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Dareon
Apr 6, 2009

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

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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.

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.

Dareon
Apr 6, 2009

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

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.

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.

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.

Dareon
Apr 6, 2009

by vyelkin

ModeSix posted:

Has anyone messed about with the new Portal DLC? How is it?

I am a huge fan of Portal 1/2 and wondering how the DLC fits into the overall game?

Haven't gotten very far into it, but the cutscenes are poorly voice-acted. Just from the trailer, the overall aesthetic at least matches, even if it seems like the traps are just reskins.

Dareon
Apr 6, 2009

by vyelkin

Lord_Magmar posted:

You gotta give your Henchmen room to take up more space than necessary, do you really want the explosives expert next to the fire magician?

:bisonyes:

What annoys me is the semi-arcane requirements for some of the henchmen. You can't get Henchman A if you have Henchman B, C, or D (Because their quest needs you to beat up B, C, and D), two henchmen are mutually exclusive (But they're both pretty bad, so nothing of value is lost), one you can't get if you've eliminated any of the Super Agents... Getting the All Henchmen achievement requires a careful and laborious path through the recruiting process.

Dareon
Apr 6, 2009

by vyelkin
Yeah, it's fine. They patched and tightened the gameplay loop since release, it's solidly playable, but doesn't really spark the joy the first one did.

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Dareon
Apr 6, 2009

by vyelkin

Zil posted:

Does anyone know of any other recent games like this? I already own the two Dungeon Keepers on GoG, War for the Overworld, the three Dungeons games, and even Dwelvers (oof).

Even willing to go 2d for my fix if necessary. Just like carving out rooms and training up minions to do my bidding.

MachiaVillain kinda bridges this genre and the colony builder, you're running an evil mansion full of monsters, training them up and luring innocent college students in to be murdered. I bounced off, but there's clearly some good ideas there.

e: currently on sale for 2 bucks.

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