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TheDeadlyShoe
Feb 14, 2014

Lord_Magmar posted:

Additional research objects with enough scientists to staff them multiply the rate of research. Two whiteboards is 2x, six whiteboards is 6x. This stacks with the speed increase from Zalika which is why she’s still valuable if you design your lab such that she can boost several working scientists. You do still need to have 1.5 times the number of stations in appropriate science minions to optimise the research so be wary of that.

I think I have 4x research speed with two whiteboards and Zalika buffing them, or maybe just 6x speed it’s hard to tell.

one of the effects of Zalika's aura is that scientists gain smarts by researching instead of losing smarts, so they will stay on there pretty much the entire research - which is a lot more convenient than what every other genius has to deal with. The effect even stays for some time after she turns off the aura or they leave it. (Technicians gain increased repair speed - not sure about advanced science minions.)

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Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


TheDeadlyShoe posted:

one of the effects of Zalika's aura is that scientists gain smarts by researching instead of losing smarts, so they will stay on there pretty much the entire research - which is a lot more convenient than what every other genius has to deal with. The effect even stays for some time after she turns off the aura or they leave it. (Technicians gain increased repair speed - not sure about advanced science minions.)

Oh so she literally can just do 1 scientist minion per research station (because she can easily alternate between sitting on her chair and using the aura without the scientists running out of smarts), barring need to eat/morale/sleep repair.

GruntyThrst
Oct 9, 2007

*clang*

That's interesting, I hadn't noticed that on my playthrough. Is it actually mentioned anywhere or is it another case of poor documentation?

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


GruntyThrst posted:

That's interesting, I hadn't noticed that on my playthrough. Is it actually mentioned anywhere or is it another case of poor documentation?

I don't necessarily think it's poor documentation so much as a desire to let people discover things on their own? Even the original with all it's documentation still had a lot of fun discovery stuff to do, so I could see a focus on that not being about Obfuscating Information but simply rewarding attentive play.

Especially with the change to how Research works (which was very fun discovery mash stuff together to learn in the original) they might have replaced that with a bunch of fun little interactions and discoveries around the various henchmen, minions, geniuses, items and loot. As an example, Jubei is not a distraction/social themed henchman, but if you have him out in your casino he will rapidly reduce the resolve of individual agents by playing up his blind old man routine and frustrating them.

LLSix
Jan 20, 2010

The real power behind countless overlords

The original game world map missions were full of fun flavor. Most of them involved stealing things that actually showed up in your base and could got stolen back by agents, forcing you to resteal them. Stuff ranging from moderately pretty flower vases to the Eiffel Tower (miniaturized during one of your evil schemes, of course) which provided huge stat buffs to everyone nearby.

Does this game have any of that? All the streams I've watched have clicked away from the world map as quickly as they could.

reignofevil
Nov 7, 2008
The heists are still in, seems to be super loot only though. The missions have some flavor text and a funny name on the world map if you care to read it. No radio personalities.

GruntyThrst
Oct 9, 2007

*clang*

LLSix posted:

The original game world map missions were full of fun flavor. Most of them involved stealing things that actually showed up in your base and could got stolen back by agents, forcing you to resteal them. Stuff ranging from moderately pretty flower vases to the Eiffel Tower (miniaturized during one of your evil schemes, of course) which provided huge stat buffs to everyone nearby.

Does this game have any of that? All the streams I've watched have clicked away from the world map as quickly as they could.

There are dedicated loot items, yes. I'm not sure if they can be stolen back because I never had an agent get near enough to one of mine. They tend to have unique effects instead of just stat boosts.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
One of the schemes is doing this heist except significantly better, including Canadian-specific sass.

It's pretty good.

toasterwarrior
Nov 11, 2011
I have a two-tier casino with 40 valets manning like 20 stations, and even tier 1 investigators are still slipping past into the main base, wherein they then go aggro on the first attempt to distract them. This is really getting on my goddamn nerves; I feel like I should just go embrace Ivan's schtick and just turn the lair into a fuckin' death bunker.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

toasterwarrior posted:

I have a two-tier casino with 40 valets manning like 20 stations, and even tier 1 investigators are still slipping past into the main base, wherein they then go aggro on the first attempt to distract them. This is really getting on my goddamn nerves; I feel like I should just go embrace Ivan's schtick and just turn the lair into a fuckin' death bunker.

socialites are so much better than a maze casino it's unreal. I just set my casino to auto-distract, trained up a dozen or so socialites, and then removed a lot of obstacles so my valets could reliably get to their stations quickly and I can ignore any investigator short of Agent X.

i think they definitely need to reward a casino before you get those but the problem is, eventually, solved.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.

toasterwarrior posted:

I have a two-tier casino with 40 valets manning like 20 stations, and even tier 1 investigators are still slipping past into the main base, wherein they then go aggro on the first attempt to distract them. This is really getting on my goddamn nerves; I feel like I should just go embrace Ivan's schtick and just turn the lair into a fuckin' death bunker.

use more singers, they're strong

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Gamerofthegame posted:

use more singers, they're strong

The Floorshow seems incredible yeah, I also suspect that high resolve agents are more likely to ignore certain distractions, so you need a lot of different ones (possibly even they have traits to prefer certain distractions).

toasterwarrior
Nov 11, 2011
I got 4 floor shows!

DarkHorse
Dec 13, 2006

Nap Ghost
Welp I think I got a fun double lock.

I was recruiting Eli Jr. and got to one of the last missions. He's hanging out in my base as a temporary assistant and I have the mission on the world stage to complete his loyalty, and I don't see it anywhere on the map :(

Oh well, I can still advance the main quest...

And now I'm trying hold a board meeting, all the members are there, but my genius won't get on the table and waiting doesn't seem to do anything.

I tried depowering the table and turning it back on, to no effect. Next time I play I'll try deconstructing the conference table and rebuilding a new one, but if that doesn't work I may be restarting :(

Is there an official bug reporting place anywhere?

The Bramble
Mar 16, 2004

It might be a special mode you need to activate on the table itself to get the conference running. Ivan needs to hold a conference for an early quest and it really confused me until I saw it was a special option for the table and you didn't just get to send him to sit down

HORMELCHILI
Jan 13, 2010


Theres ways to mitigate the investigators but they aggro waaay too often. Like almost every group is guaranteed at least one, even if theyve had 3/4 of their resolve drained already, even if its a deception minion redirecting them. And usually it happens 3 ft past the door before theyve even been able to take a look at my non-suspect rooms or anything.
I don’t mind the mechanic but the way it works right now can get really annoying and it feels bugged, so if its intentional its tuned poorly.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
I feel like that could be said about a lot of things.

Like the game seems to function fine but was there much play testing? Research alone stands out, let alone everything else.

gimme the GOD DAMN candy
Jul 1, 2007
you can't escort agents too many times or they aggro. setting your casino to auto-tag distract means they are constantly escorted. it's not a bug, just a very unclear mechanic. there are also many bugs, though.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Yeah I don't think I've ever had an Investigator start a fight I didn't intend for them to start. But also I haven't tried hard difficulty yet.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
The various explanations in this thread for why Investigators go sicko mode are pure guesswork, being blunt. I've seen agents go hostile on the first escort out and on the third. We legitimately do not know what is causing it.

The main problem I have with this game rn is the unbelievable delay on tier 3 research. Everything else seems to mostly work fine? At worst you might get a bug that can be fixed by cycling save slots every time you finish or begin a sidequest, which literally everyone should do in any game regardless.

HORMELCHILI
Jan 13, 2010


gimme the GOD drat candy posted:

you can't escort agents too many times or they aggro. setting your casino to auto-tag distract means they are constantly escorted. it's not a bug, just a very unclear mechanic. there are also many bugs, though.

Ive seen them aggro the first time they were escorted, to a deception minion.
But yeah if you have areas that wont raise suspicion its generally better to not have them set to deception tier at all.

Sedisp
Jun 20, 2012


Captain Oblivious posted:

The various explanations in this thread for why Investigators go sicko mode are pure guesswork, being blunt. I've seen agents go hostile on the first escort out and on the third. We legitimately do not know what is causing it.

The main problem I have with this game rn is the unbelievable delay on tier 3 research. Everything else seems to mostly work fine? At worst you might get a bug that can be fixed by cycling save slots every time you finish or begin a sidequest, which literally everyone should do in any game regardless.

Higher quality investigators go sicko mode faster unless you drain their skill. All investigators will go sicko mode after what appears to be three distractions.

HORMELCHILI posted:

Ive seen them aggro the first time they were escorted, to a deception minion.
But yeah if you have areas that wont raise suspicion its generally better to not have them set to deception tier at all.

This is absolutely true. You should place a distraction zone well into your base and ignore them till they hit it. If they immediately go sicko mode your himbos are flexing nearby and if they dont the added time escorting them out will eat into their recall timer.

Sedisp fucked around with this message at 05:40 on Apr 5, 2021

gimme the GOD DAMN candy
Jul 1, 2007
all i can say is that softening up agents enough that traps functioned before distraction tagging them worked for me. making the entire casino a distraction tag always resulted in bloodbaths right at the entrance.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


The standard behaviour for distraction tag is intercepting after they leave the Casino, not when they enter it. So maybe tagging agents upon entry causes the weirdness.

gimme the GOD DAMN candy
Jul 1, 2007
they are intercepted when they enter a non-casino area. so, tagged agents walk straight into your tiny barracks segment at one side of the casino and are then escorted out. it doesn't matter if the barracks is also tagged. if your barracks is right at the entrance then that is their first stop and they are then escorted while they have full stats.

gimme the GOD DAMN candy
Jul 1, 2007
i suppose it would work better if your casino was just a casino, with no rest areas. but that's a problem in other ways.

bandaid.friend
Apr 25, 2017

:obama:My first car was a stick:obama:
I think investigators should spend more time at a table or show once they walk up to it. The ones I see (I've only seen level twos) spend a second at a table and lose one or two points before they stand up and head directly for the door. I think there's a problem with the AI

Roadie
Jun 30, 2013
The more people talk about agents turning hostile from distraction, the more I'm convinced it needs to be entirely removed and replaced with a different mechanic that doesn't have such constantly nonsensical results.

Section Z
Oct 1, 2008

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

Pillbug
Emma: Complains things went back to the status quo and the Forces of Justice didn't learn anything from the half referenced events of EG1.

FoJ: New rule. If you see Valets sprinting toward you or gathering in one spot, shoot to kill.

toasterwarrior
Nov 11, 2011
I'm trying to interrogate Eli's right-hand man to progress his quest but he constantly escapes every attempt. What am I missing?

Also I made a little pinball course that knocks agents into a freeze trap at the end of a small winding tunnel. Funny, but it seems to work on only one guy while the rest of the squad keeps going towards the rest of the lair. The "full of level 3 doors and freeze ray traps" setup worked significantly better, sad to say.

Jack Trades
Nov 30, 2010

toasterwarrior posted:

I'm trying to interrogate Eli's right-hand man to progress his quest but he constantly escapes every attempt. What am I missing?

Are you keeping him long enough in his cell to make his Resolve drop to 0?

toasterwarrior
Nov 11, 2011
Yeah all his stats are bottomed out save for health

Dark Off
Aug 14, 2015




toasterwarrior posted:

I'm trying to interrogate Eli's right-hand man to progress his quest but he constantly escapes every attempt. What am I missing?

Also I made a little pinball course that knocks agents into a freeze trap at the end of a small winding tunnel. Funny, but it seems to work on only one guy while the rest of the squad keeps going towards the rest of the lair. The "full of level 3 doors and freeze ray traps" setup worked significantly better, sad to say.

if its the final quest you need to use brainwasher instead of interrogating

toasterwarrior
Nov 11, 2011

Dark Off posted:

if its the final quest you need to use brainwasher instead of interrogating

drat, really? Thanks a lot!

EDIT: It wasn't the Brainwasher lol, just had to somehow luck into a guard interrogating him. Any other minion type, hell, even a Henchman couldn't do it for some reason

toasterwarrior fucked around with this message at 09:41 on Apr 5, 2021

reignofevil
Nov 7, 2008
I think the brainwashing machine relies on the resolve of an enemy agent, which drains pretty fast while they're in their cell. The only clue for this is hitting the little information button on a cell and it's not mentioned anywhere on the interrogation chair or the brainwash machine.

As to distraction tags and agent freakouts, what I want is a decorative poster for my base that reads Murder: It just works.

FeculentWizardTits
Aug 31, 2001

Roadie posted:

The more people talk about agents turning hostile from distraction, the more I'm convinced it needs to be entirely removed and replaced with a different mechanic that doesn't have such constantly nonsensical results.

The penalty for a failed distraction attempt should be that the agent keeps going down their intended path and receives a lockout timer for further distraction attempts. "Sir, can you please stay out of the kitchen?" resulting in a mountain of body bags is just dumb.

Nam Taf
Jun 25, 2005

I am Fat Man, hear me roar!

I know for certain that agents will aggro if they feel trapped. Several people have repoted that if they put in refreshment areas for their valets off the cover op, then having a door on the entry to it meant that any agents that got into it would instantly freak out and shoot the place up. In my case, I had placed doors between areas of my cover op, but one area of it did not have much in it. The agent AI interpreted this as a trapped empty room and would freak out. Removing the door made them not freak out any more.

The other thing that was aggroing agents for me was them getting line of sight to guards (I think) sleeping. I was unable to stop my guards and other minions wandering out to the beds for my valets, so I had to adapt to that instead. By making a S shaped corridor as the entry to the little cover op refreshment area (with my kitchen + beds), they stopped freaking out. By making the corridor of the S a) next to a door, and b) corridor tiles rather than casino tiles, they'd either get distracted by the door and ignore it, or step onto the corridor tiles and instantly get intercepted by the army of deception minions patrolling around that area which treat it as part of my base rather than the cover op.



In this screenshot, I used to have a door where the green lines are, but the area between the green lines and the other door to the left was too small, with too little in it (I didn't have the welcome table and bar just above the blue box, at the time), and caused the guards to freak out. Even removing the door to the left meant they freaked out, as I've only got that 1 welcome table there. Removing this door meant that the 'area' to the right + the corridor made the AI not feel trapped.

The blue lines show where the opening to my little refreshment area used to be, but agents would get to the blue box, see guards/etc. sleeping, and freak out. So you can see I put the little S bend to the left. Now they don't get line of sight, and don't freak out. If they step onto the corridor tiles where the orange box is, the game treats this as 'my base' and they instantly get escorted back into the cover operation, which generally means back to the right-hand room.

I very, very rarely end up getting any violence happening with investigators any more. That said, I'm playing as Emma, so perhaps my deception minions have an added bonus to their roll for whether agents see through their deception and turn violent.

DarkHorse
Dec 13, 2006

Nap Ghost

reignofevil posted:

I think the brainwashing machine relies on the resolve of an enemy agent, which drains pretty fast while they're in their cell. The only clue for this is hitting the little information button on a cell and it's not mentioned anywhere on the interrogation chair or the brainwash machine.

As to distraction tags and agent freakouts, what I want is a decorative poster for my base that reads Murder: It just works.

I've had weird (bugged???) results with the brainwasher where I couldn't use it on some mooks. My theories are

  1. Resolve AND skill need to be low enough to allow you to use it. I say this because I couldn't brainwash a soldier who still had skill left until he escaped and got drained by the beat down
  2. If a target resists the brainwashing, you can't do it again with them. I say this because I had captured a bunch of protestors and some of them failed to get converted, and afterwards I couldn't try again so I had to interrogate them and capture a new group.
  3. If there's a power blip while being interrogated it will automatically cancel, even if it happens during a pause. I was doing some rebuilding and dropped to emergency power and all my in-process interrogation stopped, and another time I was turning items on and off and the same thing happened
  4. Theyre just bugged as hell and fail randomly and unpredictably v:shobon:v

I also had a fun (bug?) where agents with a special identifier didn't clear their tags and didn't indicate they were tagged. I needed them to come into my base and they kept getting escorted out the instant they stepped on a corridor tile. It was great because I saw my cover operation was finally working, but frustrating because I had no indication of why.

As for agent freak outs getting into your base, I made a huge casino maze with slot machines and several different staffed items placed at bottlenecks, and it's mostly stopped them penetrating into the base. There aren't as many staff so they aren't a huge drain on the stats of the whole base, and the agents are more compliant once they do get to the base. I also turned off auto-distract until deeper into my base which seems to have helped. Agents still get escorted out if they're noticed in the untagged area but it doesn't seem to count (or else the maze is so long they don't make it through many times) and if they DO get tagged and freak out they're already deep enough they're usually surrounded.

I also have minion rooms about halfway through the maze, and put a dummy door with a two-block hallway inside any dead-end rooms so agents don't feel trapped.

Also also, Jubei is so so much better than Janet. I was struggling for the longest time even with poor-quality investigators, and any super agent was basically a guaranteed death spiral. Once I finally got Jubei it was smooth sailing.

DarkHorse fucked around with this message at 12:30 on Apr 5, 2021

Azuth0667
Sep 20, 2011

By the word of Zoroaster, no business decision is poor when it involves Ahura Mazda.

DarkHorse posted:

Welp I think I got a fun double lock.

I was recruiting Eli Jr. and got to one of the last missions. He's hanging out in my base as a temporary assistant and I have the mission on the world stage to complete his loyalty, and I don't see it anywhere on the map :(

Oh well, I can still advance the main quest...

And now I'm trying hold a board meeting, all the members are there, but my genius won't get on the table and waiting doesn't seem to do anything.

I tried depowering the table and turning it back on, to no effect. Next time I play I'll try deconstructing the conference table and rebuilding a new one, but if that doesn't work I may be restarting :(

Is there an official bug reporting place anywhere?

I had this happen too with the board members. To fix it I sold the table then rebuilt it. I had my genius sitting at the table then started it again.

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gimme the GOD DAMN candy
Jul 1, 2007
huh. i didn't realize that caine key was the opposite of the other islands in that the level you unlock first is the giant sprawling basement.

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