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Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.
probably not, there's some real fuckin' stinkers. Incendio is absolute dog poo poo. Still, if you ever need rid of a hench for more space you can execute those suckas



Seriously, just execute incendio, His quest is absolutely attrocious, his power set is 'Aoe resolve damage' that does barely anything and has trouble catching a group of investigators and 'Hide from tourists' Yes. Thats literally it. His ranged attack is a small AOE that hurts anyone engaged in melee with the target and damages machines. He is not just worthless, he is worth less than nothing.

Motherfucker fucked around with this message at 13:29 on Apr 2, 2021

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Gyoru
Jul 13, 2004



Meanwhile Fugu is incredible.

2 good attack skills (1. single target poison, 2. aoe poison cloud), 300 in all stats, and most importantly unlocks unique -75 heat/30s and $120k/low intel cost repeatable schemes related to her restaurants.

Comte de Saint-Germain
Mar 26, 2001

Snouk but and snouk ben,
I find the smell of an earthly man,
Be he living, or be he dead,
His heart this night shall kitchen my bread.

jimmydalad posted:

Is there any reason to use Janet Bombe? Her combat and special skills seem meh compared to literally every other starting Henchman.

She seems pretty bad. I use her ability to delete evidence when I catch investigators walking around with suspicion, but it's really not worth the effort. If it had a shorter cooldown time maybe... Usually by the time I spot an investigator walking off with suspicion it's already too late, cause she takes too long to get out there.

Yeah, I really regret taking her as my first hench.

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Gyoru posted:

Meanwhile Fugu is incredible.

2 good attack skills (1. single target poison, 2. aoe poison cloud), 300 in all stats, and most importantly unlocks unique -75 heat/30s and $120k/low intel cost repeatable schemes related to her restaurants.

That feels broken.


Agent X down, finally. It required a level 4 network, and I assume it'll be the same for all final Super Agent sidestories.


EDIT to not doublepost: to continue on something from earlier ice ray and bubble cannon traps deal resolve damage. about 15 to 20 for the ice ray, 30 for the bubble cannon.
Knockout gas, despite the name, deals vitality and skill damage. One or two at the start of a trap gauntlet is still a good option because skill should be what governs trap detection/sabotage.

Omobono fucked around with this message at 15:55 on Apr 2, 2021

Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.
Jubai still amazing. Iris is extremely good first pick, her camera move especially is mega handy early and remains so forever (it works even when symmetry fucks your cams). Barracuda is... solidly mediocre? He fights good his gun move is cool if a little underwhelming and he has for some reason a social move that outshines anything Incendio can even do (and he purports to be a social minion!!)

Motherfucker fucked around with this message at 14:19 on Apr 2, 2021

SlyFrog
May 16, 2007

What? One name? Who are you, Seal?
This thing is kind of getting rocked by reviewers. I've just seen my third bad review. Of course reviews are never bad anymore, but you read between the lines and know that when they talk about it being boring, repetitive, kludgy, that they're effectively saying it's a don't buy.

StratGoatCom
Aug 6, 2019

Our security is guaranteed by being able to melt the eyeballs of any other forum's denizens at 15 minutes notice


How do I set that 'blanket distract/capture/kill' mode for regions of a base?

Tenebrais
Sep 2, 2011

StratGoatCom posted:

How do I set that 'blanket distract/capture/kill' mode for regions of a base?

In the menu with your objectives, research, stats options and so on, there should be a new option for designations. Pick which blanket order you're applying and select the rooms it applies to.

Corridors split up by doors count as separate rooms, so you can set your blanket distract order to only apply to agents that pass the trap corridor to avoid fights in there, and so on.

double negative
Jul 7, 2003


Liking this game a lot so far, even if it doesn't deviate a whole lot from the original from what I remember. Interacting with the world map truly sucks though

Stanko-Prussian
May 22, 2006

CLEAN YOUR ROOM!, 'they' said.
DO YOUR HOMEWORK!, 'they' said.
WHY ARE YOU IN LOVE WITH A CARTOON PONY, 'they' said.
FOR GODSAKE! STOP SHOWING US YOUR BLACKHOLE'!! 'they' said.

When I lit the match....STOP SCREAMING, 'I' said

double negative posted:

Liking this game a lot so far, even if it doesn't deviate a whole lot from the original from what I remember. Interacting with the world map truly sucks though

Yeah, it really is "Super Evil Genius Ex-Plus Alpha", but honestly i think that's all i wanted it to be generally speaking.

DarkHorse
Dec 13, 2006

Vroom vroom, BEEP BEEP!
Nap Ghost
Ok so if you liked the first game you will like this one. It's everything I've wanted in Evil Genius. Overall I'd say it's a definite buy if you loved the first game. I'd say I'm about a quarter to a third through the game at this point - I've unlocked tier 2 specialist minions and getting super agents coming by.


Good/Bad/Ugly

Good:
  • Already mentioned in release media but your doomsday device is character dependent and gets used multiple times during the story, instead of just changing the end game movie.
  • Any minion can use fire extinguishers (allegedly; I haven't caught fire yet :smuggo:) and things seem to catch fire less readily in general. I haven't seen saboteurs yet though.
  • they mixed up minion training so some tiers are gated differently and all of them seem uniquely useful in different ways
  • The criminal networks are a great idea and makes sense in-universe: you set up a permanent infrastructure that slowly feeds your operations with a trickle of cash, and also uncovers more dastardly and audacious schemes as you upgrade. Minions sent out to these regions never come back, simplifying management. You get a steady drip of income and can spend more minions to increase that income or to lower heat, plus schemes of course. Having the control room also makes more sense as you've gotta maintain your networks - in the previous game I'd shut them down periodically to save on power.
  • Interrogating agents gives you Intel, a resource you need to execute schemes, so you're incentivized to capture them but it's slightly more difficult than just killing them. You can also brainwash them into being your own minion, and what type they are will change what they convert to. You can get higher-tier minions early this way, as I got a mercenary and a martial artist before I'd unlocked training for them.
  • you don't need a minion of that type to train up a lower level one, it just provides a boost to speed. Very handy if you have a death spiral and need to recover your operation since you don't have to recapture trainers
  • Simplifying body bags to just going in the incinerator instead of needing a massive freezer to hold massive death waves of agents
  • room clearing being per-tile instead of the entire room at once. It makes it a lot clearer how construction is progressing and where all your money is going, and it goes as a trickle per tile instead of saving up all at once (and let's you cancel midway through construction)
  • OH MY GOD base redesign is so much simpler now! Moving an item makes its ghost go away, so you don't have to shuffle stuff to a third position if you want to rearrange your layouts. Plotting rooms is also well done, as is reassigning and redesigning.
  • Recruiting henchmen is a multi-step process instead of a single mission. It really feels like you earn them and their loyalty, and it limits how many you can get at once (instead of four henchmen showing up simultaneously for recruiting and then disappearing once you picked one)
  • You can turn off individual items by default, but see below about room power.

Bad:
  • So far I haven't found a way to turn off power to an entire room. In the first game it was handy to switch to different footings (or dealing with half my generators getting exploded :argh:) by turning entire rooms on or off
  • They got rid of the Genius/Henchman quickbar on the main UI and hid it behind a menu. It also doesn't automatically snap to their location, you gotta click on their picture. It was handy to just cycle through your henchmen to see what they were doing, especially if you were deploying multiple henchmen to different areas. What used to be a one-click affair now takes three clicks minimum
  • They've gated some crucial techs too high in the research tree, and research seems extremely slow to me. Setting up zones, zone tagging, stairs, etc should be lower in my opinion.
  • Theres still the problem of death spirals that the first game had: 1) agents kill a bunch of minions and create a pile of body bags, 2) low staff (because they're all dead) take forever to clean up the corpses, 3) minions get depressed seeing all the body bags and start deserting, further hurting staffing, 4) agents come, see a bunch of body bags, add a bunch of heat, 5) soldiers come and kill even more minions
  • On that note, it seems there's a balance problem with fighting. Even the crappiest investigators were able to kill a dozen yellow jumpsuits and several guards before being killed or captured, even when equipped with batons and stun guns. I'm just starting equipping with lethal gear (see research gating above) but I expect it's not too different
  • So far the interrogation options seem pretty limited. I miss using the mixer, the hypno chair, the brain washer, the research equipment, etc for interrogation. I hope more options will be unlocked as I play.
  • Some of the henchmen are garbage. I got Janet Bombe and she's dogshit - a melee-only hench with almost no vitality means she dies constantly and her abilities aren't really that good. The suspicion eraser would be good, except you only get a few shots before needing to recharge her stats and it has a cool down long enough you aren't going to have a chance if there's more than two suspicious agents. Maybe if it just erased all evidence in a group or even on the entire island... maybe. Her other ability makes one agent's weapon blow up depending on type which... doesn't seem to do much. :geno: It might be better if she just constantly deactivated all ranged weapons in a passive AOE

Ugly:
  • They got rid of Ctrl +clicking of entire agent groups. :cripes: Now you gotta go click each one individually, and it takes several clicks for each one. And then if you want to change tags you have to redo the whole process and hope you don't miss any.
  • they split the minion recruitment page across three tabs instead of all on one page, and they current/requested numbers are all over the place. Even worse, the stats page is under a completely different set of sub-sub-submenus. Instead of it being a quick glance and a few clicks to make adjustments it's a lot of flipping back and forth.
  • They made the World Map even more illegible than the first game somehow :psyduck: it's not clear at a glance if you have a scheme running, what the different basic schemes do, if there's a super agent in the region (or if the mission there is their invitation), which missions are major vs. minor, or even what agency covers the region because of the clutter. The status of schemes is also really tiny and hard to read unless you zoom in. It looks really pretty though :shobon:
  • In general the UI feels clunky and inefficient. Lots of badge alerts pop up for identical things, while some really frequently used things like research, zoning, and objectives are hidden behind an extra menu. Each room type has its own decor, but a lot of the items are identical but still trigger unique badges for each. I would have had a decor type and then just reskin the model depending where it was placed. :shrug:

double negative
Jul 7, 2003


They really need a toggle for the voiced warnings. I know I’m out of power, I’m just moving my poo poo around. Please stop yelling at me every time my minion pauses their training to go play video games or eat sushi

Agean90
Jun 28, 2008


Games fun. Has some big flaws, but hopefully it'll he easier to fix that now than it is back in the early 2000s. UI is a bit cumbersome, world map requires too much attention to get rewards in a decent time, and tags on agents seem clunky. Like only one minion at a time can try to distract an agent so some dude will just waltz past 30 guys because he's been called by a dude on the other side of the hallway

in short it's gonna be just like the first game where really flawed but really good for people who like the concept. That said reviews are gonna be all over the place because a whole lotta fans of the first game are gonna have nostalgia poisoning and realize the hard way that they as adults will have probably have less patience for jank as they did when they were kids.

Nukelear v.2
Jun 25, 2004
My optional title text

SlyFrog posted:

This thing is kind of getting rocked by reviewers. I've just seen my third bad review. Of course reviews are never bad anymore, but you read between the lines and know that when they talk about it being boring, repetitive, kludgy, that they're effectively saying it's a don't buy.

I can't say they're wrong, there's a lot that's right but also a lot that's wrong with the game in it's current state. Nothing that probably couldn't be fixed with aggressive UI/UX patches.
Really though making a dungeon builder game where the traps are mostly useless is cardinal sin.

FUCK SNEEP
Apr 21, 2007




This isn't said anywhere in the tutorial and you can find them in the bindings menu, but the hotkeys X, C, and V will tag agents you select. Much better than clicking around the UI!

Vengarr
Jun 17, 2010

Smashed before noon
The traps will be fine once investigators can get past the front door without going sicko mode.

Only agents that have made it any appreciable distance into my base have been the ones who spawn inside it to begin with.

E: also Medium difficulty is “Easy”. “Easy” is “Game Journalist”.

Vengarr fucked around with this message at 17:09 on Apr 2, 2021

Dark Off
Aug 14, 2015




Agean90 posted:

Games fun. Has some big flaws, but hopefully it'll he easier to fix that now than it is back in the early 2000s. UI is a bit cumbersome, world map requires too much attention to get rewards in a decent time, and tags on agents seem clunky. Like only one minion at a time can try to distract an agent so some dude will just waltz past 30 guys because he's been called by a dude on the other side of the hallway

in short it's gonna be just like the first game where really flawed but really good for people who like the concept. That said reviews are gonna be all over the place because a whole lotta fans of the first game are gonna have nostalgia poisoning and realize the hard way that they as adults will have probably have less patience for jank as they did when they were kids.
:same:
world map sucks and having to pay so much attention to it sucks as well.
The game itself is really fun, when you arent constantly looking over to the world map .
There is lots of neat base building concepts in this that feel organic.
Like having multiple powerplants incase saboteur gets into your power room.
building hallway beds so minions need to travel less for morale recovery.
Creating rube goldberg machines out of traps.
connecting power rooms to your prison etc...

DarkHorse posted:

Ok so if you liked the first game you will like this one. It's everything I've wanted in Evil Genius. Overall I'd say it's a definite buy if you loved the first game. I'd say I'm about a quarter to a third through the game at this point - I've unlocked tier 2 specialist minions and getting super agents coming by.


Bad:
  • On that note, it seems there's a balance problem with fighting. Even the crappiest investigators were able to kill a dozen yellow jumpsuits and several guards before being killed or captured, even when equipped with batons and stun guns. I'm just starting equipping with lethal gear (see research gating above) but I expect it's not too different
  • So far the interrogation options seem pretty limited. I miss using the mixer, the hypno chair, the brain washer, the research equipment, etc for interrogation. I hope more options will be unlocked as I play.
  • Some of the henchmen are garbage. I got Janet Bombe and she's dogshit - a melee-only hench with almost no vitality means she dies constantly and her abilities aren't really that good. The suspicion eraser would be good, except you only get a few shots before needing to recharge her stats and it has a cool down long enough you aren't going to have a chance if there's more than two suspicious agents. Maybe if it just erased all evidence in a group or even on the entire island... maybe. Her other ability makes one agent's weapon blow up depending on type which... doesn't seem to do much. :geno: It might be better if she just constantly deactivated all ranged weapons in a passive AOE



if you want worker minions to do more against agents pick ivan.
Ivan is straight-out most powerful evil genius. He can defend himself with rocket launcher. He buffs his minions to be more effective in combat as well globally and locally.
i comboed him with jubei who is also really good.

For brainwasher pick the science lady she gets it as item for her lair.

bombe indeed is the worst henchman.

Dark Off fucked around with this message at 17:20 on Apr 2, 2021

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

quote:

Minion melee damage is 5 damage each hit, no matter the muscle minion type. Strong agents can have 200 health, super agents 300+ health. Yup.
Maybe martial artists deal more damage than 5 without weapons equipped, it'd make sense, but I have no clue.

Ivan's 'Do it Now!' is meant to provide a 'combat boost'. Does it affect damage dealt?

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
I just realized that the extreme price gouge for digging up higher grades of dirt, is only charged once. Even if you revert it back to dirt, looks like they replace it with cheap regular dirt?

Could come in handy during those slow moments where you're waiting on things and have money to burn? Just saying gently caress it and carving away some of your overpriced dirt while you are rich and things are peaceful

EDIT: Also I am sad Janet seems to be turning out how I expected from all reports, because I love her aesthetic of "Xtreme high tech tape reels spy". But even preview streamers showed ahead of time that EG2 takes place in the darkest police brutality timeline where cops taking selfies with their victims gets praise :saddowns:

Section Z fucked around with this message at 17:25 on Apr 2, 2021

jimmydalad
Sep 26, 2013

My face when others are unable to appreciate the :kazooieass:

AGDQ 2018 Awful Block Survivor

Motherfucker posted:

probably not, there's some real fuckin' stinkers. Incendio is absolute dog poo poo. Still, if you ever need rid of a hench for more space you can execute those suckas



Seriously, just execute incendio, His quest is absolutely attrocious, his power set is 'Aoe resolve damage' that does barely anything and has trouble catching a group of investigators and 'Hide from tourists' Yes. Thats literally it. His ranged attack is a small AOE that hurts anyone engaged in melee with the target and damages machines. He is not just worthless, he is worth less than nothing.

I noticed his AOE seems to knock down anyone who gets hit by it. He also is good at just walking around the cover operation and dealing resolve damage to investigators and whatnot.

He also has a perfectly hammy voice.

jimmydalad fucked around with this message at 17:27 on Apr 2, 2021

AlternateAccount
Apr 25, 2005
FYGM
Is there any way to speed up bodybag cleanup? I've built more incinerators, that helps a bit. I seem to remember being able to tag them in EG1 or something.

jimmydalad
Sep 26, 2013

My face when others are unable to appreciate the :kazooieass:

AGDQ 2018 Awful Block Survivor

AlternateAccount posted:

Is there any way to speed up bodybag cleanup? I've built more incinerators, that helps a bit. I seem to remember being able to tag them in EG1 or something.

I think you can have your genius use their AOE to prioritise dealing with dead bodies. Having incinerators littered around your base helps as well.

It seems like the priority AOE is a way to force your minions to do things but I wouldn’t say it’s the most efficient way of doing so.

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

I'm starting to think that tagging everything is a mistake.

Set an auto distract tag in the casino by all means so agents get harassed by deception minions, but remove it when an agent enters the base proper and rely on resolve traps instead. You can put a second distract tag in rooms with incriminating evidence, covered by cameras and a couple advanced guard posts, so if the agent decides to aggro guards will quickly be on them, and they should be isolated from other groups.

This mostly because super agents ALWAYS aggro if a minion tries to get them back to the cover operation.

Of course, this presumes a distract auto-tag gets cleared if an agent enters a no tag zone.


Super saboteurs (SMASH and SABRE) can be dealt with with henchmen that can deal resolve damage (hey there Eli), or simply brute-forced with a capture tag.


E:VVVVVVVVVVVVVVVVVVVVVV

Vengarr posted:

You don’t need to put distract tags in the cover op, the valets and socialites will do their thing regardless.

Yeesh, all right, auto-tags are only for zones after the trap gauntlet then.

Omobono fucked around with this message at 17:37 on Apr 2, 2021

Vengarr
Jun 17, 2010

Smashed before noon
You don’t need to put distract tags in the cover op, the valets and socialites will do their thing regardless.

Too many distract tags are also a problem because Distract attempts can fail. In which case the investigator will try to liquidate your minion and take a picture of their corpse as evidence of...I dunno.

“AM I BEING DETAINED???”

By the way, Socialites don’t just deal with Tourists. They’ll engage Agents in small talk with maximum prejudice, reducing their Resolve by telling them about their Sonic the Hedgehog OC in excruciating detail.

Vengarr fucked around with this message at 17:38 on Apr 2, 2021

Unhappy Meal
Jul 27, 2010

Some smiles show mirth
Others merely show teeth

Yeah, I've been micromanaging my distract tags just to make sure only one agent aggros instead of the whole group when it does fail.

I really just need to solve it with a better base layout instead.

Icedude
Mar 30, 2004

My third attempt is going much better! I've not finished off Ivan's first proper story mission yet, but I've finished off most of the T2 research and money's not so much of a bottleneck any more, so things are looking good.

If anyone else is having trouble getting started, here's a few things I wish I'd known:
  • Heat doesn't actually seem to mean poo poo at the beginning of the game. It's flat out "do you have heat? If yes investigators come, if no they don't". Don't worry about it, just let your networks go into lockdown
  • Pick one faction and only set up in their territory. I went with HAMMER, but any of the others should be the same. As long as you're only in one faction's territory you don't have to worry about multiple groups of agents in your base at the same time
  • Set up your cover operation as a zig-zagging path to force agents to go past EVERYTHING
  • Eli is a godsend for getting rid of agent groups. Tag them distract the moment you can and have Eli run down to meet them. He does a better job distracting solo than my entire cover operation, and if an agent's tagged for distract you can manually tell Eli to distract someone by right clicking them with him selected which will stop them in place until Eli gets there and then you can use Eli's ability on them or someone else after
  • Get the upgrade to level 2 networks ASAP. Holy poo poo money instantly stopped being a problem when I did that

Also, :allears:

Laughing Zealot
Oct 10, 2012


So when weapon racks are emptied out should I just sell them and buy new ones? I don't notice anyone ever returning the tools.

seaborgium
Aug 1, 2002

"Nothing a shitload of bleach won't fix"




Is it just me or when you get the notification for the investigators showing up does it still take several minutes before they get there? I can't count how many times I've gotten the notification and then forgotten while I was doing something else on the world map or building.

All of a sudden there's a bunch of max suspicion dudes running around because I'm still trying to research something to actually stop low level investigators so I can get a good trap corridor set up, or half my base is in combat and I'm running around trying to solve that problem. And holy gently caress research is still slow as gently caress. There's enough to do that it's not always noticeable, but the minor improvements you get don't always seem worth the time.

seaborgium fucked around with this message at 17:51 on Apr 2, 2021

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Laughing Zealot posted:

So when weapon racks are emptied out should I just sell them and buy new ones? I don't notice anyone ever returning the tools.

No, when minions die workers and technicians recover the weapons and bring them back to the racks.

Actually, answer may be yes because it'd mean less poo poo to move when there's 30 body bags on the floor after a brawl. Depends on if selling the rack makes the weapons disappear.

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


SlyFrog posted:

This thing is kind of getting rocked by reviewers. I've just seen my third bad review. Of course reviews are never bad anymore, but you read between the lines and know that when they talk about it being boring, repetitive, kludgy, that they're effectively saying it's a don't buy.

I think that's a fair criticism. It's just the first game with some modernization. I loved it and love this one, but there is a lot of waiting around. I'm plowing through my podcast backlog.

I hope they'll patch it so you can do two or three side stories at once and adjust the research speed. That long, long gap between tier 2 and 3 where your scientists have nothing to do sucks. Though I guess they're trying to avoid you getting to the end of the tech tree too soon? I dunno.

Motherfucker posted:

For anyone having trouble with agents going psycho when they stumble on a staff room I've found doing an 'open plan' deal like this works pretty well.



I tried this and it worked great until the Russian super agent with the machine guns came in and wasted everyone in the breakroom. Huge loving pain in the rear end to deal with that.

MinorRed
Jul 27, 2011




Has anyone else run into a bug where a world map mission for a side story just doesn't show up? I'm trying to recruit Eli but the first mission to capture him on the world stage just isn't spawning.

deep dish peat moss
Jul 27, 2006

If they just allowed side quests to steal lair items and disabled unlimited gold in Sandbox, Sandbox would be perfect.

skeleton warrior
Nov 12, 2016


Yeah, agreed with everyone that this is Evil Genius+, but with new flaws in addition to the fixes.

The pacing around Side Stories is what’s currently pissing me off. The fact that you can only take one, that you can’t quit it or back out of it once you take it, and that some side stories unlock minions which you can’t progress in the main quest without is really bad design.

Along those lines - for those who got Incendio, where the hell do you find the Magic Cabal? I’m not seeing any trigger on the World Stage like it implies.

MinorRed posted:

Has anyone else run into a bug where a world map mission for a side story just doesn't show up? I'm trying to recruit Eli but the first mission to capture him on the world stage just isn't spawning.

I might be having this problem as well. I also still have a world map mission for a main quest story that I finished a while ago. I finished it again to see if it went away and it just popped up somewhere else.

skeleton warrior fucked around with this message at 19:29 on Apr 2, 2021

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"

skeleton warrior posted:

Yeah, agreed with everyone that this is Evil Genius+, but with new flaws in addition to the fixes.

The pacing around Side Stories is what’s currently pissing me off. The fact that you can only take one, that you can’t quit it or back out of it once you take it, and that some side stories unlock minions which you can’t progress in the main quest without is really bad design.

Along those lines - for those who got Incendio, where the hell do you find the Magic Cabal? I’m not seeing any trigger on the World Stage like it implies.

they probably limited it to one because some of them change the game world to be significantly harder while they are active - can you imagine if someone new to the series just blindly accepted all of them at once?

anyways this game has great bones and i love it - i hope they fix some of the more obvious issues, and i think they will since they are planning at least one more genius + campaign, two more henchmen, two more minion types, and a fourth island location according to their season pass

skeleton warrior
Nov 12, 2016


Mad Wack posted:

they probably limited it to one because some of them change the game world to be significantly harder while they are active - can you imagine if someone new to the series just blindly accepted all of them at once?


I get it, but if you could cancel out of missions and have to restart them later, that would solve it a lot better than "you must finish your work in building a Level 2 Network (that you haven't researched) and deploying it (that requires more space and materials than you have) in a very specific area (that turns out to be the main location two Super Agents want to spawn in) before you're allowed to take the new Side Missions of "learn how to make Mercenaries" and "learn how to make Socialites" that we didn't tell you would be available when you took the Inferno mission"

HORMELCHILI
Jan 13, 2010


double negative posted:

They really need a toggle for the voiced warnings. I know I’m out of power, I’m just moving my poo poo around. Please stop yelling at me every time my minion pauses their training to go play video games or eat sushi

pretty sure its not just a toggle but an entire configurable slider for the frequency of different tiers of those messages in the accessibility options

WithoutTheFezOn
Aug 28, 2005
Oh no

MinorRed posted:

Has anyone else run into a bug where a world map mission for a side story just doesn't show up? I'm trying to recruit Eli but the first mission to capture him on the world stage just isn't spawning.
Are you sure you checked the eastern US region?

Brutakas
Oct 10, 2012

Farewell, marble-dwellers!
I think my biggest complaint has to be the passive heat generation. On its own, it isn't a big deal but with how minions get sent on missions it becomes a catastrophe. I had a mission that would generate 60 heat in a 0/100 region that failed when the region locked out. I'm 99% certain it was the call-to-go-on-a-mission being totally fine with letting minions finishing sleeping or eating or doing whatever else. I'd prefer if going on a mission had the highest priority. Especially, since the minions don't return thus rendering their stat needs inconsequential when the mission call is made. With no passive heat gain this wouldn't be an issue.

jimmydalad
Sep 26, 2013

My face when others are unable to appreciate the :kazooieass:

AGDQ 2018 Awful Block Survivor
Holy poo poo, Incendio can be great in fights because his ability can be used in the middle of combat to just stop the enemy from damaging your minions while they can wail on them all you want.

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batteries!
Aug 26, 2010
Being able to do multiple side stories at once sounds like a great way to spend 30 minutes into them and being thrown into a fail state. The roboticist one sends waves of exploding robots into your base and one of the later story missions randomly converts about a third of your minions into deep cover enemies and keeps converting them in waves until you finish it. None of them are balanced to be done simultaneously. The problem is that they have too many steps and too much busywork in between them.

Cut out the pointless plate spinning and they're fine one at a time.

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