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Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Also you absolutely can keep specific minions around if you think their traits are worth holding onto. Assign them to a job and they won't go on the helicopter unless they're literally the only option.

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AlternateAccount
Apr 25, 2005
FYGM

dogstile posted:

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

Whoever said this feels like a mobile game, they absolutely ruined it for me.

w00tmonger
Mar 9, 2011

F-F-FRIDAY NIGHT MOTHERFUCKERS

Lord_Magmar posted:

Also you absolutely can keep specific minions around if you think their traits are worth holding onto. Assign them to a job and they won't go on the helicopter unless they're literally the only option.

Do they traits do literally anything? I assumed it was just flavour

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


w00tmonger posted:

Do they traits do literally anything? I assumed it was just flavour

Traits come in four flavours. Positive bonuses (either to stats or work types) for example good with computers is better at working computers in the communications room, strong jaw is better at taking melee hits. Negative bonuses (same options) so bad with computers and weak jaw would do the opposite. Job preferences, likes kung-fu movies for example will cause the agent to only accept training towards military pathways. Or unique effect, anything involving dead people changes the effects corpse bags have on a minion for example (talks to dead people entirely removed the negative effects of corpses from memory).

Some of them are combinations of the above, where it makes a minion only train a certain job and gives benefits appropriate for that job. So on and so forth, they’re not massive changes but they do make differences.

Lord_Magmar fucked around with this message at 16:50 on Jun 22, 2021

Banemaster
Mar 31, 2010

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.

Surviving minions returning from missions could still be done without the region assignment mechanic. Putting more minions on mission for faster completion, less heat, higher survivability, higher reward, etc could also be implemented on the side.

Tehan
Jan 19, 2011
I'm pretty sure minions having names and traits is an extended riff on that scene in Austin Powers where the guy gets flattened by a steamroller and then it cuts to his widow getting the phone call about it and having to explain what happened to her son. But their disposability actually makes sense to me in a way it didn't in the first game - sure, a lot of them end up dead, but everyone that shows up at the island is hoping to be one that gets trained into an actual paying position, or gets sent out to hold a dolphin to ransom or something and gets to keep a cut.

Carcer
Aug 7, 2010
Yeah getting attached to your minions is a mistake, if you want someone to ge attached to you've got henchmen for that.

Dareon
Apr 6, 2009

by vyelkin
It seems like a bad idea to get emotionally attached to Fugu Furukawa.

dogstile
May 1, 2012

fucking clocks
how do they work?
Give me an identifiable peon and i'll likely keep track of them. I kept track of John Trigger, my weak chinned, scared of ghosts guard for a while and checked after each fight to see if he was ok. That's part of the fun. If he dies whatever, but if he just disappears because "you have to spend faceless minions" its less fun, imo.

Vengarr
Jun 17, 2010

Smashed before noon
Yeah named minions is fun and it sucks that they are always lost on missions.

I would have gone further and given minions the chance to promote into a special class (bodyguards? Ninjas?) if they do something noteworthy. Semi-disposable elite mooks are a classic villain thing.

Regallion
Nov 11, 2012

From my experience if you assign ANY priority task to a minion they will aggressively avoid going to the helicopter... but that comes at a cost of giving them a narrow task so.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
The Pyro has been added as a Free new Henchman to the game. (Alongside a DLC Henchman)

Amazing Member
Apr 4, 2008

MonsterEnvy posted:

The Pyro has been added as a Free new Henchman to the game. (Alongside a DLC Henchman)

Yeah I saw that, seems kinda odd to me. I don't know if i would say desperate but I don't know who wanted this content as it's not a cross over ive ever even thought of. To be fair, im still kinda just disappointed in the sequel, but hey if this is what Evil Genius 2 lovers want, let them have their cake and eat it too

Grapplejack
Nov 27, 2007

MonsterEnvy posted:

The Pyro has been added as a Free new Henchman to the game. (Alongside a DLC Henchman)

Much like the game itself it's a fun throwback to when valve had stuff like this in tons of games

Obviously play them with red Ivan and remember those fun times when you would blow up your entire base

Dareon
Apr 6, 2009

by vyelkin

Grapplejack posted:

Much like the game itself it's a fun throwback to when valve had stuff like this in tons of games

Obviously play them with red Ivan and remember those fun times when you would blow up your entire base

I still have fond memories of locking Ivan in a shack on the beach and knowing I had agents when I heard explosions.

As for the Pyro, they at least fit the aesthetic fairly well. I've seen worse crossovers.

CuddleCryptid
Jan 11, 2013

Things could be going better

I'd take a Pyro henchman just to have more AOE against waves of agents. If a couple of minions get cooked too that is just the cause of doing business.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

CuddleCryptid posted:

I'd take a Pyro henchman just to have more AOE against waves of agents. If a couple of minions get cooked too that is just the cause of doing business.

Incendio's attacks are AoE, which is something I didn't realize for ages and couldn't figure out why various furniture in my casino kept disappearing.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
How much has the gameplay/balance been improved since launch? It seems like there were a fair number of patches.

Deki
May 12, 2008

It's Hammer Time!

MonsterEnvy posted:

The Pyro has been added as a Free new Henchman to the game. (Alongside a DLC Henchman)

I'm not big on collateral damage units so I probably won't use it, but neat to see.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

sean10mm posted:

How much has the gameplay/balance been improved since launch? It seems like there were a fair number of patches.

Quite a lot.

History Comes Inside!
Nov 20, 2004




Is it still slow as gently caress like a mobile game with timers once you get into the later stages where you have to wait forever for the right objectives to pop on the world map and/or wait for heat to go away/be reduced by sending a pile of social minions to the reduction objective in time to drop it before it locks the region?

I’m tempted to do a second play through but that’s putting me off

Grapplejack
Nov 27, 2007

History Comes Inside! posted:

Is it still slow as gently caress like a mobile game with timers once you get into the later stages where you have to wait forever for the right objectives to pop on the world map and/or wait for heat to go away/be reduced by sending a pile of social minions to the reduction objective in time to drop it before it locks the region?

I’m tempted to do a second play through but that’s putting me off

I'll probably do a second playthrough once all the dlc hits since I played at launch

The gameplay changes alone are probably worth it

CuddleCryptid
Jan 11, 2013

Things could be going better

History Comes Inside! posted:

Is it still slow as gently caress like a mobile game with timers once you get into the later stages where you have to wait forever for the right objectives to pop on the world map and/or wait for heat to go away/be reduced by sending a pile of social minions to the reduction objective in time to drop it before it locks the region?

I’m tempted to do a second play through but that’s putting me off

Not sure about late game but at least in early/mid game it is a lot faster, and there's a lot more instances where you get high cost/high reward options. It's also easier to take down heat.

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.
New patch out. Emphasis mine

General

Reduced the frequency of audible IRIS alerts for multiple categories of notification.
Audio on the Genius select screen now plays as expected, and at appropriate volume.
Minions imprisoned while deserting will more reliably restore their stats, and may gain a new Trait to reduce their stat depletion for a time after they are released.
Characters with visible protection cannot be harmed by gas attacks. This includes the Pyro, Magnolia Ming, Espectro, Biologists, and all Robots.
Investigators no longer take photographs of non-suspicious items.
The Blue Saint now uses blue smoke bombs to attempt to disguise himself.
The HUD indicator correctly displays when Research has halted.
It is no longer possible to change floor during the early stages of the Tutorial.
Characters can no longer be targeted until they have fully exited their arrival vehicle.
Characters will no longer clip through beach furniture in new games.
Character vocalisations no longer continue when the game is paused.
The "Dirt" button is no longer highlighted when opening the Build Menu using right-click.
Tooltips no longer remain displayed when moving the camera after highlighting edit buttons on a furniture item.
Tooltips for the last item visible on the Build Menu is no longer erroneously displayed when toggling the Side Panel.
Characters can be sorted by positive and negative Traits in the Minion Manager.
The Minion Manager will provide feedback when a search has no results to display.
In the Minion Manager, viewing the last minion's stats in a full screen of results no longer causes those stats to be displayed off screen.
Narrative minions are correctly removed from view when using toggling minion visibility in Photo Mode.
Input prompts are correctly displayed when using Photo Mode, and controls for switching tabs are consistent.
Edge scrolling now functions when using Photo Mode.
Informational messages that Achievements cannot be earned in specific game modes have had their prominence increased.
A warning message has been added that earning difficulty-related Achievements may be affected if the difficulty setting is changed for a game in progress.
The "Customise Graphics Detail" Options menu correctly closes when pressing the Escape key.
Island environment is no longer visible through floors when constructing Stairs in specific locations on the "Caine Key" Island Lair.
Characters correctly appear in callout boxes during their barks when they are killed or captured.
Correct Crime Lords are visible during their barks if multiple Crime Lords have died simultaneously.
Narrative minions correctly display an appropriate icon in their side panels.
Agent types and J Steele now unlock predictably in the Rogue's Gallery.
The "Load Game" menu option is no longer available if there are no save games available.
DLC used in the current game can be viewed through the "Active DLC" Pause Menu option.
Performance improvements and memory optimisations.
Gamepad control improvements.
Text and localisation improvements

Achievements

Campaigns

Audio now plays reliably during campaign completion cutscenes.
A task to fire H.A.V.O.C. at a Force of Justice headquarters is no longer erroneously completed during Red Ivan's campaign Objective, ""Cry H.A.V.O.C.".
Tourists leaving on the Cruise Ship no longer increments task progress during Maximilian's campaign Objective, "Going for Gold".
Peacekeepers correctly display an overhead icon during Emma's campaign Objective, "Tourist Season".
Incorrect Scheme reward text has been corrected in Emma's Campaign objective, "Spectres".
Super Agents are now referred to by name when tagged by the Genius during later campaign Objectives.
Switching floors is no longer possible during a Genius' death animation.

Side Stories

Acquiring the Prometheus Flame Loot Item no longer blocks unlocking the Hubbard Slice Loot Item.
Research requirements have been adjusted to require only one minion type and one item type in Side Story, "Pride Goeth Before the Fallout".
Minions will no longer repeatedly interact with the Magic Carpet Loot item during the Side Story, "Too Darn Hot".
Minions no longer talk over subsequent lines during Talking Heads scenes which include the Pyro.
Crime Lord Side Stories are no longer incorrectly labelled as "Minion Recruitment" Objective during the Tutorial.

Henchmen

Attempting to use Fugu Furakawa's abilities while she is already in combat will no longer deduct the required stats without activating the ability.
The Pyro's "Armageddon" ability no longer activates twice in unusual circumstances.
The strength of Iris' basic attacks has been slightly reduced.
The strength of Doomhilda's basic attacks has been slightly increased.
Jubei's barks no longer display incorrect callout text in unusual circumstances.
Activating Espectro's "Clone" ability while he's moving no longer activates the ability cooldown without summoning the clone.
Incendio's position marker is no longer misaligned while sitting at a Conference Table.

Traps

Most Traps no longer take passive Durability damage. Instead, Traps take Durability damage each time they are activated, once per activation. Single use traps, Loot Traps, the Fake Safe, and the Pay Wall are unaffected by this change.
The cost of all Traps has been reduced by circa 20%.
Tourists correctly interact with active Paywall Traps.
Minions and Tourists no longer avoid pathing through a Paywall Trap.
Correct animation will play when characters are Interrogated on the Venus Spy Trap.
The "Puppy of Death" Trap container no longer ceases to be rendered at distance.

World Map

Inactive Regions are now indicated with a visual effect when fully zoomed out on the World Map.

Items

The Hubbard Slice Loot item now prevents fires on Traps as well as other Lair Items.
The Maple Syrup Loot item now restores Morale more rapidly.
Characters' legs no longer elevate out of place when using the "Omni-Check-Up" Infirmary item.
Visual effects of some items no longer appear when viewing different floors of the Lair.
Eli Barracuda's hair no longer clips through the Cabal Induction Chair during use.

George Sex - REAL
Dec 1, 2005

Bisssssssexual
Can someone post in this thread once the game is good?

w00tmonger
Mar 9, 2011

F-F-FRIDAY NIGHT MOTHERFUCKERS

Dorkopotamis posted:

Can someone post in this thread once the game is good?

Hey guess what, it's good.

Not perfect, but was never going to be

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.
Game is in fact good.

Not in a rush to begin a second playthrough since I'm busy anyway, but they've really put in effort in improving it.

Laughing Zealot
Oct 10, 2012


Yeah release state wasn't bad despite some obvious warts and seeing the effort being put in bug fixing/QoL stuff is nice.

Sally Sprodgkin
May 23, 2007
I bought it day 1 and got stuck on one of the story missions because I was meant to capture a visitor to my base and I guess the came and went and then never came back. Dropped it out of frustration

Glad to see it's been getting frequent improvements. I should pick it up again

cumshitter
Sep 27, 2005

by Fluffdaddy

Dorkopotamis posted:

Can someone post in this thread once the game is good?

It's loving great. The point is that Evil Genius has always been about building a perfect ant farm for evil. If you build it then it's not fun, the game is over and you have created the perfect machine to convert resources into evil. So the game has to have a lot of rough edges that keep loving you up to try and perfect the ant farm.

It's kind of a punishing game by nature.

Dareon
Apr 6, 2009

by vyelkin
Robot Minion pack dropped. I'd been kind of expecting just a switch you flip that makes all your minions robots, like the machine you get with Espectro that lets you reskin the henchmen that his stuff touches.

Instead, you've got two 4x4 machines (With footprints on two opposing sides, so needs 6x4 space and access) that build robot workers and guards, and 2x2 (With an extra tile needed for access) charging stations. All this stuff gets built in the Laboratory, then you get to request a number of Work-O-Trons and roboguards from the minion manager screen. Build time is slow (and slower for guards), but a Scientist can work the machine and speed it up. The constructors and charging stations are fairly cheap and low-power, so you can run a robot workforce in the early game and expand into massive scale lategame.

The robots themselves are pleasantly clanky and stiff in their animations, and all of them have identical traits: Resistance to melee damage, and exploding on death. The workers do not seem to idle, and look like they prioritize the boring jobs like security desks and cafeteria tables. I have not seen one in my control room, but I haven't looked that closely. The guards just act like guards, including chilling at guard tables. I haven't really put them through their paces yet, but I'm assuming they won't train up or go on missions, so you still need meatbags. They have Smarts and Morale like fleshlings, and will head back to a charging station when one hits about half. Charging stations take a long time to charge them back up, and I don't know if it repairs their Health too, didn't have any get injured while I was playing.

There's no new dialogue or even a cutscene for the quest, and there's a different procedure during it than during the typical new minion type quests. With the typical quests, as soon as you get the ability to build the trainer, you also get the ability to request new minions of that type, and if you request new minions before the trainer is built, the quest will recognize that and go along as the new minions train up. With the robots, I got the ability to request Work-O-Trons when I got the ability to build the constructor, as per usual. While I was waiting for the constructor to get hauled in and built, I requested some robots. Once the constructor was built, the quest updated and told me to request some robots, but my request had already been processed and a new robot was building. After the robot finished, I wondered why the quest hadn't updated, but it needs you to actually go request the robot minions at that stage of the quest, then build new ones, because it didn't recognize the one I had already built either.

Verdict: Not bad, but clearly meant as a supplement to your normal gameplay, not a Hostile AI Takeover roleplay situation.

Acerbatus
Jun 26, 2020

by Jeffrey of YOSPOS

dogstile posted:

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

So, a true successor. :v:

toasterwarrior
Nov 11, 2011
I started a new game when the patch came out, and is it me or is there still really no reason to run a casino in this game and maybe just turn the base into a death fortress with incinerators in the frontlines?

Facebook Aunt
Oct 4, 2008

wiggle wiggle




toasterwarrior posted:

I started a new game when the patch came out, and is it me or is there still really no reason to run a casino in this game and maybe just turn the base into a death fortress with incinerators in the frontlines?

I think it is just supposed to be cool and thematic for an evil genius, rather than mechanically useful. James Bond spends lots of time in evil casinos, now you can build that casino.

I've been watching a lot youtube D&D games, and many players are really into creating a distraction before a fight. The guard is standing at his post bored out of his mind, and they'll throw a rock or create an illusion in the opposite direction to distract the guard. As far as I can tell this never provides a mechanical advantage, the guard looks over at the distraction but now he's alert and paying attention when the PCs go into action. It's like they are worried about failing a stealth role, so they create a distraction to distract from their stealth, but the end result is the same as if they'd failed the stealth roll. They've just decided creating a distraction is a thematic thing to do.

The casino is a distraction. An unnecessary distraction. It gives you an excuse for all those people to be coming and going from your island, but also attracts attention and gives strangers (spies) an excuse to visit. Evil masterminds just can't help themselves, they gotta do it.

Vengarr
Jun 17, 2010

Smashed before noon

toasterwarrior posted:

I started a new game when the patch came out, and is it me or is there still really no reason to run a casino in this game and maybe just turn the base into a death fortress with incinerators in the frontlines?

You need social minions for plots, and if you’re gonna pay social minions you might as well give them something to do.

Useful? Not really. But I’ll be damned if I’m going to let them lounge around the base all day.

TheAnomaly
Feb 20, 2003

toasterwarrior posted:

I started a new game when the patch came out, and is it me or is there still really no reason to run a casino in this game and maybe just turn the base into a death fortress with incinerators in the frontlines?

Before your entry is properly secured, the distract elements of social minions and casino games lower the skill so your weak traps will actually trigger . Once you have a proper well prepped entryway, then you can switch all your casino things from distracting agents to milking tourists, hit a couple of "Send ten extra tourists to the island" and then watch it generate cash.

Dareon
Apr 6, 2009

by vyelkin
With the right setup, you can use the casino to just completely drain agents before they even have a chance to get into the base proper. Granted, a shark tank has less overhead.

khy
Aug 15, 2005

Casino is useful for milking a small but noticable amount of $$$ from intruders as well. Just keep in mind that when it comes to agents, 1 of each item is more effective than 5 of a single specific item. For tourists, spamming items is fine you just need enough places for tourists to empty their pockets into yours. I like to separate my Casino into 2 sections; one with stat-drain active that leads to my base, and the second purely for earning a little money on the side. It's a drop in the bucket compared to the amount you get from the world map, of course, but still rather nice overall.

CuddleCryptid
Jan 11, 2013

Things could be going better

The classic slot machine maze is also extremely helpful once you get a sprawling base set up, since it takes baddies a while to work their way through it, allowing you to bring all your henchmen to the front after they wander all over your base.

Of course this does not apply to the good guys that come in through the side door.

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sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

cumshitter posted:

It's loving great. The point is that Evil Genius has always been about building a perfect ant farm for evil. If you build it then it's not fun, the game is over and you have created the perfect machine to convert resources into evil. So the game has to have a lot of rough edges that keep loving you up to try and perfect the ant farm.

It's kind of a punishing game by nature.

Maybe a better question is, how much has it improved since launch day? It seems like they put a lot of work into it but I haven't gone back to it since a week after buying it on day 1 (mostly for reasons unrelated to the game either way.)

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