Invisible, Inc.

Invisible, Inc.

More Archived Agents
Erpy 23 Oct, 2022 @ 10:14pm
Oversight with detention level save in Endless?
Let me first say that I loved the Detention safe option in your mod. The fact that in the vanilla game some agents you rescued were nerfed because they'd start off as little more than blank slates while some agents (like Internationale) who had no semi-unique equipment and were all about their augment were immediately useful upon rescuing bugged me. Your mod has been a great equalizer to that effect.

Unfortunately, I was just forced to abort an endless run because I was playing a Detention Center level on Day 10 and I got stuck because there was no way to exit the level. I took a quick look in your files and I noticed that if the Detention Center level has a big safe, your mod ditches the contents and puts the captured agent's gear in there. However, if that big safe just happens to contain the keycard to open the exit door, then that keycard also gets tossed and the player gets trapped inside the level.

You probably want to add some safety mechanism to prevent that.
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RaXaH  [developer] 25 Oct, 2022 @ 1:30am 
Haha, I haven't thought about that. I'll try to upload the fix later today. If you still have the save to that campaign you can hold on to it and regenerate the level once the fix is up. Alternatively you can debug spawn in the exit card if you want to continue now.
RaXaH  [developer] 26 Oct, 2022 @ 2:07am 
I have checked this and what you describe can simply not happen. You just must have missed the safe with the exit card. My code checks for a big safe and replaces the content while the safe containing the exit keycard is always a small safe. Nonetheless you are right in that my code could potentially be trouble with maybe other mods (More missions with the card for the AI terminal for example).
Erpy 26 Oct, 2022 @ 11:53am 
Originally posted by RaXaH:
I have checked this and what you describe can simply not happen. You just must have missed the safe with the exit card. My code checks for a big safe and replaces the content while the safe containing the exit keycard is always a small safe. Nonetheless you are right in that my code could potentially be trouble with maybe other mods (More missions with the card for the AI terminal for example).

I don't have the save anymore, but it's fine. It's endless, it's not like you're ever gonna beat it. ;)

I do have the More Missions Mod installed and whatever check you mentioned that ensures the exit keycard is always in a small safe definitely isn't present anymore with that mod installed.

I just played an AI terminal level and the exit keycard was in the big safe. So that may have been the problem. (More Missions gets around the issue I posted here by always putting both the AI terminal keycard and the exit keycard together in the same safe and if you haven't done so already, this may be a good way to solve things in your mod too)
RaXaH  [developer] 27 Oct, 2022 @ 7:30am 
It's not a check. Vanilla simply adds a safe with the exit keycard in it, which happens to be a small safe. I don't see a reason why MM should change that.
Anyway, with the latest patch you shouldn't have any issues with it anymore.
Hekateras 27 Oct, 2022 @ 7:48am 
Originally posted by Erpy:

I just played an AI terminal level and the exit keycard was in the big safe. So that may have been the problem. (More Missions gets around the issue I posted here by always putting both the AI terminal keycard and the exit keycard together in the same safe and if you haven't done so already, this may be a good way to solve things in your mod too)

That's... technically not supposed to happen, but I think I know why it's happening, the safe isn't being selected randomly enough. Thanks for the heads up! Not sure if it needs fixing, since you just said you like this "feature", but it's definitely unintentional and it's good to know that this can happen.
Last edited by Hekateras; 27 Oct, 2022 @ 7:55am
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