Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Regallion
Nov 11, 2012

https://store.steampowered.com/news/app/700600/view/3057360165194952409

Well at least they are aware of some of the issues?

Adbot
ADBOT LOVES YOU

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?


Yeah, they seem pretty responsive and have done a lot of good changes already. It's promising.

Dareon
Apr 6, 2009

by vyelkin
You can now import DLC into old saves. It was a 2 GB patch.

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.
General

Characters now board the Cruise Ship more swiftly.
Click and hold functionality has been improved for picking-up and moving Items.
All Decor effects have been significantly boosted. Note that an Item can be affected by only one Decor Item at a time, and we are looking at improving the messaging of this in a future patch.
Deserting minions can now be captured and imprisoned to make them rethink their life choices, and slowly restore their Morale.
Warning notification added at the "Point of No Return", after which progressing to the next campaign Objective will prohibit access to any remaining Side Stories.
The layout of rock types in Montaņas Gemelas has been modified to increase options for reaching the lower levels of the Doomsday Cavern. Note that this change will impact new campaigns only.
Options for Stair placement on the basement floors of the "Crown Gold" and "Caine Key" Island Lairs have been expanded. Note that this change will impact new campaigns only.
Characters will no longer become trapped inside the Helipad tower in unusual circumstances on the "Caine Key" Island Lair.
Characters should no longer become temporarily trapped when moving through Doors in unusual circumstances.
Access to the Doomsday Device Cavern can no longer be blocked by placing Items.
Training Items will no longer enter a state where training is extremely swift or extremely slow in unusual circumstances.
Characters no longer become clipped with one another and unable to board vehicles in unusual circumstances.
The frequency of IRIS notifications has been reduced for the Vault, combat, and Training interruptions.
Fire Extinguishers no longer become less used over time if minions drop them to desert the Lair due to low Morale.
Using hotkeys to select Henchmen will no longer cause the camera to jump to their location.
Completion rewards have been added to Objectives that previously had none.
Commanding a captive to be Escorted to first a Prison Cell, then overriding this with a command for the same captive to be taken to an Interrogation device, will correctly result in the second command being carried out.
Minions will no longer use Items which boost their maximum stat value unless the stat which will be boosted is already over 45.
Character Abilities are more clearly differentiated on Side Panels when the character has insufficient stats to activate them.
New Status messages for the Genius and Henchmen indicating that their stats can be restored at an Impressive Desk or Conference Table respectively.
Enemy characters using Cover Operation Items are now correctly affected by Gas attacks, such as Fugu Furakawa's "Blowfish Explosion" Ability.
Additional rare Traits added when minions are spawned, or complete specific jobs around the Lair.
The Gold cost of broadcast strength Research Projects has been reduced.
The "Learning Lamp" Archive Item correctly lists Deception minions as Users, and Science minions as Operators.
The "Intensive Care Pod" Infirmary Item correctly lists All minions as Users, and Science minions & Workers as Operators.
The doors of the "Rejuvenation Chamber" Lair Item now animate correctly, and the visual effects align correctly with the model.
Characters no longer play erratic animations before death in unusual circumstances.
Characters' limbs remain in the intended positions during Interrogation.
Selecting the final stage of a Doomsday Device, then entering Build Mode will no longer cause the Doomsday Device to temporarily float in place.
Descriptions have been added for Mode settings on Lair Items.
Door access times have been slightly adjusted.
Suspicion is now displayed on the Side Panels of Lair Items awaiting construction.
The "Laser Disco" Trap no longer clips through area of effect indicators when selecting other Traps.
Cover Operation glass is no longer visible when constructing Stairs near the windows of the "Montaņas Gemelas" Island Lair.
The Event Log displayed in the Stats Screen now scrolls correctly when clicking and dragging the scroll bar.
The Research screen will now display a brief explanation if Research has become paused.
Deception minion descriptions are listed correctly in the Rogues' Gallery.
Information overlays for Tourist Side Panels have been updated.
Triggering a Flamethrower Trap will no longer trigger a Fire-related Event Log message unless minions are caught in the effect.
Maximilian's Inner Sanctum wall tiles no longer clip through Doors.
The cursor for ordering prisoners to be moved to an empty cell is no longer misshapen.
Player-controlled characters no longer rise a short distance into the air when ordered to walk to specific locations near the swimming pool on the "Crown Gold" Island Lair.
"Move" Tooltip is no longer displayed in the top-left of the screen after placing an Item then immediately selecting it.
Minion position markers are no longer misaligned when selected while using specific Lair Items.
Minor improvements to icons when colour blindness settings are enabled.
The game no longer lags when adjusting the Brightness slider in the Graphics Options screen.
The ability to move Items is no longer prematurely unlocked in the Tutorial.
Items from the "In-Genius Items" pack can be used to complete Tutorial tasks where appropriate.
The Technician Trainer correctly obeys in-game audio settings.
A number of Schemes have had their locations adjusted to more suitably match their descriptions.
A number of Traits have had their effects significantly boosted.
Improved gamepad support.
Text and localisation improvements.



Achievements

The "Fighting Fire With Fire" achievement now unlocks correctly when setting Atomic Olga on fire by using Traps.
In Zalika's campaign Objective, "Tourist Trap", curing IRIS will no longer count toward Henchman recruitment achievements.
The "Total Annihilation" achievement no longer unlocks prematurely.



Campaigns

Emma will no longer become trapped in an Execution animation in unusual circumstances.
The backfire effect of H.A.V.O.C. has been reduced.
John Steele Snr's Allies can no longer be brainwashed in Emma's campaign Objective, "Poison Paradise".
Minions will no longer approach John Steele Snr when attempting to Execute him during Emma's campaign Objective, "Dear John".
Geniuses can no longer be reduced to 0 Smarts by Mocking prisoners repeatedly.
Main Objective Schemes will spawn more rapidly on the World Map, reducing wait times.
The appearance of Regions affected by the M.I.D.A.S. Device at maximum power has been improved.
Investigators who reach 0 Resolve will correctly attempt to escape the Lair during Red Ivan's campaign Objective, "Rumour Has It".
The "Ambush Air" Scheme displays the correct rewards during Maximilian's campaign Objective, "Trap D'Or".
Political Aides will no longer gain a brief "Exit" overhead icon in Maximilian's campaign Objective, "The Traditional Method".
Nigel McReary will attempt to avoid combat during Maximilian's Campaign Objective, "War On Krast".
Schemes which invite additional Tourists to the Lair have had their visual significance reduced during Maximilian's campaign Objective, "War On Krast".
Agents assaulting the Lair are attributed to the correct Force of Justice during Maximilian's campaign Objective, "The Golden Age".



Side Stories

Carl Cafard no longer clips into the "Valuable Paintings" Item while inspecting it during the Side Story, "Body Snatcher".
Beekeepers will no long attempt to escape the Lair during the Side Story, "One In A Bee-Lion".
Cameras that have already been constructed will count toward the Side Stories, "Thy Fearful Symmetry" and "Wind Wars: The Wind Strikes Back".
Travel Agents will no longer put up a fight when tagged for Capture in the Side Story, "North By North".
The "Antidote" Research Project is no longer removed if the game is played for over 15 hours while remaining on the Side Story "Going Green".
Full Metal Jackie correctly has the "Temporary Partnership" Trait during the Side Story, "Eighteen With A Bullet".
The "Time After Time" Research project has had its research time significantly reduced in Side Story, "Outta Time".
Eli's Guards no longer display a Force of Justice affiliation in the Side Story, "Vox Pop-Eli".
The Event Log correctly indicates Agent X has arrived at the Lair alone during Side Story, "Manifest Entropy".
"Attack Robots" no longer arrive prematurely during the Side Story, "I Spy With My Cybernetically Enhanced Eye".
Schemes no longer incorrectly appear as Threats during the Side Story, "Hail To The Chef".
Espectro no longer hovers in the air above P.A.T.R.I.O.T. Region terrain when he appears on the World Map during Cabal Side Stories.
Ignacio no longer has a Trait erroneously indicating he is actually Incendio during the Side Story, "Fire In The Hole".



Super Agents

Side Panel portraits for Agent Steele now match the appearance of the character.
Super Agents Side Panels include the correct Force of Justice affiliation when they are Lured from the World Stage.
Specialist Agents accompanying a Super Agent are assigned the correct Force of Justice affiliation.



Henchmen

Henchman Abilities no longer enter cooldown or have their stat cost taken before they are in the correct position to begin using the selected Ability.
Jubei will no longer teleport through terrain when his "Windwalk" ability is targeted at very specific points on an Island Lair.
Jubei no longer becomes unresponsive in unusual circumstances when activating his "Flow" ability while the game is paused.
Jubei's "Flow" Ability can no longer be activated while he is being Executed.
Incendio will no longer become stuck in an animation cycle when using his "Magic Trick" ability in unusual circumstances.
Incendio's Side Panel now correctly lists the Morale cost for using his "Misdirection" character ability.
Espectro will no longer become unresponsive after being ordered to use his "Clone" ability immediately after completing a move command.
Selecting Espectro's "Summon Ally" Ability while "Piston Punch" is being activated will correctly focus the camera on the Espectro Clone, if one has already been summoned.
Fugu Furakawa's "Sleeping With The Fishes" Scheme now correctly removes all Heat from a Region, regardless of the level of the Criminal Network.
Eli's Silver Revolver should no longer disappear from his hand during idle animations at a Conference Table.
Clara Jones defeat bark is now paired with the correct text.



Loot Items

The requirements for a minion to be judged worthy by the Sword In the Stone Loot item have been made easier to meet.
Certain Loot items can no longer be stolen during their Side Stories.
The "Cupid's Arrow" Loot item can no longer be destroyed.
Minions will more commonly use the "World's Oldest Bones" Loot Item.
The "Million Bees" Loot Item no longer requires a minion to deliver it to the Depot before it can be placed.
Loot Item information is consistently unlocked in the Rogues' Gallery after acquiring it.
When using a gamepad, navigating between placed Loot Items in the Build Menu no longer skips items in the list.








Pretty happy with the improvements. A lot of the stuff that was bugging me looks like it was tweaked. I love this game but the cover operation being kind of useless made me put it down for a bit.

uber_stoat
Jan 21, 2001



Pillbug
the traps and cover op might as well not exist as it is and that is super embarrassing given the amount of work that has gone into them, art assets and what not. that should be the priority.

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.

uber_stoat posted:

the traps and cover op might as well not exist as it is and that is super embarrassing given the amount of work that has gone into them, art assets and what not. that should be the priority.

They said they buffed traps this patch and are still looking at it. I stopped building them when even early game trash agents either jammed them immediately or took a hit for barely any damage and then jam them

Dareon
Apr 6, 2009

by vyelkin
Agents no longer disarm traps quite so much. There are still instances of groups strolling blithely down halls turning off every single trap as they go, but much less often, and I did get to watch Agent X run from bees directly into my fan/shark combo. And the group of investigators that spawned in with him appeared in the access hall for my vault, which has a fan, an excessive number of boxing gloves in alternating directions, and a magnet. Mostly it just makes deserting minions more amusing for me, but here it actually did some good.

I also noticed a few pages back people were complaining about minions not picking up appropriate weapons, and that seems to have been fixed as well. I've seen mercenaries come into the armory, grab a baton, then swap it for a rifle. And just now I watched as a mercenary trained up to martial artist, leaving his rifle behind on the floor. A newly-trained merc grabbed the rifle, leaving behind the pistol he'd had as a guard. And then a newly-trained guard picked up the pistol.

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
The best use I've seen for traps so far is putting them outside cells. When agents inevitably escape, their stats are lowered enough that they get caught in the traps, which lowers their stats further.

Then minions come and escort them back to their cells and the cycle repeats until their stats reach zero.

EDIT:

The cells are isolated in their own section and have only one door which leads them into a corridor lined with traps.




Compared to what you could do with traps in the first game, it's boring as hell. But at least they work this way.

Megillah Gorilla fucked around with this message at 17:58 on Jun 9, 2021

SkyeAuroline
Nov 12, 2020

So the original game ended up getting a lot of mods that fixed (non engine related) issues. Have those started coming out for 2 yet? I'm still hoping for the game to get rescued into a good state, didn't preorder but was pretty hyped regardless (against my best instincts). Haven't picked it up yet and mostly been following the pulse of threads instead.

Triple A
Jul 14, 2010

Your sword, sahib.

SkyeAuroline posted:

So the original game ended up getting a lot of mods that fixed (non engine related) issues. Have those started coming out for 2 yet? I'm still hoping for the game to get rescued into a good state, didn't preorder but was pretty hyped regardless (against my best instincts). Haven't picked it up yet and mostly been following the pulse of threads instead.

It's a perfectly acceptable game at this point and still under somewhat active development. Mods haven't arrived to the game yet and most issues at this point are related to the flavor of the game.

CuddleCryptid
Jan 11, 2013

Things could be going better

Yeah most of the criticism several patches in is that their DLC scheme is like selling you a car without a second gear in it.

SkyeAuroline
Nov 12, 2020

Good to know. May just give it a go already then. Sounded like there were still more fundamental issues in play.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

uber_stoat posted:

the traps and cover op might as well not exist as it is and that is super embarrassing given the amount of work that has gone into them, art assets and what not. that should be the priority.

cover op was pretty good after an earlier patch, you can build one out to successfully foil low/mid level agents basically automatically. They won't just randomly start killing your casino workers to max their suspicion meter.

good agents will still come in and raise hell, soldiers too, but a cover op does provide benefit now

Amazing Member
Apr 4, 2008

SkyeAuroline posted:

Good to know. May just give it a go already then. Sounded like there were still more fundamental issues in play.

Its like Two Point hospital where you can build every room, but you cannot upgrade any item (like you could in evil genius). Upgraded items are locked behind paywalls.

No not the traps they have in game (though it now seems like pretty self-aware 'in' joke), but a literal one.

w00tmonger
Mar 9, 2011

F-F-FRIDAY NIGHT MOTHERFUCKERS

Psion posted:

cover op was pretty good after an earlier patch, you can build one out to successfully foil low/mid level agents basically automatically. They won't just randomly start killing your casino workers to max their suspicion meter.

good agents will still come in and raise hell, soldiers too, but a cover op does provide benefit now

What's the trick to a good cover op? Not sure on how i should be arranging things

cumshitter
Sep 27, 2005

by Fluffdaddy

w00tmonger posted:

What's the trick to a good cover op? Not sure on how i should be arranging things

I found that the little rope things are good for snaking the agents toward parts of the casino further away from your entrance and past games you want them to play. Also socialites are made specifically for the casino and do more damage to the blue stat. Been a while since I played though.

Try to get slot machines asap. They pull agents really well and also generate cash way faster so you can dedicate all your tables to distracting agents.

w00tmonger
Mar 9, 2011

F-F-FRIDAY NIGHT MOTHERFUCKERS

cumshitter posted:

I found that the little rope things are good for snaking the agents toward parts of the casino further away from your entrance and past games you want them to play. Also socialites are made specifically for the casino and do more damage to the blue stat. Been a while since I played though.

Try to get slot machines asap. They pull agents really well and also generate cash way faster so you can dedicate all your tables to distracting agents.

Any reeasoning behind reducing resolve vs skill? Is there an order I should go about it or just mix along the way

cumshitter
Sep 27, 2005

by Fluffdaddy

w00tmonger posted:

Any reeasoning behind reducing resolve vs skill? Is there an order I should go about it or just mix along the way

Not 100% on this but I think lowering resolve makes agents leave the island faster while lowering skill makes them less likely to bypass traps. I *think* agents with zero resolve behave like tourists and stop trying to investigate, meaning they'll just bumble around the cover operation.

Danaru
Jun 5, 2012

何 ??
As far as I've noticed, when an enemy agent hits 0 resolve they beeline for the exit

Dareon
Apr 6, 2009

by vyelkin

Danaru posted:

As far as I've noticed, when an enemy agent hits 0 resolve they beeline for the exit

And they use the same one they entered by, which is annoying when it's my helipad covered in bees.

SkyeAuroline
Nov 12, 2020

Amazing Member posted:

Its like Two Point hospital where you can build every room, but you cannot upgrade any item (like you could in evil genius). Upgraded items are locked behind paywalls.

No not the traps they have in game (though it now seems like pretty self-aware 'in' joke), but a literal one.

Ended up picking it up, and about an hour in, the TPH comparison is unfortunately pretty accurate. Not digging most of the changes made to the game so far, at all (had the same reaction to TPH). But I'll stick it out up till the return window, when I'm feeling a little more open-minded sometime this week.

Grapplejack
Nov 27, 2007

Danaru posted:

As far as I've noticed, when an enemy agent hits 0 resolve they beeline for the exit

Yeah zero resolve means they leave, zero skill means they stop being able to detect and avoid traps.

gimme the GOD DAMN candy
Jul 1, 2007
except super agents, who are not affected by skill or resolve. they do their thing regardless.

dogstile
May 1, 2012

fucking clocks
how do they work?
Every time i read this thread i'm unreasonably upset about how they butchered this game.

Tenebrais
Sep 2, 2011

Grapplejack posted:

Yeah zero resolve means they leave, zero skill means they stop being able to detect and avoid traps.

Dropping their skill also makes them much easier to capture - if you tag an agent for capture your minions will need to wear down their health, then their attacks will damage skill, and they'll surrender when that hits zero.

Amazing Member
Apr 4, 2008

dogstile posted:

Every time i read this thread i'm unreasonably upset about how they butchered this game.

Ditto, they'll either have to shore up their dlc strategy into some actually interesting expansion or im just gonna sit on the base game until Two Point Campus releases.

Which is a shame, there's a good frame here. Its got solid bones just not enough meat on it.

CuddleCryptid
Jan 11, 2013

Things could be going better

I just want a mod that makes it so that minions return after missions and it doesn't feel like an endless wave of meaningless ants running through your base. It's so bizarre that they put traits on minions when half the time you have people going out the door forever the second they finish their training because you need six biologists to run a heist.

dogstile
May 1, 2012

fucking clocks
how do they work?
At the very least they should make it easier to "keep" certain minions. I think i eventually found a way to do it via the job menu but even then i think its just a priority and not a hard stop.

Vengarr
Jun 17, 2010

Smashed before noon
Game definitely calls for an expansion instead of DLC.

w00tmonger
Mar 9, 2011

F-F-FRIDAY NIGHT MOTHERFUCKERS

CuddleCryptid posted:

I just want a mod that makes it so that minions return after missions and it doesn't feel like an endless wave of meaningless ants running through your base. It's so bizarre that they put traits on minions when half the time you have people going out the door forever the second they finish their training because you need six biologists to run a heist.

This is honestly how I hope this game ends up in a year.

A community mod that tweaks the resources (human or otherwise) to behave better and some fixes to how traps/agents handle and this game would be night and day

George Sex - REAL
Dec 1, 2005

Bisssssssexual
I much preferred the original giving you a choice of how you assign minions for an expedition. Say you have to assign six scientists, well, you could also sign a bunch of guards and maybe even a henchman to protect those scientists.

Removing that choice feels weird and like a step backward.

Sick Ness Monster
Dec 25, 2016

Dorkopotamis posted:

I much preferred the original giving you a choice of how you assign minions for an expedition. Say you have to assign six scientists, well, you could also sign a bunch of guards and maybe even a henchman to protect those scientists.

Removing that choice feels weird and like a step backward.

I always used to send a henchman along on the 'Recruit a new henchman' tasks. Never felt right to send just a lowly worker!

dogstile
May 1, 2012

fucking clocks
how do they work?

Dorkopotamis posted:

I much preferred the original giving you a choice of how you assign minions for an expedition. Say you have to assign six scientists, well, you could also sign a bunch of guards and maybe even a henchman to protect those scientists.

Removing that choice feels weird and like a step backward.

It definitely goes with the "this was meant to be a mobile game" theory that people had. This game went through so many phases of development and i'm surprised what we got out was any good at all.

Tenebrais
Sep 2, 2011

Nah, spending your minions rather than assigning them out like EG1 was definitely the better move. Under EG1's system, way too much of your management was on the world map rather than in your actual base where all the cool stuff is.

dogstile
May 1, 2012

fucking clocks
how do they work?
Weird, i feel the complete opposite. In EG2 my base entrance is unassailable within the first couple of hours of play. I spend most of my time just waiting for a side mission or spamming "get money".

CuddleCryptid
Jan 11, 2013

Things could be going better

Tenebrais posted:

Nah, spending your minions rather than assigning them out like EG1 was definitely the better move. Under EG1's system, way too much of your management was on the world map rather than in your actual base where all the cool stuff is.

That's the thing though, the minions having presence and weight is what gives the base management it's meaning. Otherwise it's just "oh, my worker is burned out because my base isn't optimized? Who cares, he is going on a little trip anyways. He deserted? Eh replacements are always flowing in rapidly"

Training and buffing minions is a hollow thing when they just get thrown right in the trash anyways

DarkHorse
Dec 13, 2006

Nap Ghost

CuddleCryptid posted:

That's the thing though, the minions having presence and weight is what gives the base management it's meaning. Otherwise it's just "oh, my worker is burned out because my base isn't optimized? Who cares, he is going on a little trip anyways. He deserted? Eh replacements are always flowing in rapidly"

Training and buffing minions is a hollow thing when they just get thrown right in the trash anyways

On the flip side it seems a deliberate design decision so they feel properly disposable

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
It ties with the large numbers of minions you have these days. 300 is a lot. The amounts called for are also large. The amount that die, also large. But there are always more. It's a wonder you don't get something like a cloning bank eventually. Fitting and explanatory. Find a good minion type and clone him off.

CuddleCryptid
Jan 11, 2013

Things could be going better

DarkHorse posted:

On the flip side it seems a deliberate design decision so they feel properly disposable

Oh sure, I'm sure that it was a deliberate decision, it just isn't as fun. What is a city without its citizens

Adbot
ADBOT LOVES YOU

dogstile
May 1, 2012

fucking clocks
how do they work?
To be honest 300 is far more than you need anyway. At that point the only reason you're amassing that many minions is to extend your "lol i'll spam this" button pressing ability. Especially as a lot of the equipment doesn't have to be actively manned for it to work.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply