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Invisible, Inc - Update 11 Released

by Couchpotato, 2014-05-12 05:09:47

Klei Entertainment has posted a new thread on the Invisible, Inc forums about a new patch for the game, and shares a few details on what is changed.

The eleventh update for Invisible, Inc.

The two key changes this time are a more focused progression to the game and an iteration of the action/movement system added last update.

Game Progression

Up until now, it's been a little unclear where someone is along the path to wining a game of Invisible, Inc. It wasn't clear how many buildings or floors one was going to have to complete before the end of the game. The experience has been streamlined from 3 buildings into one large underground mega-complex that is run by all three of our friends the corporations. There's a screen showing you how close you are to the end.

Along with that, each floor (except the first) has an objective to complete that will allow your team to use the elevator. Vets will be familiar with these objectives as the ones used to finish a building from the earlier builds. `

Action / Movement System

The action point system added in the last update was much more consistent and thus easier to chew on than previous systems, but one thing we didn't like was how it forced us to be crunching a lot of trivial math before we did anything.  One of the goals of our earlier movement systems was to move the thinking to a higher level by removing the fiddly bits. What we have now could be a good fusion of the old and the new. 

Basically, all actions by default are free. A few (those shown in the lower left of the screen next to the agents portrait) have a cost associated with them. So peeking still costs one and using a scanner costs one. 

Hiding becomes automatic. When an agent is next to cover, they are hiding from guards on the other side of the object as default. The crouch animation is now an indication that the agent is hiding.

This all means you don't need to be crunching numbers in your head before you move to ensure you will be able to say..open a safe and hide before your turn is finished. The intent is to free up your mind to be thinking about your plan on a more intuitive level.

We want to bring some more significance to the those actions that are now free such as hijacking consoles and opening safes. We have some ideas of features for that, but they have not been implemented yet.

Information about

Invisible, Inc

SP/MP: Single + MP
Setting: Modern
Genre: Tactical RPG
Platform: PC
Release: Released


Details