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Bootcha
Nov 13, 2012

Truly, the pinnacle of goaltending
Grimey Drawer
So in my attempt to see if I can create a "standby area" for idle unemployed minions I want for schemes, I'm seeing a few things:

1) Minions do not idle around in Prison, Vault, Lair, or Hallway. They will always be passing through to go somewhere else.
2) Low Priority idling areas for minions are Power, Medical, Training, Staff Room, Lab, Archive, Casino, and Barracks. Visits are very quick.
3) Medium Priority idling areas for minions are Mess Hall and Armory. People will pause for awhile in these areas.
5) High Priority idling area for minions is Control Room. It's the place to lollygag apparently.
6) Minions for some reason hate wall chairs now. Scientists and Technicians like wall chairs and will go out of their way to sit in them.
7) No one likes regular chairs. Or benches.
8) No other decor seems to matter for attracting minions to idle around.
9) Amount of idle minions seems to be based on area. A small space will handle a few, while an empty large plot will handle more.

In a sense, I've kinda already created an idle spot for schemes for minions with my centralized Armory. With a Security Desk and some Wall Chairs, I could in theory create a 3/4 efficient scheme standby area. Valets seem to not like any of these things, so I'll have to test further to confirm that. It's possible that I've isolated them so well near the Casino they don't bother with anything on the second floor at this point.

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JerikTelorian
Jan 19, 2007



twistedmentat posted:

I had no idea the decorations actually did something as the cost nothing.

Many decorations are free (plants and lights). Some have a small cost (air cons, water fountains, printers, tape reels, etc) and are supposed to reduce the speed of stat drain in an area around them.

Megillah Gorilla
Sep 22, 2003

If only all of life's problems could be solved by smoking a professor of ancient evil texts.



Bread Liar

Section Z posted:

If ANY -drain aid item works anywhere, then it is so minor that lots of people trying to test it on the internet can't tell.

Wouldn't it be nice if the game had an in-built index with all the stats?

It would certainly help with "Something is wrong with the training room, boss!" messages if you knew how many stat boost items to put around the trainers.

Bootcha
Nov 13, 2012

Truly, the pinnacle of goaltending
Grimey Drawer
So, here's my Island 1 efficient (so far) base:



Every Specialist has their own amenities nearby to reduce downtime, which seems to be working fine. The Wall-Chair discovery led me to put a few of those chairs around the Lab area to keep scientists from wandering off too far. The Vault holds just over 500k gold, with plenty of camera coverage and spacing for when I have to deal with Symmetry. Only thing I don't like is having my science section attached to the prison for risk mitigation, but that's a conceit I'll live with. I don't think I'm ever going to have power problems, or at least real estate power problems. Plus, once I get the next tier of research, I have plenty of space for the specialist improvement rooms/equipment.

And yes, on every floor I've put fire extinguishers wherever there wasn't natural hallway wall accents.



The Minion Level. 16 Kitchens seems to be keeping up with demand from all the brain draining radios and intel desks, I'd say about spots are in use at all times. Beds are about 3/5th full at all times, and I've got 3 extra camera desks to ensure no fallout of eyeballs on corridors and sensitive areas. Training Room suffices for now, but there might be real estate issues later on if I continue 2 trainers per specialist. There's a constant flow of minions to the Evil 101 classroom. The Holding Room in the top left has pretty much failed, as the Armory area on the first floor does a much better job incidentally. At this point, I'm considering relocating the tiny medbay at the bottom to the Holding Room for more medbeds and closer access to the central stair spine. When doing that, I'll shift/expand the Minion Rec Room and Training Rooms over to the right and swallow up the vestigial hallway, with a Radio Room entrance adjustment. I wonder how the next tier of minion lockers will affect the locker warehouse spacing.

Like the main level, I have cameras EVERYWHERE. Even in the barracks. Agent X doesn't respect privacy and neither should I.



Goons live in basements.



I can't think of any use for this level, other than I'll need a hallway for when I make the superweapon.

Bootcha fucked around with this message at 22:15 on Apr 27, 2021

gimme the GOD DAMN candy
Jul 1, 2007
sticking your henchmen deep inside your base means that only jubei will ever be useful. it's better to put your sanctum somewhere central so you can actually dispatch henchmen as needed. letting them wander around is even worse, because any time you want them to go to the casino they are touring a giant subterranean power room where nothing ever happens.

it'd sure be nice if you could tell henchmen to stay anywhere other than their table.

Tenebrais
Sep 2, 2011

gimme the GOD drat candy posted:

sticking your henchmen deep inside your base means that only jubei will ever be useful. it's better to put your sanctum somewhere central so you can actually dispatch henchmen as needed. letting them wander around is even worse, because any time you want them to go to the casino they are touring a giant subterranean power room where nothing ever happens.

it'd sure be nice if you could tell henchmen to stay anywhere other than their table.

Incendio is useful in this way, too - he only hangs around the casino and autonomousy distracts agents/tourists. The upside is it's easy for him to be first on the scene for any front-door attack. This is also the downside.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Tenebrais posted:

Incendio is useful in this way, too - he only hangs around the casino and autonomousy distracts agents/tourists. The upside is it's easy for him to be first on the scene for any front-door attack. This is also the downside.

Yeah I found out the hard way that Incendio is also the Red Ivan of this game. He's not quite as bad since he doesn't start fires everywhere but he is going to destroy a lot of stuff and probably kill just as many of your minions as he does agents.

Dark Off
Aug 14, 2015




https://steamcommunity.com/games/700600/announcements/detail/3075372660699892481
at least on paper this patch looks good

quote:

General
Vehicle speed and responsiveness have been significantly increased, resulting in a faster game pace, and more rapid travel for all characters to and from the Lair.
Body Bags have been made less punitive, by increasing the duration of the negative status effect, but lowering the Morale drain that results, giving minions more time to reach stat restoring equipment.
Minions operating furniture will no longer ignore Executions.
Minion Salaries have been increased in line with the increased income available from the World Map. Evil Genius discounts still apply.
Specialist minions who are not paid will suffer increased penalties to their Morale, and the messaging of these penalties has been improved.
Minions will abandon a wider range of Lair activities to travel to the World Map, speeding up Scouting of Regions, Upgrading Criminal Networks, and running Schemes.
Muscle minions will respond to combat at a slightly increased range, and their base armour and damage values have been increased.
Suspicion required to attract a wave of Specialist Agents has been lowered.
The cost of the Bonus Minion Capacity Research Projects has been lowered.
Agents will spend less time on individual items in the Cover Operation, and are less likely to revisit them.
The number of Tourists arriving at the Lair will increase with campaign progress.
Additional categories have been added to the Minion Manager for Guard Posts, Armoury Staging Posts, and the Laboratory.
Advanced minions types are now available earlier in each campaign.
Main and Side Story tasks that require minions to be trained now take into account those already present in the Lair.

Difficulty Modes
When playing on Easy difficulty, free Worker minions are auto-hired at a rate of 6 every 60 seconds, increased from 2 every 60 seconds.
When playing on Easy difficulty, Worker minions can be manually recruited at a cost of 1,000 Gold per minion, reduced from 2,000 Gold per minion.
In Hard mode, Agents have had their combat stats increased to ensure they remain a challenge in the face of tougher Muscle minions.

World Map
Increased duration on long Gold and Heat schemes, and cost adjustments made to allow for more hands-off World Map play.
Criminal Networks now generate more Gold as a passive income at each level.
New Scheme Type Added: Intel Only. These schemes do not require minions and have a very short duration.
Increased variety of Schemes at Tier 1.
Super Agents and other Antagonists on the World Stage can be attracted to the Lair directly by selecting the character on the map, and then using the "Lure" option on their side panel.
After exiting Lockdown, residual Heat in a Region remains at 0%/20%/30% when playing on Eay/Medium/Hard difficulty.
Broadcast Strength required to upgrade Criminal Networks has been reduced.
The time required to upgrade Criminal Networks has been reduced.
Super Agents ignore Heat Reduction Schemes.

Lair Building
Gold earned from excavating Gold Tiles has been increased.
Furniture Modes have additional descriptions.
Muscle minions now prefer Advanced Guard Posts over Armoury jobs.
Training time has been reduced for Biologists, Quantum Chemists, Counter Agents, Socialites, and Spin Doctors.
Internal door access times have been modified to favour shorter times for minions and longer times for agents. The Evil Genius and Henchmen can pass through any door unimpeded.
External doors to the Lair now open automatically for minions on lower security levels, but not for Agents, cutting down on the time it takes minions to travel to the World or collect new items.
Minions gain improved benefits from the "Well Fed" Trait, gained by eating at specialised Food Counters in the Mess Hall.

Campaigns
Scheme durations have been reduced to 10 seconds for the overwhelming majority of Objective Schemes.
Doomsday Device Fuel Scheme costs have been adjusted to cost only ONE thing: Gold, minions or intel, and had their durations reduced to 10 seconds.
Doomsday Device Fuel Schemes now require only a level 1 Criminal Network at all stages, making gathering fuel much easier throughout each campaign.
Schemes spawned from Red Ivan's Doomsday Device reward a number of Muscle minions in addition to a significant quantity of Gold.
Heat generated by Objective Schemes has been lowered so that Schemes can more reliably be run without being cancelled by the Criminal Network entering Lockdown.
Intel costs have been reduced for Main Objective Schemes, and entirely removed from Side Objective Schemes.
The Objectives "A Moment's Calm", "A Moment's Respite", "A Moment of Preparation", and "The Final Respite" have had requirements for Loot, Schemes run, and Research completed entirely removed.

Traits
Feels No Pain, Good Reflexes / Thick Skin / Owns Armour damage reduction to 10% / 15 / 20% / 25%
Decent Uppercut / Good Cross Punch / Strong Left Hook / Strong Right Hook / Strong Left Jab / Strong Left Jab bonus melee damage increased 10 / 10 / 15/ 15/ 20 / 20
Crack Shot / Good Shot bonus damage increased 25 / 10 Ranged damage, and no longer stack with Poor Shot
Ex-Force of Justice Spotting Power bonus increased against the appropriate Force of Justice
Perceptive Spotting Power increased against All Agents
Loves Sleep / Loves food bonus stat restore increased to 10 per minute on affected jobs
Bad Back Vitality drain while carrying body bags and furniture lowered to 5 Vitality per minute
Sees Dead People spawn chance lowered slightly. Now restores additional Morale when disposing of bodies
Thrifty / Cheap Salary Reduction increased to a 50% / 75% discount
Loves 80s Ballads Morale Restore boost on Karaoke Machine doubled
Hates Needles Morale drain reduced while operating equipment in the Infirmary.
Embarrassing Tattoo Willingness to train into a minion type who does not have sleeves on their uniform further reduced

Dark Off fucked around with this message at 10:19 on Apr 28, 2021

Tunzie
Aug 9, 2008
I hadn’t realised that traits did much of anything; I thought they were mostly for flavour.

It does look like a lot of good changes, though.

Tenebrais
Sep 2, 2011

I am amused that Embarrassing Tattoo makes them unwilling to train as mercenaries, because they don't wear sleeves.

Section Z
Oct 1, 2008

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

Pillbug
Just took a quick peek and checked something on a hunch.

:siren: Technicians cost money now :siren:

But that's okay because it's so much easier to make money now right? While paying for hitmen that cost 3,500

EDIT: Oh Technicians are $500 $450 for anyone but Zalkia. Looks like now the "Minion type discount" is the pre-patch prices for minions. so Emma pays pre-patch salary for deception, and zalkia pays pre-patch salary for science (plus needing to still pay techs). Max gets a tiny global discount, meaning he only needs to pay $405 for Technicians and 450 for Valets. Instead of $500 for valets.

Section Z fucked around with this message at 11:51 on Apr 28, 2021

Regallion
Nov 11, 2012

Well let's see the standouts:

quote:


Minions operating furniture will no longer ignore Executions.
Muscle minions will respond to combat at a slightly increased range, and their base armour and damage values have been increased.
Advanced minions types are now available earlier in each campaign.
Criminal Networks now generate more Gold as a passive income at each level.
Training time has been reduced for Biologists, Quantum Chemists, Counter Agents, Socialites, and Spin Doctors.
Schemes necessary for progressing Objectives spawn more reliably.
Super Agents no longer become stuck in the "Investigating" state on the World Map.
!!!!!Super Agents will travel to the Lair after a Scheme has been run in their Region, even if that Scheme is cancelled!!!!!
Minions will correctly move away from stat restore equipment during Objectives which impact their maximum stats.



Nice changes overall

explosivo
May 23, 2004

Fueled by Satan

I'm just getting back into this again after bouncing off pretty hard at launch and this might be a stupid question but if an inspector is inside my base, as in they got past my front door and I find them roaming around inside, should I just kill/capture them right away? Or is it only a problem if they get the eye looking icon that shows they found something? I was never really sure when I should start to worry about inspectors. Also what is the point of inviting super soldiers to my base again? It doesn't look like I can capture them so I am not sure what the point is but it clearly wants me to be doing something with it because of how big and pointed-at the icon is on the world map.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




I decided to try Evil Genius 1 first. It's pretty good.

Is there any way to reset all your door security levels at once after Steele leaves? Or am I really meant to turn on all 64 doors one by one?

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

explosivo posted:

I'm just getting back into this again after bouncing off pretty hard at launch and this might be a stupid question but if an inspector is inside my base, as in they got past my front door and I find them roaming around inside, should I just kill/capture them right away? Or is it only a problem if they get the eye looking icon that shows they found something?

its only a problem if they found something. if the inspector leaves the map with suspicion above zero, it will add to your heat level for that agency because the inspector found something shady on your island. if they get into the back area and get shooed out without finding anything incriminating, and then leave the island at 0 suspicion, then their investigation was a bust and they didn't find anything

explosivo posted:

Also what is the point of inviting super soldiers to my base again? It doesn't look like I can capture them so I am not sure what the point is but it clearly wants me to be doing something with it because of how big and pointed-at the icon is on the world map.

inviting a super agent has two advantages, 1) it lets you control when they show up versus them showing up at another time, like when a second super agent is present and 2) when they show up, they won't show up with a full strength squad of their own goons

Facebook Aunt posted:

Is there any way to reset all your door security levels at once after Steele leaves? Or am I really meant to turn on all 64 doors one by one?

nope. steele is wildly annoying in the original. he is the 'end boss' of the game and he will gently caress with your entire day. 2004 game design, baby!

Section Z
Oct 1, 2008

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

Pillbug
*Eyes $4,000 capacity each safe racks*
*Eyes $1,500 Bio and $3,500 quantum salaries for Ivan and Emma*

...Well, at least the actually good broadcast power changes (seriously, it is what it should have been in the first place now and actually good) will free up some room for more gold storage.

explosivo
May 23, 2004

Fueled by Satan

Mr. Fall Down Terror posted:

its only a problem if they found something. if the inspector leaves the map with suspicion above zero, it will add to your heat level for that agency because the inspector found something shady on your island. if they get into the back area and get shooed out without finding anything incriminating, and then leave the island at 0 suspicion, then their investigation was a bust and they didn't find anything


inviting a super agent has two advantages, 1) it lets you control when they show up versus them showing up at another time, like when a second super agent is present and 2) when they show up, they won't show up with a full strength squad of their own goons

Thanks! So is it generally a good idea to invite super agents if one is available on the map to get it out of the way?

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
i'd invite the agent if you think they're going to be an obstacle on the world map, like if i was doing a lot of schemes in ANVIL and symmetry were kicking around, i'd just invite her to get her gone before i start some missions there. otherwise if you're ignoring an area or only have long running money schemes, you can ignore the agent too. the worst scenario is accidentally triggering them and not noticing, so that they show up at full strength at a bad time

explosivo
May 23, 2004

Fueled by Satan

Got it, thanks for the info! This new patch looks interesting so I'm looking forward to trying it out after work.

TheDeadlyShoe
Feb 14, 2014

quote:

Minions operating furniture will no longer ignore Executions.
Easily the most important change. I'm not an evil genius so I can be *ignored*, jumpsuit types.

Roadie
Jun 30, 2013

Tunzie posted:

I hadn’t realised that traits did much of anything; I thought they were mostly for flavour.

It does look like a lot of good changes, though.

The traits are still pretty much pointless except as a way to add a little bit of randomness to your base, since all of your minions are incredibly expendable.

ArchRanger
Mar 19, 2007
I'm tired of following my dreams, I'm just gonna ask where they're goin' and meet up with 'em there.

Anyone having an issue with minions just not using the construction depot? With the new increased salaries I needed to more than triple the size of my vault, and I just researched Megasafes, so I set up a construction depot right outside the new vault, but I've yet to see a single minion actually use it, they're all still heading up from the basement all the way up to the helipad.

Regallion
Nov 11, 2012

So from my experience which is an educated guess, the way the pathfinding works is that when a minion wants to build an object he first finds the closest object source and THEN goes to the object. If your hangout is in the basement, depot would be closest.
They will use it if they have enough...desire to build 2 in a row but it does not increase construction speed as much as you'd expect.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




Mr. Fall Down Terror posted:

nope. steele is wildly annoying in the original. he is the 'end boss' of the game and he will gently caress with your entire day. 2004 game design, baby!

You'd think if he could hack my system to change all the security codes at once I could figure it out too. If only I could trade in these worthless biochemists for some computer programmers.

explosivo
May 23, 2004

Fueled by Satan

Is there a way of knowing which things are going to tip off an investigator? Is it only certain rooms that you need to hide from them?

The Cheshire Cat
Jun 10, 2008

Fun Shoe

explosivo posted:

Is there a way of knowing which things are going to tip off an investigator? Is it only certain rooms that you need to hide from them?

Not in-game as far as I can tell, but there are absolutely rooms that are "safe". I believe barracks and canteens don't have anything that will add suspicion.

DarkHorse
Dec 13, 2006

Nap Ghost

explosivo posted:

Is there a way of knowing which things are going to tip off an investigator? Is it only certain rooms that you need to hide from them?

Only certain things in certain rooms. Unlike the first game there's no indication of what generates suspicion

In general anything in mess halls, barracks, or entertainment rooms is fine. Armory weapon racks (but not tables), generators, incinerators, most lab equipment, and some(?) training equipment will generate suspicion

TheDeadlyShoe
Feb 14, 2014

My favorite is investigators murdering a minion then taking pictures of the body bag as evidence of your misdeeds.

Tenebrais
Sep 2, 2011

Didn't the new patch add notes to what items are suspicious to investigators? I haven't played it yet myself.

toasterwarrior
Nov 11, 2011
Yes, click on an item and it'll say Suspicion: X in the info box. The X corresponds to an agent type, as opposed to a heat value, so I assume that heat is pre-set but if enough if a certain type of heat builds up, that agent type is sent to attack your base; ie. if investigators rack up Rogue heat from bringing home evidence of all the gold in your vaults, Rogues will be coming to steal (back) your poo poo.

Section Z
Oct 1, 2008

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

Pillbug

Tenebrais posted:

Didn't the new patch add notes to what items are suspicious to investigators? I haven't played it yet myself.
Training items show the later half of social and science trainers (Spin doctor and Counter agents, along with bio and quantum) claiming to be suspicious for Saboteurs, and Soldiers with all the muscle trainers.

Investigators still don't take pictures of any of them and will happily walk past a bunch of trainers to home in on an L bend leading to prison cells, so maybe the whole "Investigators provide evidence for things Saboteurs and Soldiers will want to target" is just the handwave for broad homing instinct aggro agents have in general?

EDIT: Odd quirk while I was double checking. It looks like they got the descriptions of Counter agents and Socialites backwards now? It's hyping up how powerful and able to see through disguises socialites are, and listing the winning smile and tourist distraction capabilities counter agents in my game right now. Harmless so far as bugs go, but it made me laugh.

Section Z fucked around with this message at 02:31 on Apr 29, 2021

JerikTelorian
Jan 19, 2007



The Casino feels much more useful now. All the items now explicitly state what they effect, and Socialites (as well as welcome desks) will reduce suspicion so even if Investigators spot a body you can send them home with nothing to report on.

JerikTelorian fucked around with this message at 04:37 on Apr 29, 2021

Sanguinaire
Feb 10, 2003
Is there a reason not to set the casino to auto tag agents to distract so they're auto perp walked out of my base entrance hallway?

gimme the GOD DAMN candy
Jul 1, 2007
they won't hit any traps that way. however, trapping the connection between your base and the casino has its own problems.

ArchRanger
Mar 19, 2007
I'm tired of following my dreams, I'm just gonna ask where they're goin' and meet up with 'em there.

I just tried doing the hallway of piranha plants right at the exit from the casino into my base proper and yeah, deaths of minions and investigators has skyrocketed ever since though I thought maybe that had something to do with the recent patch.

Also jesus the Mechanist mission is obnoxious. Gotta love having everything I have setup to defend the entrance to my base catch fire and burn down.

gimme the GOD DAMN candy
Jul 1, 2007
the one weakness of parallel pirahna plants is minions. plants grab the closest target when activated, but that includes any passing minions. it just doesn't work in a place with heavy foot traffic because it is far too easy to clog up the works with minion corpses.

double nine
Aug 8, 2013

TheDeadlyShoe posted:

My favorite is investigators murdering a minion then taking pictures of the body bag as evidence of your misdeeds.

idk, seems pretty realistic

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Sanguinaire posted:

Is there a reason not to set the casino to auto tag agents to distract so they're auto perp walked out of my base entrance hallway?

there are some missions where you'll want to turn this off but otherwise nah, auto tagging the casio or the immediate exit to the casino is a good way to say "don't bother me with these investigators or what to do with them, just distract them"

Grapplejack
Nov 27, 2007

Yeah this patch looks really good and it's closer to what the 1.0 should have been

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Soylent Pudding
Jun 22, 2007

We've got people!


When does the patch drop?

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