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QuarkJets
Sep 8, 2008

I finished EG1 a few times, it was great. Janky in some ways but the base building stuff had a high ceiling for complexity, like you could still be unlocking new stuff for a long time and it was fun to create a distracting hotel in addition to a rube goldberg murder maze

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QuarkJets
Sep 8, 2008

UGH why can't I play this right now

Double ugh why are so many potentially great games coming out this year I don't have time for all of this poo poo

QuarkJets
Sep 8, 2008

Nephthys posted:

Visually she may look more Thatcher but I think the character is clearly inspired by Judi Dench's M from the Bond movies, so that's what I associate her with more. M snapping and trying to take over the world is a great concept, so I'm bouncing between her and Zalika to start with.

I hope when Steele shows up he looks completely different and somehow younger than he did previously without anyone commenting on it, just to lean into the Bond allusions harder.

Yeah I assumed Emma was an M reference, like even her name is a little on the nose.

She rides around in a spider chair so obviously I'm playing her first

QuarkJets
Sep 8, 2008

BTW Invisible Inc is $5 right now. It's not really like Evil Genius at all except being in the spy-fi genre, but it's a really fantastic game nonetheless

QuarkJets
Sep 8, 2008

Tenzarin posted:

Changes look interesting. I really never understood why tourists would come to walk around the island or why they picked islands where tourists are walking about old ruins to build the evil lair.

https://www.youtube.com/watch?v=4Cj0tNn-GqA

It's because that's what a James Bond villain would do, have a big casino for spies to hang out in adjacent to the secret lab where you're building the mind control beam or whatever

QuarkJets
Sep 8, 2008

Nitrousoxide posted:

Never preorder

This is a somewhat special case, tons of streamers and youtube channels have been broadcasting the game for a few weeks. I'm preordering for a 15% discount on the basis of what I've seen in those streams: this appears to be a complete game doing basically everything that I'd want an Evil Genius sequel to do. If all of that was an elaborate ruse then I'll just get a refund

QuarkJets
Sep 8, 2008

Major Isoor posted:

No idea about henchmen, but I'm gonna pick Max as my first genius, too.

Out of curiosity (as I don't remember much of my time with EG1) how feasible do you think it'll be to start off with a relatively successful/break-even front operation (e.g. casino) and then after that's been built, expand beneath/behind it with the evil lair.

Based on what I've seen it's not really feasible to make a break-even casino in the early game, that seems to come later. The casino comes with a bunch of old defunct stuff that you're meant to sell for cash, to let you get into the groove of stealing money on the world map. Actually using the casino as a front comes later

The previous game was similar in that way I think, I remember that it took quite a bit of research before you could even start building casino stuff. It's primarily to give you a convincing cover operation

QuarkJets
Sep 8, 2008

Tenzarin posted:

I hope that they have fixed room placement by alot. In the first game, you cant delete connecting rooms if the room it leads too can't be accessed without that room. Also same rooms build next to each other merge into a bigger room automatically. Aka your corridor that connects all rooms is basically undeletable unless you delete every single room connecting to it.

Wouldn't the ability to render rooms completely inaccessible be massively exploitable?

QuarkJets
Sep 8, 2008

Captain Monkey posted:

Spyder Lady is the best choice.

Yeah I thought this was obvious but then a bunch of people were like "I want the russian guy who constantly blows up his own base" and I'm like "????"

QuarkJets
Sep 8, 2008

Carecat posted:

Why the hell are the money activities 10k for 3 minutes and 20k for 30 minutes? Sure the second is slower income at less heat but the values just don't make much sense and 666 gold per minute is nothing.

Low level research also takes too long considering how fickle science minions are.

It's part of the economy balance: the slower schemes are more minion-efficient and heat-efficient, the faster schemes are for quick infusions of money that will quickly deplete your other resources if you rely on them too much. Ideally you should run several of the longer schemes simultaneously in different regions

QuarkJets
Sep 8, 2008

Communist Walrus posted:

Turns out it might be this:

Yeah well if I thought that I was uncovering the lair of an evil genius but actually just stumbled into a staff break room I might go on a killing spree too

QuarkJets
Sep 8, 2008

DurosKlav posted:

Well I give up this game. They really drag out the middle bit and its gotten boring. I just want to get tier 3 research but its been like 5+ hours of mission and still not unlocked. Now they want me to get 50 tourists in which I can never seem to get past 45 or so.

Tier 3 research is unlocked by getting higher tier science minions, which comes after test firing your superweapon. It takes awhile, way too long in fact, but if you focus on your main missions while opportunistically picking up side missions you shouldn't run out of things to do.

In the first game, tourist frequency was tied to your notoriety. It's probably the same in this game; have bigger and better networks and more treasure and you'll get more tourists to come to your island

QuarkJets
Sep 8, 2008

SkyeAuroline posted:

So... verdict looks like "hold off until the first major patches", then?

If you basically want the EG1 experience then EG2 is actually faster and more streamlined than that. The principle complaint I've seen is that the upper tiers of the research tree require a certain amount of progress in the main schemes, but there is still a ton of other stuff going on while you are able to work on that stuff. I think people are focusing exclusively on heists and other optional schemes and then feeling frustrated by the tech gating; this might not ever get addressed by a patch.

There's other minor stuff too, like a lot of useful hotkeys not being bound to anything. That's easy enough to fix in a patch but you can also fix it on your own

QuarkJets
Sep 8, 2008

MonsterEnvy posted:

All the important dialog have textboxes that you continue.

A lot of the unimportant dialog, too; even when your genius just says some quip that text will also be on the screen

QuarkJets
Sep 8, 2008

Tunzie posted:

I will say this: I am really glad they flattened out the training pyramid a bit in this one. In the first one I remember struggling with keeping the flow going, especially when I lost a bunch at the right side of the pyramid all at once.

I'm most of the way (I think) through a Max playthrough, just cleaning up some side missions. I've been having a good time with it. It seems like there's a bunch of the main quests and side stories that feel tailored to Max - I assume they're similarly tailored for the other geniuses? - and that's been nice.

No gamestopping bugs yet, mostly all I had was the one where Symmetry seems to stop attacking me or moving on the world map, but she left when I finished her side story. And a half hour trying to figure out what an 'EGTV' was for an objective that didn't tell me where they were - they're in the staff room, in case anyone else hits this.

Yeah the first one required a minion-type in order to train more of the same type, so if your sole biochemist got gunned down you had to go kidnap another one. It sucked. Now having the same-type around just improves the training rate, which is so much better

QuarkJets
Sep 8, 2008

gimme the GOD drat candy posted:

zalika's research and maintenance focus might be iffy, but at least she can fight. planting your genius off to one side of a big fight and letting them fire away works really well even when you aren't using a rocket launcher (you should still use a rocket launcher). emma can't do that! the elaborate spider chair is less effective than max, a tiny man with a pistol. so, her main function in combat is to reset a henchman's power and then run the heck away.

I have the opposite experience with Emma, her spider chair is a very effective tank against most justice types. She can solo a group of soldiers but they go down much faster with guards and mercs coming in for free pot shots while she soaks up the damage

I don't know how fast the other geniuses are, but the spider chair also moves pretty quick

QuarkJets
Sep 8, 2008

HORMELCHILI posted:

They need to let you escort a prisoner to another cell, i built a max security segment of my brig for agents but theres no way to get them in there besides filling the other cells up

That would be good but as a workaround you could try temporarily turning off power to prison cells that you don't want to use

QuarkJets
Sep 8, 2008

Yeah think of how in a cartoony spy movie the corridor full of traps is just a simple obstacle to be overcome because of how obvious it all is, it's always the hidden stuff around a blind corner that actually catches someone

QuarkJets
Sep 8, 2008

Just think of how many missions James Bond must have failed while sitting at a slot machine with a bucket full of quarters

QuarkJets
Sep 8, 2008

Sycophantry posted:

Little bit irritated, just ended up with what seems to be a game-ending bug.

Not far into Emma's main story, the Song of Science, you're meant to lure 3 scientists to your lair by various world missions, then capture/interrogate them on your island. Except... only 2 appeared. Unless the last one appeared while I was busy dealing with super agents and such. No other way to summon them as far as I can tell, so... I guess that's it?

Shame, I was really getting to grips with this run and I don't feel like starting from the absolute beginning again.

I thought this had happened to me. They can be very difficult to spot since they just wander around wherever, but I eventually found the 3rd one after checking on a trap notification. I swear that I had looked everywhere probably 10 times before finally getting that trap notification and seeing that he had just gotten smacked by a boxing glove trap.

Best I can say is to keep some basic traps in the hallway to your cover area and always check them when there's a notification, eventually you should see the scientist there. These guys also come in on the helicopter, and it's unclear to me whether they come in right away or if they wind up in the same queue as your outgoing minions (e.g. if you have 7 queued schemes on the world stage, he might not come in until all 7 of those queued groups finish leaving?)

QuarkJets
Sep 8, 2008

It's also possible that my (and/or your) 3rd scientists got killed by a soldier, suggesting that maybe the game detects this and gives you a new copy of him after awhile? Like I really did spend quite awhile looking for him until eventually saw him, after what felt like a long time

QuarkJets
Sep 8, 2008

Jack Trades posted:

You'd think that the brainwashing pods in Archive would be a prime suspicion material.

Aren't they're basically just a chair attached to an Oculus

QuarkJets
Sep 8, 2008

Lord_Magmar posted:

Also, have you considered that it’s entirely logical that if you imprison an agent they’re not going to leave without evidence because you know, YOU IMPRISONED THEM? That seems like it would convince me that something is wrong and make me determined to have proof of wrongdoing or die trying.

Like you say that’s flagrant cheating, to me that just looks like an intentional design choice, you imprison an agent you kill them or they leave with evidence and that seems entirely reasonable to me.

That makes sense. Getting released from a prison cell in the back room of a casino, and suddenly getting attacked by bees? Investigator thinks "What the gently caress is going on in this casino?" and gets a resolve bump in order to get that loving photograph of the prison cell from which they've just escaped.

QuarkJets
Sep 8, 2008

Section Z posted:

Honestly I'm still thinking in terms of Evil Genius 1, where one of my top ways to not cause an inevitable slaughter of the more stubborn agent squads was to round them all up for catch and release cycles.

EG2 also makes a big deal about giving you non-lethal weapons, so they present it as intended to be even easier than EG1 to deal in prison antics. So if the only end result of capturing people is "And then you kill them anyways, and get either some (or none because???) intel or brainwash them into one minion to replace the stack of them you lost surrounding them with (now staff armed) martial artists and rifle armed hitmen"... Just, yeah. It doesn't feel like I'M the one being illogical here looking for something more than that.

Besides, Traps A and B work perfectly on released or escaping prisoners to kill or make re-imprisoning them easy unless they are bullshit mega agents. But C giving them magical stat refills to negate being caught by a trap gets a pass because... Why, exactly?

Why would someone escaping from a secret casino prison not at the very least take a picture of the cell they were just released from?

QuarkJets
Sep 8, 2008

khy posted:

Questions.

1) On the 'Crown Gold' map, tourists are supposed to be going to the beaches. I've yet to see one go there. Do I need to unlock a specific casino item that allows them to hit the beaches or is it broken?

2) How long through the game do you unlock the 2nd tier of science minions? The 3rd? Maybe I'm doing too many side stories but this is dragging on and I can't build in 2/3rds of the base because I still have yet to unlock digging through tougher rock.

3) When do saboteurs/rogues show up? So far I've only ever seen the time saboteurs and that's it. Really disappointed that I'm dealing with investigators 95% of the time and soldiers the other 5%.

2) You unlock them through the main story, the timing of which seems to depend on which genius you chose

3) I didn't really get any rogues until I had advanced along the main story a bit. Heat may play a factor too, I'm not sure though

QuarkJets
Sep 8, 2008

Bloodly posted:

Looking forward to the eventual mod that turns workers into actual bees/wasps/insects.

A Venture Brothers mod would be really cool

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

QuarkJets
Sep 8, 2008

twistedmentat posted:

Yup, I started the loot mission and everything. It was weird it was just not popping up on the map. It's possible I just ran into a bug or it needed me to do a certain mission in a certain location to unlock the thing on the map.

That reminds me, why are there missions to invite the Super Agents to your island? I've seen ones that slow them down, but there are ones that just straight up invite them. I assume later in the game you figure out how to defeat them, like in the first one, but at best i can scare them off. I guess if you wanted them to come at a specific time rather than when you're trying to do something and boom, you got a crazy lady with a giant hammer in your base.

Yeah you can invite them to kill them or to at least fight with them on your own terms to incapacitate them for awhile, invited agents are easier to handle

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QuarkJets
Sep 8, 2008

twistedmentat posted:

Yea I'd like to see that. I'm always strapped for space early on.

What do the Data schemes do?

Basically what you'd expect; an android reads poetry at you and then asks you to teach him about the concept of "comedy"

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