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Vengarr
Jun 17, 2010

Smashed before noon
I'm waiting for them to patch hitmen not grabbing SMGs off the rack.

It's such a minor bug comparatively but by god it annoys the hell out of me.

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Doctor Butts
May 21, 2002

TheAnomaly posted:

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.

Thanks. I did the research but I couldn't figure out where the actual auto-tag thing was!

reignofevil
Nov 7, 2008

piratepilates posted:

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.

There simply aren't enough room types to ever need all of your space. Especially when you realize the there is really two stats for each minion that are likely to go down without them getting shot or whatever and about three of the rooms you're given are dedicated to improving the single hunger/sleeptime/brainmachine stat.

Nitrousoxide
May 30, 2011

do not buy a oneplus phone



Are there any good streamer/youtubers for this game?

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?


I had like two entire floors completely filled with power generators and a small breakroom.

HORMELCHILI
Jan 13, 2010


Vengarr posted:

I'm waiting for them to patch hitmen not grabbing SMGs off the rack.

It's such a minor bug comparatively but by god it annoys the hell out of me.

Have your smgs be the first reachable racks and make sure minions have to pass them to grab a pistol

BitBasher
Jun 6, 2004

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


HORMELCHILI posted:

Have your smgs be the first reachable racks and make sure minions have to pass them to grab a pistol

Nope. Hitmen and mercs will walk straight past them without grabbing one. Repeatedly. My base is set up so they have to walk past them on the way out of training in that order, with 2h batons last after the pistols.

Pulsarcat
Feb 7, 2012

DarkHorse posted:

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


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.

Thanks for confirming that heat and suspicion don't really do anything.
I think this is my biggest issue with the game, even more than the bugs and bad design choices, the fact that on the surface the game has dozens of moving parts, but once you open it up and examine the parts you realize that they don't actually do anything more than provide the illusion of complexity.

I really hope they fix this in the coming months, because I really want this too be a great game.


Section Z posted:

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?

This whole post illustrates how wonky the difficulty scaling is.
The instant you setup your first criminal network you're swarmed with a bunch agents you can't handle at that point, but by the mid game it's pretty easy to handle almost anything except for maybe one or two of the super agents and they only show up when you trigger them.

So even if you get caught off guard by a mission, it's not hard to just put the game on fast forward while you eat dinner and come back too all the damage being undone.

And as for a wish list of features.
I would love to be able to make "squads" of muscle minions, just assign them too an armoury, chose which minions make up the squad, which weapons they use, and which cameras they respond too.

Panic rooms my non-muscle minions can hide in when I hit the red alert button, mostly so my deception minions don't run into corners too be gunned down by soldiers.

To be able to pick and chose which things I.R.I.S warns me about.
I don't need separate warnings for my vault being nearly full, and for my vault being full and for my vault being nearly full and for my vault being full and for my vault being nearly full and for my vault being full and for....

Also I'm not the one who decided I should be able to watch the entire extended edition of The Lord of the Rings trilogy in the time it takes a single quantum science minion to train, so stop warning me every time one of them stops training to make a ham sandwhich.

HORMELCHILI
Jan 13, 2010


BitBasher posted:

Nope. Hitmen and mercs will walk straight past them without grabbing one. Repeatedly. My base is set up so they have to walk past them on the way out of training in that order, with 2h batons last after the pistols.

Well rip it worked on my machine

Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.
I got the gun thing too! The trick is to strike all your gun cabinets, build a different, unconnected armory and place them all in that!

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.

Vengarr posted:

I'm waiting for them to patch hitmen not grabbing SMGs off the rack.

It's such a minor bug comparatively but by god it annoys the hell out of me.

I don't think it's a bug, per se, it's more a design issue.

So, when you first train a minion into a guard, they get to pick a weapon for themselves, since they can't take an SMG, they will look around for any other weapon possible and take that instead, even if the SMG is closest to their position after they become trained. Then when they are trained into a merc, and then a hitman, they already have a weapon and never pick another one. Since every hitman was once a guard, the vast majority of them already have a weapon and thus never go looking for an SMG.

Could be fixed by the devs by adding a behavior to hitmen to look for higher quality weapons when they level up. You can also "fix" it on your end by being really careful what weapons you place in your lair vs the number and type of muscle minions you train, but it's never gonna work exactly right.

dogstile
May 1, 2012

fucking clocks
how do they work?
The other thing is that they seem to use raw distance instead of actual distance to decide what rack is closer. My armoury had all the guns at the entrance and all the club's at the back. But if you just drew a straight line from the club's to the trainer, they'd be closer.

gimme the GOD DAMN candy
Jul 1, 2007
i simply removed all pistol racks and accepted that regular guards wouldn't be able to fight for poo poo. it takes longer to replenish after a big nasty battle (hi final steele mission), but using mercs as the basic muscle minion and only keeping the bare minimum number of guards works fine.

DarkHorse
Dec 13, 2006

Nap Ghost

gimme the GOD drat candy posted:

i simply removed all pistol racks and accepted that regular guards wouldn't be able to fight for poo poo. it takes longer to replenish after a big nasty battle (hi final steele mission), but using mercs as the basic muscle minion and only keeping the bare minimum number of guards works fine.

Yeah this is basically what I did. I only have enough guards to keep merc training full

gimme the GOD DAMN candy
Jul 1, 2007
well, i've now tried it on every super agent except agent x (because his entry point is unpredictable), and enough venus spy traps placed two abreast was enough to kill all of them on hard. if they had enough subordinates with them they'd sometimes get through a single 6 plant hallway, but never two. granted, sometimes olga ignored my decoy hallway to chase around valets, but that's just how it goes with soldiers. symmetry is especially simple to kill this way if you use a single large vault.

i think the reason it works is simply the overlapping activation zones. the supers walk through the middle of a hallway as usual and deactivate traps as they enter their activation zone. when there are multiple traps activating from the same spot they only work on one at a time while the others go off normally. it also works with puppies, but those are much lower damage and are better for crowds than supers.

Laughing Zealot
Oct 10, 2012


So it was a bug that John Steele always showed up for me as a goofy scuba gear wearing dude. Makes sense.

Finished my Max campaign and it took whooping 45 hours. Granted I did a good amount of sidequests and almost never used 2x speed but still. Funny thing is that I'm itching a bit for starting a new game but I think I'm gonna hold off until some bigger patches arrive.

gimme the GOD DAMN candy
Jul 1, 2007
i got a softlock from symmetry being unwilling to respawn. going back to previous saves negates the softlock but she still doesn't respawn regardless so the missions to kill her aren't doable. apparently that's a known issue. still, i guess that's the last straw and i'm done with this game for now.

BitBasher
Jun 6, 2004

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


Comte de Saint-Germain posted:

I don't think it's a bug, per se, it's more a design issue.

So, when you first train a minion into a guard, they get to pick a weapon for themselves, since they can't take an SMG, they will look around for any other weapon possible and take that instead, even if the SMG is closest to their position after they become trained. Then when they are trained into a merc, and then a hitman, they already have a weapon and never pick another one. Since every hitman was once a guard, the vast majority of them already have a weapon and thus never go looking for an SMG.

This is absolutely not the case. I thought it might be so I tested it.

I structured my base so that the guard, hitman, martial artist and merc trainers are all the way at the back of an elongated training room, then down a floor and through a twisty hallway. The area for training all the physical guards is only accessible by walking through the entire area. Once trained they have to walk all the way out past the stun SMG racks, then stun pistol racks, then 2h baton racks in order to leave the training area and get back to the rest of the base.

I have sat and watched them train after killing a bunch of muscle minions. They will be without guns and go straight from the guard trainer to the merc trainer or hitman trainer, then walk past the SMG racks and grab a pistol. In an hour only one single SMG got picked up, and the pistol racks were nearly empty. This was enough to replace my entire muscle minion contingent almost 2 times over.

dogstile posted:

The other thing is that they seem to use raw distance instead of actual distance to decide what rack is closer. My armoury had all the guns at the entrance and all the club's at the back. But if you just drew a straight line from the club's to the trainer, they'd be closer.

I have also adjusted for this and made sure the SMG racks were physically the closest. No dice.

I'll post screenshots when I get home.

seaborgium
Aug 1, 2002

"Nothing a shitload of bleach won't fix"




BitBasher posted:

This is absolutely not the case. I thought it might be so I tested it.

I structured my base so that the guard, hitman, martial artist and merc trainers are all the way at the back of an elongated training room, then down a floor and through a twisty hallway. The area for training all the physical guards is only accessible by walking through the entire area. Once trained they have to walk all the way out past the stun SMG racks, then stun pistol racks, then 2h baton racks in order to leave the training area and get back to the rest of the base.

I have sat and watched them train after killing a bunch of muscle minions. They will be without guns and go straight from the guard trainer to the merc trainer or hitman trainer, then walk past the SMG racks and grab a pistol. In an hour only one single SMG got picked up, and the pistol racks were nearly empty. This was enough to replace my entire muscle minion contingent almost 2 times over.


I have also adjusted for this and made sure the SMG racks were physically the closest. No dice.

I'll post screenshots when I get home.

I got around this by only building rifle and staff racks. I don't care if guards are unarmed, they're just a step on the way to the higher tier minions.

dogstile
May 1, 2012

fucking clocks
how do they work?
Sounds like priorities are out of whack.

Makes sense, the more I play this game the more i'm disappointed by it.

khy
Aug 15, 2005

The 2nd Island - Gemelas or whatever - is very pretty. I want to make a good lair there but I'm unsure what would be the most effective way to build, with my lair split in half between two pillars. Kinda wish there was a lair builder out there that people could use to plan and show off creations.

Also SERIOUSLY wishing that there was a way to build and then 'pause' rooms like in the first game so I can plan out large swathes of my base and then control when each part of it gets built. That's probably the #1 thing I miss most from the first game.

BitBasher
Jun 6, 2004

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


khy posted:

The 2nd Island - Gemelas or whatever - is very pretty. I want to make a good lair there but I'm unsure what would be the most effective way to build, with my lair split in half between two pillars. Kinda wish there was a lair builder out there that people could use to plan and show off creations.

I'm on that island. After you get to research level 3 you can rearrange the base so there is no longer a functional back door and everyone enters through the casino. You may be able to do it earlier. It makes things a lot less annoying in my opinion.

DarkHorse
Dec 13, 2006

Nap Ghost

khy posted:

The 2nd Island - Gemelas or whatever - is very pretty. I want to make a good lair there but I'm unsure what would be the most effective way to build, with my lair split in half between two pillars. Kinda wish there was a lair builder out there that people could use to plan and show off creations.

Also SERIOUSLY wishing that there was a way to build and then 'pause' rooms like in the first game so I can plan out large swathes of my base and then control when each part of it gets built. That's probably the #1 thing I miss most from the first game.

This, and the ability to turn entire rooms on/off

Away all Goats
Jul 5, 2005

Goose's rebellion

Sooo now that the game has been out for a few weeks now, how do people feel about it? Is it worth despite the flaws? Was about to pick it up but noticed it has mixed reviews on Steam

QuarkJets
Sep 8, 2008

Away all Goats posted:

Sooo now that the game has been out for a few weeks now, how do people feel about it? Is it worth despite the flaws? Was about to pick it up but noticed it has mixed reviews on Steam

It's a good game, has some jank but if you basically want Polished Evil Genius 1 then it's great

gimme the GOD DAMN candy
Jul 1, 2007
wait for more bugfixes, imo.

DarkHorse
Dec 13, 2006

Nap Ghost

Away all Goats posted:

Sooo now that the game has been out for a few weeks now, how do people feel about it? Is it worth despite the flaws? Was about to pick it up but noticed it has mixed reviews on Steam

If you loved EG1 you will like this. It's got bugs and balance issues but the foundation for a great game is there. You can save your money and wait for better patches or a price drop, or go in knowing things will be janky and just build your lair

Dark Off
Aug 14, 2015




its basically improved EG1 in early access state the core is good but its really unpolished. UI is bad, world map is bad, balance is out of whack, lair gameplay is good..
Its definitely not worth 60$ something like 20$ for its current sate. Dont bother with dlc's

gimme the GOD DAMN candy
Jul 1, 2007
buying dlc that isn't out yet for a game that is barely complete would be exceptionally foolish.

axelord
Dec 28, 2012

College Slice

Away all Goats posted:

Sooo now that the game has been out for a few weeks now, how do people feel about it? Is it worth despite the flaws? Was about to pick it up but noticed it has mixed reviews on Steam

I've done one play through and I'm pretty much done. It was alright I guess.

It's really a simple game hidden by a lot of moving parts that don't really matter.

The theme is great, the traps are fun, building your base is fun. I liked my evil genius.

But after T2 the game is pretty much solved and you have tens of hour left in a play through. There's a big grind between T2->T3 that you are just going to be doing nothing and waiting to clear missions.

The cover operation and traps will stop low level investigators that are no threat at all, but are useless against Super Agents.

The World map is an uninteresting clickfest. Heat generations on the World map seems to not matter at all and Super Agents are easily avoided.

LLSix
Jan 20, 2010

The real power behind countless overlords

Away all Goats posted:

Sooo now that the game has been out for a few weeks now, how do people feel about it? Is it worth despite the flaws? Was about to pick it up but noticed it has mixed reviews on Steam

A significant part of the last 10 pages has been griping.

Tenebrais
Sep 2, 2011

It's a bit hard to give a solid yes/no judgement. The core gameplay is good, but it has a lot of flaws, but most of those flaws would be fairly easy to fix with patches. The problems revolve mostly around pacing, a lack of danger, and some bugs. If you enjoy just watching your ant farm go and soaking in the atmosphere, you'll have a good time, otherwise you might get quite frustrated once you're ten hours in that you can't accelerate time more than 2x.

If you enjoyed the first game despite its flaws and frustrations, I can't imagine you having a bad time with this one - but you might spend a lot of it imagining how it could easily be a better time.

Thus the advice to give it some time for the developers to put out bugfix and balance patches. They launched with plans for DLCs in the future, so they've got motivation to fix its issues, and in the few weeks it's been out they've already patched some of it.

dogstile
May 1, 2012

fucking clocks
how do they work?
I would suggest you just play EG1 with the patch that fixes everything and wait another year for this one.

gimme the GOD DAMN candy
Jul 1, 2007
there is at least one way to kill super agents easily with traps, though. so that takes care of the sole remaining challenge in the game.

Elendil004
Mar 22, 2003

The prognosis
is not good.


gimme the GOD drat candy posted:

there is at least one way to kill super agents easily with traps, though. so that takes care of the sole remaining challenge in the game.

Go on...

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?


I enjoyed my time with it but I would also say to wait and see how the patches change things. They've said they're going to revise the pacing and world map, if they actually do that successfully it's worth buying.

gimme the GOD DAMN candy
Jul 1, 2007

it's very simple, just make an 8 wide hallway and fill it with venus spy traps.

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to
Once i realized I can sell the stuff in the casino when you start, I was able to get a good game going until all of my minions got stuck in the lunchroom and none of the techs were repairing stuff and that caused a cascade for fires and explosions in the reactor room in the basement and suddenly i had no power and no money and yea i could have sold off the stuff I had to build more reactors, but even then the minions weren't doing anything just standing around getting snacks rather than working.

So i restarted on the first island, thinking that the 3rd option may have been the issue due to its odd shape.

But what was giving me an issue before this was even though i had level 2 criminal networks in every area of the world, i could not find the second loot mission, which meant i couldn't complete the set of goals I had and unlock the 3rd tier of research so i could avoid having the entire 2nd floor being nothing but command centers.

gimme the GOD DAMN candy
Jul 1, 2007
if you are trying to get all the loot items in one game you should be aware that there are a lot of them and the requirements for many of them are still unknown. a bunch are very easily missable, too.

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The Cheshire Cat
Jun 10, 2008

Fun Shoe

gimme the GOD drat candy posted:

if you are trying to get all the loot items in one game you should be aware that there are a lot of them and the requirements for many of them are still unknown. a bunch are very easily missable, too.

I just finished the game and yeah one thing I noticed is that some loot missions will just disappear after a certain point and never come back. I think it's based on your main story progress, like some of them are "early game only", "mid game only", etc, but the transition points are completely unmarked so the only way to really be sure is to always exhaust all your available side missions before moving forward with the main story, which will of course take ages (I had like, 25% side story completion when I got to the ending cutscene).

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