, knocking out nearby guards with a flash when a cloaking device is used.


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* QuickDraw: Agents held at gunpoint by guards can shoot first if they have a ranged weapon.


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* UnknownItemIdentification: You can see the presence of Daemons in the mainframe, but their effects are hidden until they are activated. They can also be identified by capturing the Daemon Database, using the Sniffer program, or using Decker's unique augmentation.
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Added trope. If you feel the name isn't a spoiles (as per the rules) feel free to unspoil it.

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*[[spoiler:EvilOverlooker]]:[[spoiler:Once you finish the game, [[AIIsACrapshoot Incognita]] becomes this]]
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