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Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Also they straight up promised modding support (and very specifically steam workshop support) would be available later this year after the first DLC pack.

Also also, Maximillian's science thing just straight up didn't work in the first game before modding fixed it.

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Nuclear War
Nov 7, 2012

You're a pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty girl
Do other agent types ever show up without their associated super agent like in EG1? I remember this would happen a lot in the first game and it made poo poo a lot more interesting. I haven't seen this happen in reaching the mid-late mid game and I'm disappointed. I did notice there's an optional objective to kill PATRIOT rogues so I suspect it's supposed to happen

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Nuclear War posted:

Do other agent types ever show up without their associated super agent like in EG1? I remember this would happen a lot in the first game and it made poo poo a lot more interesting. I haven't seen this happen in reaching the mid-late mid game and I'm disappointed. I did notice there's an optional objective to kill PATRIOT rogues so I suspect it's supposed to happen

It definitely is meant to happen, I think the likely issue is that the difficulty scaling is a bit weird and the Heat/Suspicious mechanics aren't connected properly in the background somehow.

Davincie
Jul 7, 2008

Nuclear War posted:

Do other agent types ever show up without their associated super agent like in EG1? I remember this would happen a lot in the first game and it made poo poo a lot more interesting. I haven't seen this happen in reaching the mid-late mid game and I'm disappointed. I did notice there's an optional objective to kill PATRIOT rogues so I suspect it's supposed to happen

Only if you actually kill investigators, if you don’t they never do.

I ended up just refunding the game, all the issues added up to making the game not fun for me

gimme the GOD DAMN candy
Jul 1, 2007
i found a surprisingly simple way to damage super agents with traps. venus spy trap activation zones can overlap, so an 8 wide hallway with two spy traps side by side will almost always catch a super at least once even on hard. sometimes the traps will repeatedly catch them until the super is dead. it works better the longer the series of spy traps lasts.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Hmm. Patch today.

----
With this update we've improved overall game stability, improved detection of audio devices, addressed a number of issues which could cause progression to become blocked, and made it simpler to see which of your Criminal Networks have no Schemes running.

We're continuing to listen to your feedback about balance and the desire for a swifter game pace, and are hard at work on further updates to these areas. Thanks to everyone who has got in touch, and thank you for your continued support of Evil Genius 2.

General
Crash fixes and stability improvements.
Audio device detection has been improved, and manual audio device selection has been added to the Launcher Options.
Radio Tower VFX has been disabled where a Scheme is running in the Region.
Narrative Characters can be successfully brainwashed if Objectives require them to be, even if the Lair is already at maximum minion capacity.
Trap effects no longer remain on minions or Agents indefinitely in unusual circumstances.
Stairs place on Gold tiles will be constructed correctly.
On the Crown Gold island Lair, the bridge from the Helipad is no longer autotagged for Distraction.
Improved gamepad support.
Various text and localisation improvements.

Campaigns
Tamara Krast can no longer be executed before the Task requires her to be in Max's campaign Objective, "Gold Fingers, And Toes, And...Well, Everything".
Narrative characters can no longer escape the Lair under unusual circumstances during Emma's Campaign Objective, "The Sound of Science".
Scientists consistently die after being Interrogated during Emma's campaign Objective, "The Sound of Science".

Side Stories
Addressed issues where several Side Stories could be started without having the advanced minion types they required.
Loot items cannot be stolen by Rogues before their Side Stories are complete.
Side Story "Hail to the Chef" can now be completed correctly even if fewer than three Forces of Justice have at least one scouted Region.
Fugu Furakawa's Heat Reduction and Gold Schemes will no longer spawn multiple times simultaneously within a single Region.
Crime Lords will correctly become full Henchmen when their final Side Story Objective is completed, even if the reward has not yet been collected.
Arms Dealer Bodyguards have had their strength reduced during the "Up In Arms" Side Story.
Julius Bird can no longer be killed after Interrogation in "The Man With The Silver Gun" Side Story.
Completion rewards have been added to the "Poisin' Ivy" Side Story.

Super Agents
John and Jane Steele can no longer be brainwashed.
Agent Steele will no longer arrive at the island dressed in scuba gear. Instead, one of a variety of John or Jane Steeles may arrive.

Henchmen
Carl Cafard can now be killed after being recruited as a Henchman when playing on Hard difficulty.


New
Trading cards have been added to the game! Get collecting minions.
---

dogstile
May 1, 2012

fucking clocks
how do they work?
I'm gonna put this down for a bit. I had fun but the atrocious pacing, the heat mechanics basically not working (or if they do work, they loving suck), the side stories constantly bugging out and making me restart from before I activated them, etc is really bad.

Hearing that the lead worked on mobile games before is really unsurprising and i'm really disappointed that nobody went "wait, this isn't fun" when waiting for every side story. Or only being able to do one research project at a time, etc.

Comte de Saint-Germain posted:

I really like most of the systemic changes to the game, like making minions the currency on the world map... and while it definitely has some pacing and balance issues, I think the game is pretty solid and most of the issues are pretty minor.

And while I think it's missing a lot of the charm of the original, I think there's some seriously rose tinted glasses going on in here. The original was extremely buggy! The research system required you to wait for science minions to decide to research an item, and if you didn't check a wiki to know the right combos, you could spend the whole game without some key techs. You think this game has pacing issues? Well at least you don't have to build a second island from scratch while super agents slaughter your minions on the beach.

The first game was extremely buggy but I don't remember the first game straight up stopping me from advancing in the story. The science was weird but whatever, early 2000's game dev lol.

I actually liked the second island from scratch. I didn't like having to wait until my heat was down and then counting all of my loot to make sure it got there, but actually applying what I knew to my second base, having to juggle the entrances, etc was all extremely cool. I even had a "freak room" full of pressure plates so I could randomly set off traps in my agent freezer room of death (handily filled with bodybags to get more agents to walk in).

There's pretty much none of that here. Any agent that gets past my casino immediately gets auto escorted back to the entrance. All traps either get disabled or are a hinderance. I haven't paid attention to a super agent since the very early game. I'm just bored, at this point.

gimme the GOD DAMN candy
Jul 1, 2007
lol when i loaded a game after downloading the patch fugu instantly died for no reason. with an older local save she was instead alive.

Knowlue
Nov 11, 2012

I could eat a sea cucumber
Tried to not use Jubei as my starting henchman and now I deeply regret it. Tried to recruit him through the crime lord story but I seemed to have messed something up as I ended up killing him on the world stage. I'm not sure if I should expect another side story to recruit him. My henchman will run into walls every so often when trying to deal with intruders

History Comes Inside!
Nov 20, 2004




Knowlue posted:

Tried to not use Jubei as my starting henchman and now I deeply regret it. Tried to recruit him through the crime lord story but I seemed to have messed something up as I ended up killing him on the world stage. I'm not sure if I should expect another side story to recruit him. My henchman will run into walls every so often when trying to deal with intruders

I read something about the crime lord stories having options that you need to take to recruit a henchman but hosed if I saw where the option was in any of the ones I’ve done, they just all end in killing them.

I completed one run and I’ll wait for patches/dlc before I play it again I think. It scratched an itch I guess but it could have been a lot better, I hadn’t put my finger on it but “free to play” is absolutely in the DNA of this game and as soon as that’s been pointed out it just feels like a slog.

gimme the GOD DAMN candy
Jul 1, 2007
pathing is hosed when you try to have a henchman target an enemy from a long distance. if you instead direct them toward the floor near the fight it works fine. poo poo's dumb.

also, i just now found out that the $1 billion gold achievement is literally impossible to do. they simply hadn't ever tried it.

DOCTOR ZIMBARDO
May 8, 2006
The lair stuff is really good but the world map layer is frustrating. Maybe if you could do more than one side quest at a time it would be improved. I get not wanting to have too many schemes cluttering up the map and making it impossible to tell what’s going on, but if you could just have two or three side quests going on at once I think maybe you could get things done faster? At 40 hours in I still only have 2 henchmen and a few pieces of unique loot. Only halfway through the story according to the tracker.

History Comes Inside!
Nov 20, 2004




My number one wish for the world map is a button to snap to the scheme for a chosen objective, because having to search around for them amongst all your other schemes is a loving ballache and the little highlighting blinky arrow thing that highlights what are supposed to be the key ones seems to not be there half the time.

Tenebrais
Sep 2, 2011

History Comes Inside! posted:

My number one wish for the world map is a button to snap to the scheme for a chosen objective, because having to search around for them amongst all your other schemes is a loving ballache and the little highlighting blinky arrow thing that highlights what are supposed to be the key ones seems to not be there half the time.

If it helps, only special schemes appear when you zoom right out on the map.

Note this includes the "invite super agent" schemes and Fugu's special schemes, so it's not always that helpful, but it at least lets you see past all the standard ones.

DarkHorse
Dec 13, 2006

Nap Ghost

History Comes Inside! posted:

My number one wish for the world map is a button to snap to the scheme for a chosen objective, because having to search around for them amongst all your other schemes is a loving ballache and the little highlighting blinky arrow thing that highlights what are supposed to be the key ones seems to not be there half the time.

A filter on the world stage would be extremely handy for quests

Pulsarcat posted:

Feel free too laugh at me for being the worlds biggest dum dum, but, what do heat, suspicion and lockdowns do?

I'm asking because I thought it would be fun too turn off all my traps and distraction zones and just let investigators walk off with full suspicion thinking it would result in my base being raided, but nothing changed.
I don't think them leaving increased Heat in their respective areas, at least I didn't see it go up.

And having high Heat didn't result in different type of agents showing up, they seemed to send higher level investigators, but soldiers almost never raided my lair and I've never seen saboteurs and rogues show up on their own, they only come with super agents.

I also let large chunks of the map go into lockdown and despite I.R.I.S warning me about "Tougher Agents" they never showed up.
In fact lockdowns seemed to be a quick and cheap way to reduce that regions heat down too zero.

There honestly seemed to be no difference at all, if I chased away all the investigators and mitigated heat I would only ever get a wave of investigators every few minutes with the very rare soldier raid, and if I ignored all these mechanics I would only ever get a wave of investigators every few minutes with the very rare soldier raid.

So please, using tiny words, explain what the Heat, Suspicion and Lockdown mechanics actually do in regards to how the F.O.J react.

You're not dumb, heat and suspicion basically do nothing at this point. In an earlier post I described how after a soft lock I restarted on hard and I trivialized the game by just ignoring investigators.

I'm still having fun base building but the game really wasn't fully cooked. However I'm pretty sure the people involved genuinely live the game, and they do seem to be working to fix issues. It's only been out a few weeks, remember, and they're not a large studio to throw endless resources at it. That said I don't blame anyone that asked for a refund, but I do think it will be in a much better place in a few months.

gimme the GOD drat candy posted:

lol when i loaded a game after downloading the patch fugu instantly died for no reason. with an older local save she was instead alive.

Yeah lots of people are reporting a henchman at the conference table will die when loading after patching

Knowlue
Nov 11, 2012

I could eat a sea cucumber

History Comes Inside! posted:

I read something about the crime lord stories having options that you need to take to recruit a henchman but hosed if I saw where the option was in any of the ones I’ve done, they just all end in killing them.

I completed one run and I’ll wait for patches/dlc before I play it again I think. It scratched an itch I guess but it could have been a lot better, I hadn’t put my finger on it but “free to play” is absolutely in the DNA of this game and as soon as that’s been pointed out it just feels like a slog.

I tried to capture him when he showed up to my lair and he just vanished. Killed him next mission

History Comes Inside! posted:

My number one wish for the world map is a button to snap to the scheme for a chosen objective, because having to search around for them amongst all your other schemes is a loving ballache and the little highlighting blinky arrow thing that highlights what are supposed to be the key ones seems to not be there half the time.

That and the ability to cycle through crime networks that have no active scheme.

gimme the GOD DAMN candy
Jul 1, 2007
it's still in the initial bugfix phase. balance changes and such will come afterward, if at all.

Tenebrais
Sep 2, 2011

Knowlue posted:

I tried to capture him when he showed up to my lair and he just vanished. Killed him next mission

Of the four crime lord side-stories I've done, three of them involved capturing the crime lord at the end of part 2 (Incendio, Fugu, Sir Daniel) but Jubei's was different - whatever you choose, he disappears at the end, and then you get the choice of two side-stories about him later. One involves killing him and one recruiting him.

Section Z
Oct 1, 2008

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

Pillbug

DarkHorse posted:

You're not dumb, heat and suspicion basically do nothing at this point. In an earlier post I described how after a soft lock I restarted on hard and I trivialized the game by just ignoring investigators.

I'm still having fun base building but the game really wasn't fully cooked. However I'm pretty sure the people involved genuinely live the game, and they do seem to be working to fix issues. It's only been out a few weeks, remember, and they're not a large studio to throw endless resources at it. That said I don't blame anyone that asked for a refund, but I do think it will be in a much better place in a few months.

I wonder if 'return with evidence' doing so little was an emergency measure to stop a constant string of campaign ends even during the first stages of the tutorial due to how bonkers agents are for the low end of your options?

"It is so easy to deal with agents in this game!"
"What about all those times a single group of level 1 investigators with 50 health slaughtered your starting base of 50 workers and 10 guards because you didn't unlock scientists and guns first after a long string of letting agents leave your base?"
"That doesn't count! Because NOW, after hours of research and base building, they are easy"
"A drained to zero skill agent just disarmed a trap"
"And that is okay because I have thirty more traps!"

Then you have other things like how martial artists only punch for five damage without melee weapons (which only happened to try and keep gun wielding minions from grabbing melee). Which I have seen hyped up as "Well... they TAKE less damage so that is okay! They can be bait to let your other minions shoot them!" which is not only missing the point, but also assumes your hitmen will do more than point their rifle at a melee in a threatening manner without shooting for most of (or all of) the fight.

So imagine all that, if soldiers could also spawn regularly just from evidence before you make that initial climb to handle investigators on your own terms without sending in Ivan or Zalkia to save the day. But something like "Soldiers respond to murder" can't happen until you are developed enough for agent murder on at least a somewhat reliable basis.

Section Z fucked around with this message at 15:46 on Apr 13, 2021

Tehan
Jan 19, 2011
I feel like a lot of problems would be solved if they axed passive heat gain, made the heat reduction missions a lot harder, and made lockdowns cause nasty groups to spawn. Right now investigators escaping means jack poo poo because your heat always goes up anyway and lockdowns don't mean anything, but if lockdowns weren't inevitable they could be given teeth and then you've got an actual reason to pay attention to investigators and be careful not to drive your heat up too high. Right now the world map is an annoying plate spinner, where in EG1 you turned your attention to it with specific purposes in mind.

TheDeadlyShoe
Feb 14, 2014

The agent/minion balance should in theory be trivially moddable. With any luck we'll be judo chopping the forces of justice to death before we know it.

Danaru
Jun 5, 2012

何 ??
I'd settle for just a screen that let's you tell what minions use what weapons

Or hell just do it like EG1 where each muscle minion has one weapon they'll use

Let me do ANYTHING to stem the tide of mercenaries using the melee weapons I put down for martial artists

dogstile
May 1, 2012

fucking clocks
how do they work?

Tehan posted:

Right now the world map is an annoying plate spinner, where in EG1 you turned your attention to it with specific purposes in mind.

On that note I don't think i've bothered reading the world map mission stories because of this. One of them was for a mission called supersonic which had the description of "steal a jet". I quickly stopped bothering.

Thanks game, good funny writing.

Section Z
Oct 1, 2008

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

Pillbug

Danaru posted:

I'd settle for just a screen that let's you tell what minions use what weapons

Or hell just do it like EG1 where each muscle minion has one weapon they'll use

Let me do ANYTHING to stem the tide of mercenaries using the melee weapons I put down for martial artists

Once you get hitman it would be a bit easier in the current situation at least?

Only mercs and Martial artists can use a staff (according to the machine's tooltip icons at least), and dumping a bunch of staff machines next to advanced guard tables set for MA+Hitman only didn't result in a bunch of staff wielding hitmen. No risk of tiny little weak clubs ending up in anybody's hands. And lethal staffs are not too bad in a merc's hands even for capture attempts, but it would mean them gleefully running up into gunfire before getting their swings in first.

That said, with how many equip logic bugs there are. I can't say for certain if a merc with a staff training up into a hitman won't brute force them into being glitched into perma unarmed status or some other :tinfoil: grade antics.

More control over item use/staffing would be a huge deal in general. Like, the cloning machine and art studio list "Worker, OR science/social nerd." But I have never seen a worker staff them, so you end up seeing socialites posing for people painting pictures of construction workers rubbing it in. And the "Guards+mercs or MA+hitmen. One or the other" setting on advanced guard tables can feel fairly awkward.

Section Z fucked around with this message at 16:21 on Apr 13, 2021

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

dogstile posted:

On that note I don't think i've bothered reading the world map mission stories because of this. One of them was for a mission called supersonic which had the description of "steal a jet". I quickly stopped bothering.

Thanks game, good funny writing.

I miss the radio people from the first game, they were great

Tenebrais
Sep 2, 2011

dogstile posted:

On that note I don't think i've bothered reading the world map mission stories because of this. One of them was for a mission called supersonic which had the description of "steal a jet". I quickly stopped bothering.

Thanks game, good funny writing.

It's kind of odd, most schemes have pretty good descriptions but there's a handful like that mixed in that feel more like a first-draft high-level description of what schemes they were going to put in before doing the actual writing. Like someone just loaded in the wrong draft for part of it. Or perhaps more likely they didn't have time to write them all out.


blackmongoose posted:

I miss the radio people from the first game, they were great

Eh, most of those were lazy stereotypes. If nothing else, the character writing in this game is much better than the first, even with the geniuses having a lot of the same dialogue. I've found the Crime Lord and Super Agent side-stories a lot of fun just for that.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
The Fast and the Fury-bus is and will forever be an excellent operation

Knowlue posted:

Tried to not use Jubei as my starting henchman and now I deeply regret it. Tried to recruit him through the crime lord story but I seemed to have messed something up as I ended up killing him on the world stage. I'm not sure if I should expect another side story to recruit him. My henchman will run into walls every so often when trying to deal with intruders

Assuming this works the same way as it did for Eli, when you get to that point, the game offers you two side stories - one to capture and one to kill. It's not made clear the other option exists, you have to read through the rest of your available side stories and notice it and start the correct one.

reignofevil
Nov 7, 2008
If you had the ability to knock out a couple side stories at a time and so you didn't have like twelve of them taking up your entire screen at once it would probably be more apparent that you're being presented with two very different options.

Azuth0667
Sep 20, 2011

By the word of Zoroaster, no business decision is poor when it involves Ahura Mazda.
Doesn't look like they fixed the full metal jackie recruitment nonsense. Hopefully, they will in the next patch.

skeleton warrior
Nov 12, 2016


Azuth0667 posted:

Doesn't look like they fixed the full metal jackie recruitment nonsense. Hopefully, they will in the next patch.

I got it to work, but I had to load from before I did the “get Jackie to come to your base” bigger mission, and it immediately succeeded and gave me two new side missions: one for killing her and one for capturing her.

Unless you mean not being able to recruit Jubei, Eli, the Hunter, or Ming before going for Jackie; that bullshit has not seemed to change.

So I now have Full Metal Jackie. Game is still an unfortunately paced slog I leave on fast forward while waiting for Quantum Chemists to finally train, because apparently I’m at the point where every mission needs three of them, and scientists won’t both to hang around long enough to do the full training in one run, so I’ve got like twenty one-third trained Biologists.

gimme the GOD DAMN candy
Jul 1, 2007
i said gently caress it and built a dozen or so quantum trainers at that point.

Knowlue
Nov 11, 2012

I could eat a sea cucumber

Tenebrais posted:

Of the four crime lord side-stories I've done, three of them involved capturing the crime lord at the end of part 2 (Incendio, Fugu, Sir Daniel) but Jubei's was different - whatever you choose, he disappears at the end, and then you get the choice of two side-stories about him later. One involves killing him and one recruiting him.



Psion posted:

The Fast and the Fury-bus is and will forever be an excellent operation


Assuming this works the same way as it did for Eli, when you get to that point, the game offers you two side stories - one to capture and one to kill. It's not made clear the other option exists, you have to read through the rest of your available side stories and notice it and start the correct one.

Yeah I didn't realize it'd be two options, I figured they'd be combined into the same story line and I just decide if I want him on the team or not.

Hoping I still have my old save that is right before I embarked on the story line

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Keep in mind if you don’t have Martial Artists yet you aren’t even eligible for the final Jubei sidestories where one is capture and the other is kill.

Pyroi
Aug 17, 2013

gay elf noises
Though, side effect of you being attacked by some Jubei minions in a previous mission? You can brainwash them and get free Martial Artists, even if you haven't unlocked them.

DarkHorse
Dec 13, 2006

Nap Ghost

Pyroi posted:

Though, side effect of you being attacked by some Jubei minions in a previous mission? You can brainwash them and get free Martial Artists, even if you haven't unlocked them.

Yeah I did this and it was quite handy.

Soldiers will also brainwash into mercs or MAs depending on their level

Section Z
Oct 1, 2008

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

Pillbug

gimme the GOD drat candy posted:

i said gently caress it and built a dozen or so quantum trainers at that point.
Somebody once pointed out to me that super computers drag three quantum mechanics at a time to them during research, which probably explains the feeling of having a shortage of quantum chemists in spite of seemingly reasonable science staff numbers.

Maybe if we are lucky a super computer is three times as efficient as other research objects and not simply making the longest research projects in the game need three times the staff... right? right? :pray:

piratepilates
Mar 28, 2004

So I will learn to live with it. Because I can live with it. I can live with it.



Has anyone felt the need to use a lot of the space in their base? I’m nearing the end game (I researched the highest level of mining and generally have most of the content in the game AFAICT) I’m only really using the ground and second floors of my base (plus a corridor on the third for the MIDAS), and I have room to spare.

That leaves the entire basement, and another 2 levels on top for expanding, and quite frankly I don’t feel the need? I could build out more training and stuff, but not enough to really change my life. It kind of feels like I have more room than game.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
Most of my floorspace is based on laziness: Generators so I don't have to turn anything off, vaults so I can stare at giant stacks of gold.

so yeah I have more than I need but also, why not

Doctor Butts
May 21, 2002

I feel like I played a bunch of EG 1 and got used to how that game handled. It was frustrating at times but once you got a few things down, it was cool.

In this game, I played a bit through the guided tutorial thing, realized I messed up a design of my base, then started over. I waited forever to even recruit a henchperson. I made sure I researched every tech to the highest I could (lvl 2 only) and I have almost 300k in gold at my base. I just went ahead and started a hench story but I'm not looking forward to agents getting tougher. These traps loving suck. Trap combos seem to suck so far, and that's even without needing triggers. You also don't seem to get money from them, though I can't tell for sure. All I know is that, while EG1 had a spin up time for some of the traps, their cooldown and reuse was relatively quick. Here? It seems like they take like 30 seconds are more. One agent will trigger one, while 4 others just walk on by.

Granted, I'm distracting every agent to go to the casino, but it's not fun having to listen for the boat to come in to start tagging them in time.

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TheAnomaly
Feb 20, 2003

Doctor Butts posted:

I feel like I played a bunch of EG 1 and got used to how that game handled. It was frustrating at times but once you got a few things down, it was cool.

In this game, I played a bit through the guided tutorial thing, realized I messed up a design of my base, then started over. I waited forever to even recruit a henchperson. I made sure I researched every tech to the highest I could (lvl 2 only) and I have almost 300k in gold at my base. I just went ahead and started a hench story but I'm not looking forward to agents getting tougher. These traps loving suck. Trap combos seem to suck so far, and that's even without needing triggers. You also don't seem to get money from them, though I can't tell for sure. All I know is that, while EG1 had a spin up time for some of the traps, their cooldown and reuse was relatively quick. Here? It seems like they take like 30 seconds are more. One agent will trigger one, while 4 others just walk on by.

Granted, I'm distracting every agent to go to the casino, but it's not fun having to listen for the boat to come in to start tagging them in time.

If you researched the level 2 stuff, you can set your casino to auto-tag distract everyone who enters it. It's in the little menu on the left hand side (the one with research). Icon looks like a price tag.

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