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cumshitter
Sep 27, 2005

by Fluffdaddy

BitBasher posted:

Do advanced guard posts literally do nothing? I have several, and like 10 spare guards/mercs and no one has ever stood in one unless I was at alert, which is exactly the opposite of their description.

Also, the next main story beat is to dig out the bottom level of my base so I can use my superweapon? I don't even have level 3 tech yet. I can dig down one single level as far as I can tell. That's like level 5? I'm 20 hours from that even being an option as far as I can see.

This quest is worded confusingly. You just need to find the hole in the middle of your lair and dig into it as if you're opening a new room. You should see 12 highlighted squares to dig.

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Lichtenstein
May 31, 2012

It'll make sense, eventually.

BitBasher posted:

Do advanced guard posts literally do nothing? I have several, and like 10 spare guards/mercs and no one has ever stood in one unless I was at alert, which is exactly the opposite of their description.

They work, but seem to be somewhat low priority for minions.

Saint Freak
Apr 16, 2007

Regretting is an insult to oneself
Buglord
It seems like guard tables completely override/break guard posts as far as I can tell.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
I think you can assign Muscle guys to prioritize sitting at posts. But for the most part, If you have enough of a muscle surplus they will sit there anyway.

Saint Freak posted:

It seems like guard tables completely override/break guard posts as far as I can tell.

They are for the most part more useful.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Also I think the Stat up Items are glitched. The Items are supposed to allow certain minions to increase their stats above certain levels. But researching the item does that instead.

Section Z
Oct 1, 2008

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

Pillbug

MonsterEnvy posted:

Also I think the Stat up Items are glitched. The Items are supposed to allow certain minions to increase their stats above certain levels. But researching the item does that instead.
It isn't glitched so much as explained really poorly.

You don't need the items to get people to those stats in the first place. You need those items to refill back to that point.

I imagine a lot of people are saying "Gosh this is way too good, it gives me these stats for FREE!" and not even realizing over a long enough time span minions are never raising back past 50 health or smarts again because they didn't bother making evil 101 or a super multigym.

I know I was tempted at least when I realized "Wait, wait. A multigym needs to be staffed by a science nerd to function, and can ONLY heal science nerds?" while watching a need of healing icon worker loom sadly in the in multigym closet unable to use it.

EDIT: It also cuts both ways. Like when a workers with 100 smarts turn into a scientist with 50 smarts :v: But I'm sure there are some who people would prefer the game doubling down on a worker demanding a stop at evil 101 to reach 100 smarts, then need to retrain their smarts back up again when they change classes because something something management elements.

Section Z fucked around with this message at 21:12 on Apr 6, 2021

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Well anyway I am happy to have 100 Vit Muscle Minions.

MonsterEnvy fucked around with this message at 22:16 on Apr 6, 2021

BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


cumshitter posted:

This quest is worded confusingly. You just need to find the hole in the middle of your lair and dig into it as if you're opening a new room. You should see 12 highlighted squares to dig.

Lichtenstein posted:

They work, but seem to be somewhat low priority for minions.

Gadzuko posted:

The text on that is very misleading, you actually need to dig out the small corridor leading to the big hole in the volcano that spans all the levels
Thanks, I'll check this when I get home!

Azuth0667
Sep 20, 2011

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

BitBasher posted:

Do advanced guard posts literally do nothing? I have several, and like 10 spare guards/mercs and no one has ever stood in one unless I was at alert, which is exactly the opposite of their description.

Also, the next main story beat is to dig out the bottom level of my base so I can use my superweapon? I don't even have level 3 tech yet. I can dig down one single level as far as I can tell. That's like level 5? I'm 20 hours from that even being an option as far as I can see.

The advanced guard posts request a guard to stand at it. You don't get to pick the guard and if you don't have enough guards for everything else they will only man their posts some of the time.

E: I find they work best if you put them after whatever you use to deplete agent skill and resolve. Guards seem to handle the "AM I BEING DETAINED?!" freak out from agents better than my deception minions.

Danaru
Jun 5, 2012

何 ??
https://twitter.com/DanaruLP/status/1379451609646784518?s=19

Eli's the best

GruntyThrst
Oct 9, 2007

*clang*

That would be true if Jubei didn't exist.

Azuth0667
Sep 20, 2011

By the word of Zoroaster, no business decision is poor when it involves Ahura Mazda.
Anyone figure out how to get Full Metal Jackie?

Nephthys
Mar 27, 2010

Azuth0667 posted:

Anyone figure out how to get Full Metal Jackie?

Not confirmed yet but:

Nephthys posted:

If anyone is wondering why they haven't run into Full Metal Jackie, apparently the only way to recruit her is for Jubei, Eli, Dr.Ming, and Sir Daniel to still be crime lords and for you to have not started any of their recruitment missions since her story requires it or something. So you need to pick Iris or Janet as your starting Henchmen.

This is pretty dumb imo since that means over half of players won't have a chance to even encounter her and hopefully gets patched or modded out. If anyone has actually managed to recruit Full Metal Jackie please feel free to correct this if it's wrong.

DarkHorse
Dec 13, 2006

Nap Ghost

Saint Freak posted:

It seems like guard tables completely override/break guard posts as far as I can tell.

I have regular guard tables and I get guards to stand at my single guard post occasionally. Guard tables are just infinitely better though, since they allow any muscle minion and you'll get a crowd of them responding instead of a trickle that get killed one by one.

The one post is still handy because it's at my lair entrance and if an agent gets frisky that guard will survive long enough for the cavalry to arrive and sparing several workers and social minions with his sacrifice :patriot:

Edit: also only queue enough guards to feed your mercenary trainers, mercs can do anything guards can do but better, besides maybe guard stations.

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"
my advanced guard posts definitely get used but i have somewhere around 80 muscle minions

Pedialyte
Jul 27, 2003

"With the breakdown of the Medieval system, the gods of Chaos, Lunacy, and Bad Taste gained ascendancy." Ignatius was writing in one of his Big Chief tablets.
I finished Eli's side story but my minions just killed him despite the capture tag. How do I get him as a henchman? Or do I need to reload a save?


Edit: Ok, got it thanks. I think I was at the previous stage of his line anyways. After 'defeating him in my lair' I now see the two separate missions in the log.

Pedialyte fucked around with this message at 01:06 on Apr 7, 2021

BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


Pedialyte posted:

I finished Eli's side story but my minions just killed him despite the capture tag. How do I get him as a henchman? Or do I need to reload a save?

At his last stage there are two separate missions to choose from. One mission captures him at completion the other kills him. You need to go back to do the entire other mission, they were both on the world map at the same time.

The Protagonist
Jun 29, 2009

The average is 5.5? I thought it was 4. This is very unsettling.
So this game has been out for a week and my save game says I'm coming up on 80 hours, just did the final goon/crimeboss/agent rush, and am about to wrap things up it looks like. Haven't read the whole thread yet so probably in danger of parroting a lot of what has surely already been said.

First playthrough done on hard w/ zika/iris starting on the donut island. Loved it, will do a quick write up on what I figured out while trying to eventually build a passively stable, mostly non-lethal lair that I could just leave afk indefinitely.

Some highlights though include locking Symmetry in an infinite stair ascending/descending loop, effectively taking her off the board for the rest of the game, as well as later agent x, who got caught in a different infinite loop of exploring my nigh endless Winchester Mystery Barracks, pooping evidence everywhere for his goons to scan... but none of them ever make it back out. He eventually seems to be able to warp out like when he enters though

The most difficult thing has been trying to nail down a distract command. On hard pretty much every agent will eventually just cold clock the first valet to talk to them and then that draws in muscle which turns the whole squad aggro and then you know it's whatever, 10 bodybags at least...

I've found that if they go through enough traps without gathering heat to be sub fifty in skill and resolve then maybe they'll respond passively to a distract escort.

But if I try the same thing again too soon to another member of the same investigator squad, even if they have lower skill and resolve they'll still just start fighting, drawing in the rest and driving up the bodycount. It's been infuriating at times, because the higher level agents, even when they finally do manage to get escorted out to the casino once, they'll decide to start poking around again and if I've forgotten to take off the distract tag they'll just immediately start fighting, even with sometimes being nearly dead with 0 skill and resolve.

Idk, I really want to try and make a nigh nonlethal deception lair, I might try again on Emma but maybe not on hard.


re: advanced guard posts, mine definitely get staffed but I only use them in a few specific places about 8x-12x, and I keep ~100 muscle minions w/ half as hitmen

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
every crime boss/agent taking three to four side missions to complete is also

hell

Azuth0667
Sep 20, 2011

By the word of Zoroaster, no business decision is poor when it involves Ahura Mazda.
Spoilers are a review of the henchmen I've encountered after completing Max's campaign on medium:


Jubei 5/5
This guy is everything you want in a henchman because he can be where you need him when you need him and he's a match for most super agents. Jubei can teleport and has an activated ability that empowers melee. If you position him properly, he'll destroy an entire group of rank 9 agents. He’s also an old man that will wander around your casino and do a little bit of distracting. Jubei always earns a spot on my team of henchmen.

Eli 4/5
Eli is a bit of a jack-of-all-trades minion. Eli can put out good damage with his revolver ability but will be overwhelmed if there’s a pack of high-level agents. However, Eli can whittle down a group of agents to a manageable number with his other activated ability which acts as a strong resolve drain. Like Jubei, Eli can do a share of distracting in the casino.

Janet Bombe 1/5
Janet is situational in the best circumstances and awful in every other circumstance. Her combat and casino skills are subpar. Her detonate ability does reasonable damage at a safe distance to super agents and her ability to remove suspicion is serviceable. However, if you’ve set your casino up properly you won’t get suspicion and other minions can deal with super agents better than her ability. I suppose you could make an argument of taking Janet if you are using Emma but, even then there are better options.

IRIS 3/5
IRIS is a tank in a literals sense. They have high armor and can produce good damage at range. They also have an ability that will allow them to self-heal and can serve as a :siren: to send all of your muscle minions running to the target. Unfortunately IRIS moves slowly and is easily overwhelmed once the self-healing ability is finished. IRIS does not appear to do much casino work.

Incendio 2/5
Incendio is a pain in the rear end but, if you can mitigate his problem he functions as a good steward of the casino. Incendio has an ability that sets him above standard deception minions because he can avoid being annoyed by tourists. Also, Incendio can snare agents and blast them with minor resolve damage. This works in a fight and is a form of soft crowd control. Incendio’s combat abilities are above average but, he does not take damage well. Incendio’s big problem is that his attacks are explosive and they will destroy your casino. It is very annoying to set up a casino maze only to have one incident of “AM I BEING DETAINED?!” from an agent destroy the tables.

Fugu Furukawa 4/5
Fugu Furukawa is the deception minion to have as she does what Incendio can but without the property damage. She has a non-combat ability to rapidly deplete agent stats and a combat ability to trap agents in a poison cloud. The poison cloud acts as crowd control and will allow your muscle minions free time to shoot the agents. Unfortunately, Fugu is a melee combatant and cannot take many hits. Like Incendio, Fugu is a good steward of the casino and far more effective than your deception minions.

Clara Jones 2/5
Clara is a let down compared to Fugu. Clara has abilities to buff the properties of a trap and supposedly reduce the ability of agents to deactivate traps. I have yet to see that ability work and I think at best it’s a minor buff to a trap. Clara’s other ability is to inflict resolve damage on one agent and it is marginally better than Eli’s similar ability. It also removes suspicion but again if you have a proper casino set up or outright kill the agent’s suspicion is not a problem. Clara does not seem to like to stay in the casino either so her ability to aid your deception minions is suspect.

Sir Daniel 4/5
Sir Daniel is an outstanding muscle henchman that rewards micromanagement. Sir Daniel has the ability to set a trap and to camouflage himself. The camouflage ability is amazing because you can camouflage then perform a sneak attack, for additional damage, against an enemy agent. You can then immediately camouflage to avoid retaliation. Sir Daniel can easily solo all of the super agents if you want to put forth the effort to micromanage his activity. Sir Daniel does not appear to help in the casino and tends to be a bit slower moving in the lair.

Dr. Ming 4/5
Dr. Ming is either a huge liability or amazing agent disposal device. Dr. Ming will not do well in combat or the casino. Where Dr. Ming shines is her abilities because her poison cloud ability can destroy groups of rank 9 agents. Her other ability will heal your minions and can help prevent minion/henchmen death.

Art Critic - ?/?
When I recruited Clara, it ended his quest without notice this would happen. Also make sure you steal the declaration of independence if you want to try to get his quest.

Full Metal Jackie - ?/?
I did not encounter Full Metal Jackie.

JerikTelorian
Jan 19, 2007



What happens if a henchman hits 0 vitality? Do they die forever? Do you need to re-recruit them?

AlternateAccount
Apr 25, 2005
FYGM
This game is fine, but it’s just made me want a new Dungeon Keeper.

Danaru
Jun 5, 2012

何 ??

JerikTelorian posted:

What happens if a henchman hits 0 vitality? Do they die forever? Do you need to re-recruit them?

They'll drop to the floor around 5 vitality and have to rest for a while. I'm pretty sure the only way for them to die permanently is if you execute them yourself, which has an "UHHHH ARE YOU SURE" confirmation prompt

Magni
Apr 29, 2009

JerikTelorian posted:

What happens if a henchman hits 0 vitality? Do they die forever? Do you need to re-recruit them?

Afaik they'll just stand up afterwards and then take a while to heal up. The only way a henchman can die is if they get executed by the Genius. This is actually something you'll need to do if you want the cheevo for recruiting all henchmen in one playthrough.

cumshitter
Sep 27, 2005

by Fluffdaddy
When a henchmen gets back up after being defeated they have an "Injury" trait or something like that which you can see on the upper left when they're selected. You can use them, but they won't heal in the Lair until it goes away.

The Protagonist
Jun 29, 2009

The average is 5.5? I thought it was 4. This is very unsettling.
Oh! Is stolen loot gone forever!? I never found a scheme to retrieve stuff

gimme the GOD DAMN candy
Jul 1, 2007
symmetry does not know how to handle the donut. without a back exit, she instead feels obligated to explore every single room, often backtracking long distances to check out that small archive nook back in the control room she already passed by several times. once she has seen literally everything including the casino and front door, she backtracks to the vault she entered by and only then gets the leaving tag. i had to let her run around for about two hours before she'd finally leave for the achievement.

Scalding Coffee
Jun 26, 2006

You're already dead

Magni posted:

Afaik they'll just stand up afterwards and then take a while to heal up. The only way a henchman can die is if they get executed by the Genius. This is actually something you'll need to do if you want the cheevo for recruiting all henchmen in one playthrough.
So I won't have to worry about a Super Agent killing them this time?

Danaru
Jun 5, 2012

何 ??

Scalding Coffee posted:

So I won't have to worry about a Super Agent killing them this time?

No, thank gently caress

Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.
Guard posts and guard tables are the same base class of item in the game with a different priority level. But guard tables tie up a LOT of guards per table and are higher priority which means if you have a large reserve of table space your posts never get manned because of the swapping in and out. You need spare guards than spare guards on top of those spare guards before your posts start getting manned. If you wanna lower that buffer you can put food and beds right by your tables

Motherfucker fucked around with this message at 03:50 on Apr 7, 2021

LLSix
Jan 20, 2010

The real power behind countless overlords

The rate at which gold comes in is incredibly slow. Insanely so compared to basic expenditures. Adding just two new radio consoles takes 10-15 minutes of gold generation even with all of Africa and a few other areas scouted. And since gold generations is surprisingly micro heavy, that's pretty annoying.

Gold generation mechanics are much, much less fun than in the original. In the original game, you had a hard limit of 100 minions. To get gold, you had to park some of those minions on the world stage. So there was always a tension between making money or protecting your base or running other schemes even before accounting for heat. If you needed regular gold infusions, you could park a small group of minions with some social minions to cancel out the heat they generated more or less indefinitely. But that took a significant portion of your minions. Or you could flood an area with minions for a quick cash grab, but that generated a lot of heat which meant large groups of dangerous good guys. Or you could send out several small groups and get a small amount of cash and a smaller number of weaker good guy groups showing up.

In this game, heat doesn't seem to matter so far (played through the tutorial to the first henchman so far). So I always just mash the quick gold grab mission, the long gold grab mission, and then the fast heat reducer if the game lets me cycle the schemes fast enough. Sometimes the chopper is slow or it takes ages to bring up new schemes and the area goes into lockdown instead, which is also fine. Lockdown just means the heat goes down for free and faster than my minions can do it. There's no decision making. No tension. Just endless busywork cycling every scouted region. The number of minions a scheme takes is meaningless. Sure they're "gone forever" but you get more back for free so who cares.

gimme the GOD DAMN candy
Jul 1, 2007
that's some real rose tinted glasses about eg1. however, gold generation amps up dramatically with each network upgrade. t2 is available very quickly and has 1h schemes with payouts ranging from 100-300k based on region. which is good, because you spend a big chunk of the game stuck at t2.

Magni
Apr 29, 2009

LLSix posted:

The rate at which gold comes in is incredibly slow. Insanely so compared to basic expenditures. Adding just two new radio consoles takes 10-15 minutes of gold generation even with all of Africa and a few other areas scouted. And since gold generations is surprisingly micro heavy, that's pretty annoying.

Gold generation mechanics are much, much less fun than in the original. In the original game, you had a hard limit of 100 minions. To get gold, you had to park some of those minions on the world stage. So there was always a tension between making money or protecting your base or running other schemes even before accounting for heat. If you needed regular gold infusions, you could park a small group of minions with some social minions to cancel out the heat they generated more or less indefinitely. But that took a significant portion of your minions. Or you could flood an area with minions for a quick cash grab, but that generated a lot of heat which meant large groups of dangerous good guys. Or you could send out several small groups and get a small amount of cash and a smaller number of weaker good guy groups showing up.

In this game, heat doesn't seem to matter so far (played through the tutorial to the first henchman so far). So I always just mash the quick gold grab mission, the long gold grab mission, and then the fast heat reducer if the game lets me cycle the schemes fast enough. Sometimes the chopper is slow or it takes ages to bring up new schemes and the area goes into lockdown instead, which is also fine. Lockdown just means the heat goes down for free and faster than my minions can do it. There's no decision making. No tension. Just endless busywork cycling every scouted region. The number of minions a scheme takes is meaningless. Sure they're "gone forever" but you get more back for free so who cares.

Get a couple level 2 networks. Or the Trojan Horse. Your income gets a lot better once you run level 2 money schemes, let alone the crazy ones the horse spawns. (Horse are like 90 heat, 100k payout within 2 minutes, for 5 workers and guards.) You don't need to scout all the places, it's generally enough to have like 3 or so level 2 networks running by midgame, and reserve some broadcast power to lure super agents around by pulling level 1 schemes in areas you don't care about.

Danaru
Jun 5, 2012

何 ??
Wait the horse spawns opportunities? Man I wish they were a little more forthcoming with loot info

Vengarr
Jun 17, 2010

Smashed before noon
Yeah. I think there’s one mission per continent for a grand total of 450,000 bitcoins.

Max can also print gold, consider picking him if you have cash flow problems.

LLSix
Jan 20, 2010

The real power behind countless overlords

Magni posted:

Get a couple level 2 networks. Or the Trojan Horse. Your income gets a lot better once you run level 2 money schemes, let alone the crazy ones the horse spawns. (Horse are like 90 heat, 100k payout within 2 minutes, for 5 workers and guards.) You don't need to scout all the places, it's generally enough to have like 3 or so level 2 networks running by midgame, and reserve some broadcast power to lure super agents around by pulling level 1 schemes in areas you don't care about.

Thank you.

Vengarr
Jun 17, 2010

Smashed before noon
Africa and South America are great for lvl 2 networks. There’s a scheme that only spawns in those areas that gives 300k gold per hour.

gimme the GOD DAMN candy
Jul 1, 2007
also, keep in mind that most schemes provide money gradually. so you can cancel them before they'd cause a lockdown and you are only out the minions and intel. south america is very good for that, as even the level 1 networks have 30m/50k/40h schemes that you'd often be unable to complete. another benefit is that blue saint is probably the easiest super to handle unless you let him run around unsupervised.

Magni
Apr 29, 2009

Vengarr posted:

Africa and South America are great for lvl 2 networks. There’s a scheme that only spawns in those areas that gives 300k gold per hour.

Afaik it's SMASH/South America, all generic money schemes there offer more money for more heat/time/minions. ANVIL/Asia&Australia meanwhile has much cheaper and/or faster heat reduction schemes. Perhaps it's randomized?

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toasterwarrior
Nov 11, 2011
There's a couple of things I'm thinking now that I'm like 12 hours in:

1) gently caress a casino, poo poo's useless. Yeah, investigators will keep coming but it definitely feels like as long as they never leave (because they're dead) then it won't matter, let 'em come. I can put armories and incinerators right at the entrance of the actual lair, watch my boys and gals terminate anyone that walks in extremely quickly, then burn their corpses right quick; why bother with valets and having to plan out a casino layout/trap corridor that stops working when higher level agents get deployed?

2) I've went wide, covering the world in level 1 networks while using the long-term money gain schemes to keep in the green. Apart from being a micromanagement nightmare, I'm told that level 2 networks in the right places are way better for cash than a slow trickle and having to watch the world map like a hawk? Maybe I should retool things.

3) After an arduous storyline where I stole Excalibur, the loving thing is still randomly setting poo poo on fire in my base. I hope it's a bug.

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