Invisible, Inc.

Invisible, Inc.

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Marksmanship Skill
   
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1.9.2021 klo 14.40
8.7.2023 klo 4.31
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Marksmanship Skill

Kuvaus
Adds a fifth skill to the game that determines how well agents can use ranged weapons.

All agents start with minimum RANGED 1. Certain agents start with higher levels. Upgrading the skill increases range, KO damage, and eventually armour piercing. Certain weapons require higher level RANGED to use.

Adds a Skill Chip augment that locks the RANGED skill at level 3 or 4 (3 by default). Can be disabled.

See discussion thread for full list of tiers and what they do.

This is technically a nerf/rebalance mod, as it takes something all agents can normally do (use all guns at infinite range) and makes it into something exclusive. To offset this slightly, RANGED upgrades also offer perks you wouldn't have otherwise.

Compatible with Ultimate Loadouts and Flavorful Agents.

Discuss the mod on the Invisible Inc. Discord server (active link in Steam forum). Thanks to AndrewKay from the Discord for the initial skill suggestion. I realised we had the modding tools to make a new skill and suddenly wanted to do that.

Requires SIM CONSTRUCTOR by Cyberboy2000.

For modders with custom agent mods
Add
marksmanSkill = value
to your agentdef's traits table. The trait's value should be an integer matching the desired skill rank. Agents get RANGED 1 by default if not specified otherwise. Note that at least RANGED 2 is necessary for agents to use 2-handed guns.
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1.9.2021 klo 15.51
Ranged Skill Levels
Hekateras
9 kommenttia
Mysh42 21.4.2022 klo 16.34 
Maybe, I don't know, althought as an augment might work, with mods, there are a lot of things to throw now. Or ability to throw it same way peaking works, so you can target cells you are not in line of sight with.
Hekateras  [tekijä] 21.4.2022 klo 13.33 
@Mysh42 It does not. Do you think it should?
Mysh42 21.4.2022 klo 11.15 
I was wondering, does Marksmanship Skill affect throwing of objects in any way, Cry Baby or H-Projector for instance?
Hekateras  [tekijä] 19.2.2022 klo 5.47 
@Mysh42 Depends. There are a lot of things that can be modded in quite easily. This particular mod is more on the advanced scale, because for all the functionality changes, you simply need to know where to look and what to edit and that takes time and familiarity. Either way, I recommend you join the InvInc Discord if you want to get involved in it, the community is very newbie-friendly.
Mysh42 19.2.2022 klo 3.28 
Wow, that was some quick response. Glad you found my idea worth the time. Btw, how difficult is it to make mods like this one, I was thinking of trying making my own for a while?
Hekateras  [tekijä] 19.2.2022 klo 2.50 
@Mysh42 Thanks for the feedback. I had a free morning and I've been meaning to fix the Draco incompatibility for a while so I went ahead and did it. I've added the skill chip augment too, it was a neat idea. On generation options you can customise between a version that locks the skill at 3 and at 4.
Mysh42 19.2.2022 klo 1.17 
Hey, nice mod, loving how it provide some additional challenge at skill's lvl 1 but also nicely pays off at lvls 4 and 5. Although got a question: are you planning on updating it to compose with Draco's augment and mod characters with similar limitations (actually not sure if there are any, but still). And also it would be nice to have a chip augment for rage skill too, even though people don't usually like those, but as strategic option they might be neat in a short term (or with mod agents like Dull).
Chara 7.9.2021 klo 8.12 
didn't post the ass screenshot smh hek, smh
Hekateras  [tekijä] 1.9.2021 klo 16.02 
Steam went down when I uploaded this mod because it couldn't handle the Shalem. Make of that what you will. Yes, that is how causation works, I will accept no criticism.