Invisible, Inc.

Invisible, Inc.

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Archive Tony Revamped
   
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16 Apr, 2020 @ 10:54am
13 Dec, 2020 @ 12:12pm
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Archive Tony Revamped

Description
Changes the augment Archive Dr. Xu starts with.

If you feel like Dr. Tony's Archive version is a little lacklustre compared to the On-File, look no further. This mod comes in two flavours:

Restore Early Access version
In the Early Access version of the game, Archive Tony started with the Cranial Bank augment, which lets the agent use any item regardless of skill requirement. This option brings back that augment.

Rebalance Thermal Generator
This option keeps the augment in the current release of the game, but makes balancing changes to it. By default, Thermal Generator generates 2 PWR once per turn if an item with a cooldown of 3 or more turns is used. Besides being underpowered in the early game when you still have very few items, and anti-synergising with Torque Injectors, one of the best augments in the game, this cap can work against other synergies, like using multiple other items in the same turn. The rebalance changes the cap so that you get 2 PWR for the first item used, and 1 PWR for the second, and get the bonus when using an item with a cooldown of 2 or more turns (as opposed to minimum 3 turns as in vanilla). A small but substantial change.

Give Tony a labcoat
Labcoats are cool, okay?
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Requires Sim Constructor by Cyberboy2000.
Mod will crash without Sim Constructor.

Q: Is this compatible with Flavorful Agents mod?
A: Yes.

Q: Is this compatible with other mods that change Archive Tony's loadout?
A: I don't know any other mods. If any come along, I'll add compatibility.

Q: Where can I engage more with the game's community, offer input and ideas on mods, get help with mod-related issues, etc.?
A: The Invisible Inc. community Discord server: https://discordapp.com/invite/aQrXEse
15 Comments
Hekateras  [author] 23 Nov, 2021 @ 11:41am 
Okay, good, because I was just about to say I couldn't reproduce the issue :D
Glad it resolved itself!
Maliboo 23 Nov, 2021 @ 11:37am 
False alarm on my previous post. I tried refreshing mods, and it solved the problem. I thought I'd already done that, but apparently not.
Maliboo 23 Nov, 2021 @ 8:55am 
The Thermal Generator change is behaving a bit oddly for me. When Tony uses an item, I get +2 power then +1 power for the single item use (the two numbers are superimposed over each other). I don't have any other mods for him, and my only mod affecting items is Steelcrow's Edited Items and Augments, which doesn't affect his starting items. Any ideas?
Barrogh 12 May, 2020 @ 9:14am 
Ah, thanks. I failed to grasp that it was a clarification on when previous two effects trigger rather than something separate happening.
Hekateras  [author] 9 May, 2020 @ 6:21am 
@Barrogh
Without the mod, the bonus applies to items with a cooldown of 3 turns or more. This has the unfortunate effect of making many items (particularly disrupters) no longer give the bonus if you have Torque Injectors installed. Mod bumps that value down to 2. Have clarified the description to reflect this.
Barrogh 9 May, 2020 @ 4:30am 
Probably a stupid question, but what exactly does "and get the bonus when using an item with a cooldown of 2 or more" mean?
Hekateras  [author] 20 Apr, 2020 @ 1:27am 
Hahaha, thank you.
I never found Xu's archive loadout *terrible* but, playing on higher difficulties especially, the dependence on item use makes for a tough start. Both in terms of making Xu variably more powerful at the start depending on who you pair him up with/whose gear he can "borrow", and in general. I have a Day 8 Endless Plus save where Archive Xu is doing quite fine, but first you need to get far enough to accumulate that many items... Also, while he can generate PWR in a pinch, archive Internationale and Central outclass him so much it's not even funny.. This was an attempt to make him a tiny bit more competitive in the agent selection. : D
SticksBender 19 Apr, 2020 @ 8:35pm 
Interesting, aside from the torque injector anti-synergy I never found Xu's archive to be that bad. Not stellar, but at least decent. Maybe that's just me though, probably partially due to loading him up with all my paralizers and door traps to have my own perma-pinning power plant.

That said, the labcoat is buff enough to make up for anything else, sign me up for that white robe of coolness.
Hekateras  [author] 17 Apr, 2020 @ 3:41pm 
As for your other question, it's complicated and depends on the changes being done. Some parameters in the game are automatically reset, others aren't. Which mods override each other by changing the same thing depends on load order (and this is something we can influence, this is why nearly all mods require Sim Constructor + Sequential Loader, since that lets you have load order functionality), but you also need to make sure that disabling the mod doesn't override another mod's options... You can get a more detailed explanation in #mod_corner of the Discord, if you like, I think I'm about to hit character limit here ;)
Hekateras  [author] 17 Apr, 2020 @ 3:39pm 
You can turn the labcoat off, yes. I've considered adding a custom portrait but considering there are already at least three mods which change archived Tony's portrait, and may be a fourth one eventually, I decided against it since I would need to figure out compatibility with all those... But I might still introduce it later if I feel like it.