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Tenebrais
Sep 2, 2011

MonsterEnvy posted:

Also the Lines being the same for each Evil Genius is only on the Tutorial and starting stuff. Though I would have preferred if they had their own lines there too. Feels kind of wasteful to get four good voice actors and have them do the same lines.

On the other hand, I can appreciate doing this so you don't feel like you have to go through the tutorial every time just to see all the dialogue.

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Tenebrais
Sep 2, 2011

StratGoatCom posted:

How do I set that 'blanket distract/capture/kill' mode for regions of a base?

In the menu with your objectives, research, stats options and so on, there should be a new option for designations. Pick which blanket order you're applying and select the rooms it applies to.

Corridors split up by doors count as separate rooms, so you can set your blanket distract order to only apply to agents that pass the trap corridor to avoid fights in there, and so on.

Tenebrais
Sep 2, 2011

It does make me wonder if you can actually just totally ignore the evil genius plot and just play the game running a casino. Completely ignore the world stage after you've managed to train valets and technicians.

Tenebrais
Sep 2, 2011

JerikTelorian posted:

I think I am missing something about Heat on the world map. If I have 10 heat in a zone, and I do a quest that will ad 30 heat, I should be at 40 and thus able to lower it.

Problem is, they still seem to lockdown which fucks me in the base with agents. How does heat work, exactly?

Heat builds slowly just from having a network present in that region. I don't know the exact rate, and I also don't know if it continues doing this while you're gaining heat from a scheme - it doesn't look that way - but I do know that in the time it takes for your minions to gather together and board the helicopter to a scheme, heat will still be building in that region. So if you've got 13 heat and start a scheme that adds 35 heat you'd better be sure they're going to get out there immediately.

Or not worry about it too much; lockdown at 50 heat doesn't make a big difference and you'll still get most of the profit out of a scheme that's interrupted that way. It's only a big problem for the story/side-story ones that are just a "did you succeed yes/no" kind of thing.

Tenebrais
Sep 2, 2011

bandaid.friend posted:



They can't reach the agent

Honestly this would make an amazing scene in a movie about that agent. It's perfect.

Tenebrais
Sep 2, 2011

I think it's just one of the random lines to confirm an interrogation happened, yeah.

Tenebrais
Sep 2, 2011

toasterwarrior posted:

Have you guys had issues with non-deception minions distracting agents when you tag them? I assume that's why they immediately go into aggro, because said minions aren't the proper type.

Anyone can stop an agent and send them back to the casino; that's not a factor in whether they resist (I think someone said earlier that is dependent on their Skill rating - they'll resist a lot less if you soften them up with traps and gambling).

Tenebrais
Sep 2, 2011

HORMELCHILI posted:

that is definitely intentional.
Is research limited to one object? or will, for example, two whiteboards double the research rate?

Multiple of the same object can be used at once to increase the research rate. You'll see a research speed multiplier in the research screen which is basically just the number of those machines you have.
However you can't use multiple different objects to research different things at the same time.

Tenebrais
Sep 2, 2011

seaborgium posted:

Ok, it has an option to have scientists use the intel computers. Do they still generate intel when you do that or is that for a research I haven't run into yet?

For all the handholdy stuff at the beginning, there's a ton of poo poo in this game that just isn't explained.

They generate intel, and at a faster rate than workers.

Tenebrais
Sep 2, 2011

Lord_Magmar posted:

Using the Minion Manager to specify a job that isn't Schemes will stop those minions from going on Schemes unless there's literally nobody else available afaik.

The problem is it locks them into doing that job, even if that job isn't available and other work is going undone. It would be nice if you could simply use that screen to lock minions out of a job rather than into one.

I've personally found the pacing of the main plot isn't too bad - once I got it into my head that power and broadcast strength are cheap. You've got no reason not to float a buffer of 40+ power, and have as big a control room as you can fit into your available space. Money isn't really an issue once you have two or more level 2 networks running the long-term science heist schemes.

The main thing slowing it down, though, is side stories, and the fact you can only take one at a time. That's the main thing slowing the pacing down; if you're pursuing the main plot vigorously you only have time for one or two side stories between main plot events, while really the game wants you to have a whole bunch of loot and to fill out your henchman roster and to finish off the super-agents. If you could pursue two or three at once it would help enormously so you're not held up by waiting for this one step in this one side-mission before you can continue doing other stuff.

Tenebrais
Sep 2, 2011

NuckmasterJ posted:

Why do soldiers beeline to the sleeping area, even if its set to auto deception? Everyone keeps talking about keeping social minions in their little area but mine just keep getting murdered. :(

Is your sleeping area nearer to the entrance than your true base entrance? I'm pretty sure agents will seek out the first exit to your casino they can find, then go around to the next one once they've sniffed out what's there.



HORMELCHILI posted:

Yeah its especially weird that you cant do this when theres minion specific items like training items and canteen benches

I noticed canteen benches have a setting to restrict them to the appropriate types, at least.



Big Ink posted:

So far after trying to recruit Eli, Jubei, and now the hunter guy. When I get the final mission to kill or capture it defaults to kill and I'm stuck with Iris and Incenio as my only henchmen. Have I been doing something wrong this whole time?

In my game I've reached the third Jubei side-story and noticed it's given me two side-stories about him, one to recruit and one to murder. Make sure you pick the right one! Man that is really something they should give you the option to drop...

Tenebrais
Sep 2, 2011

Fhqwhgads posted:

3 waves of robots, 1 wave of investigators, the Lucha supervillain and posse, and Symmetra and posse all at once. And no way to make anyone actually do anything. During a red alert with everyone tagged for death, my mercs were dutifully manning their stations, watching the slaughter. Wiped out my 200 minion base pretty quickly since I was still stuck on T2 research. I was fighting through all the jank but I'm thinking I might put this down until there are some major updates.

What was your camera setup like? I've never failed to have every guard table pour out onto agents caught on camera.

It's the other half of why IRIS is the best henchman; her two abilities are "tank a shitton of damage" and "put a camera here, right now".

Tenebrais
Sep 2, 2011

gimme the GOD drat candy posted:

also also, why the heck is emma melee only?

Well, she used to have a guy to do the shooting for her. But then he got really high on the job one time and she had to change career tracks. So it goes.

Tenebrais
Sep 2, 2011

The reason the world map has changed is that it's a sequel; after the evil genius from the first game won and then later disappeared all the former political powers scrabbled to reclaim what they could and borders shifted, so the communists took over Europe/Japan/Australia/India, the former European powers are now operating out of Africa, etc. At least in-universe. From a designer's perspective I don't know the reason but I would guess it had to do with wanting to avoid one of the main factions just being the "everyone else" one; let them all have a proper identity. And possibly also getting rid of the UK Government to push Steele into the globetrotting role they have. It's all flavour either way.

Tenebrais fucked around with this message at 11:51 on Apr 6, 2021

Tenebrais
Sep 2, 2011

DarkHorse posted:

Do you get to replace an executed hench automatically? I might gold Janet if I could pick up someone else (assuming I can somehow escape the lockout bug :()

Automatically in the sense that you can do the side-story to recruit them and fill the empty slot, yes. There's an achievement for recruiting every henchman in one game, with the note that this will require some betrayal.

Tenebrais
Sep 2, 2011

I think this is a problem both with this and the original game. The main appealing gameplay is building your secret lair. It's good fun and that's when the games shine their best - but once you've got your lair fully set up with all the furniture you need, you're basically done, while the storyline depends on you poking the world map and killing invading agents. These aren't terribly engaging; you might play around with different arrangement of traps but that's about all you're going to do.

EG2 is much better about this because A) you can rearrange and reconfigure your base as much as you like and B) between the multiple floors and tiers of rock hardness you regularly unlock new soil to carve into. But it's still easy to get into the position where you've basically solved your base design, with space to expand any rooms that need to fit in new unlocks, and you don't have any reason to touch it again. And that's kind of boring.

Back when I first discovered EG1 I saw it described as a spiritual successor to Dungeon Keeper, and I wonder how the game would play out with a structure more like that - where you go through a series of ~20 different bases over the course of the campagin, building them under different conditions and constraints so you stretch your design muscles in different ways. Maybe you're taking over the world one region at a time, and go up against super-agents and crime lords each in turn. That would keep it a bit more fresh.

Tenebrais
Sep 2, 2011

Captain Oblivious posted:

Meanwhile I believe an Emma player talked about unlocking Biologists shortly after VENOM test firings. I wonder if Zalika gets them earlier than the rest?

Zalika gets them just before VOID test firings, along with martial artists.

This is also assuming the superweapon tests happen at the same time for each genius, which I couldn't say for sure.

Tenebrais
Sep 2, 2011

So a patch just came out that makes Average or worse agents never go aggro on minions trying to distract them, and better agents have a reduced chance of doing so. This should significantly cut down on brawls at the casino entrance.

Tenebrais
Sep 2, 2011

Big Ink posted:

It pays for itself if you set everything to "Scam tourists," at least money wise. And setting up a maze at least buys some time for either deception or muscle to deal with the problem. That is until you get slot machines, then the distraction and cash output become somewhat worthwhile.

My general impression has been that objects set to Scam Tourists then aren't used to distract agents, so there's a decision there.

This can still be totally viable, especially once you've unlocked socialites who will hunt down distract-tagged agents in your casino and drain their stats. And it's not like you have to be wholly one or the other.


Honestly I think objects with options like that should make default settings one of the explicit options. So your roulette tables etc give you an explicit choice between "distract agents" and "scam tourists", your security desks give you a choice between "workers" and "muscle", and so on.

Tenebrais
Sep 2, 2011

DarkHorse posted:

Does every lockdown increase the level/quality of the agents they send? And is a wave only sent when at least one lockdown has happened? Does signal strength in a region affect anything about what is sent?

So many questions about basic mechanics

I don't know how it's calculated when FoJs launch raids, but when they do the quality of the agents depends on how much total heat you have across their combined territories. Lockdowns only matter in that they freeze that territory at max heat until they resolve.

Tenebrais
Sep 2, 2011

seaborgium posted:

Does this take into account helicopter recharge time? Even fairly early on the issue isn't necessarily heat, running a lot of schemes you're waiting on the helicopter to actually go anywhere more than anything else. I've found if you want to keep a scheme running in a lot of places and manage the heat you're more waiting on the helicopter to actually transport minions to the schemes than you are training or anything else. I'd love to have some actual data on how often the helicopter can send out a mission.

I think the helicopter leaves once every minute? It comes by each minute to bring new workers and leaves again around thirty seconds later. It can only carry one mission's minions at a time though.

Tenebrais
Sep 2, 2011

It will as long as they are in a relatively small radius and not using an object or anything.

If you have a bunch of low-morale minions watching TV, executing someone there won't help them because they're busy with the TV but anyone still on the way will get the benefit.

Tenebrais
Sep 2, 2011

Danaru posted:

If you have enough food/EGTV things around you shouldnt see any desertions on a totally idle base, they usually try to refill morale around 20 or so

Beds are the ones for morale. Make sure there's plenty of sleeping space!

Tenebrais
Sep 2, 2011

seaborgium posted:

I'm on the basic island, is the outside by the helipad supposed to be tagged as "Distract"? I never tagged it that way that I remember, and I can't untag it. My minions keep dragging them out through the casino, and when there resolve is zero it takes them about an hour to get back through my whole base, triggering every trap on the way back out through the helipad door.

It's set that way in my game too. I don't know how to fix it, although the rooms immediately in my base are set to capture so it doesn't make a huge difference now.

Tenebrais
Sep 2, 2011

I tended to find until I got slots, my cover operation would drain resolve at least as well as skill, so agents just left rather than fall into the traps. Socialites (and Incendio wandering around) are good resolve suckers, and given the choice between gambling tables and floor shows/drinks bars, I went more with the ones that would make agents go away.

Slots change that, though, since they're unmanned so you can have as many as you want. And now agents are gambling away at them long before any minions can start getting involved. Come on guys, aren't you here on a mission? At least with the roulette and baccarat tables you can claim you were trying to keep undercover in front of the minions, but there's no one here to impress! Your bosses should ask for their money back.

Tenebrais
Sep 2, 2011

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.

Obviously doesn't help now, but yeah, it pays to switch save files when you start a new side story or main objective just in case, as this bug does happen sometimes.

Just in case, though, do note you can zoom right out on the world stage and special schemes appear as animated circles while standard ones disappear. Check that to make sure you haven't just missed this one in some obscure corner of the world.

Tenebrais
Sep 2, 2011

Yeah, Symmetry's heist team are massively overtuned. I've been having no problem with any of the other super-agents - I can take down Atomic Olga's team with only a handful of deaths - but Symmetry's five goons managed to take out two henchmen and dozens of minions even without Symmetry herself in the fight (she spawned in a different vault and went down like a chump). I'm pretty sure I saw one one-shot a mercenary.

Tenebrais
Sep 2, 2011

Investigators become workers, Soldiers become guards, Saboteurs being technicians and Rogues become valets.
I don't know if they're reliably the bottom-rank minions like that or if there's a chance for, eg, a high-level soldier to become a mercenary or hitman. All the agents that come in with super-agents that I brainwash have become low-level. That said, some of the special goons that come in side stories definitely can become higher-rank minions; I got a martial artist out of a captive from those.

Tenebrais
Sep 2, 2011

Pave your hallways with shark tanks. Any minions that get caught out clearly weren't hardcore enough and thus have no place in your organisation.

Tenebrais
Sep 2, 2011

Yeah, I can see where the mobile/browser game comparisons are coming from in that a lot of the new systems in the game are some form of progress bar management. But these systems are absolutely better than the ones they replaced in the first game.

Juggling your heat levels on the world map is done pretty well, honestly, other than that heat itself is pretty weak. I'll be unlocking level 4 criminal networks soon and I still haven't seen anything more dangerous than standard investigators visit my island organically (ie not part of a side story or a super-agent visit). I haven't seen rogues or saboteurs at all. I don't know if it's the mechanics being tuned for having level 4 networks around (which would max out at 1000 heat for most agencies, but can at worst reach half that with the level 2s you mostly use) or if the more dangerous agents actually come from letting investigators leave with evidence, which has never happened on my island.

The research system is flawed for sure, not being able to put a research on hold to handle a story study and it being a waste of power to have more than one kind of research device switched on at a time. But if it means that I can either target the unlocks my base needs, or see why I am not able to yet, then I'll take it.

Tenebrais
Sep 2, 2011

bromplicated posted:

The thing is though besides the auto-tagging, heat, and world map minions don't return... what systems from the 1st game does this actually replace?

I'm referring to the management of minions on the world map - in particular the gameplay around having half your base out on the map, and having to dance them around the roaming super-agents and manage whether they're stealing/plotting/hiding. In the first game that was too much of an attention tax for a mechanic that isn't integrated into the core gameplay and it punished you by killing off minions that could be very difficult to replace depending on what you sent out there.
EG2 simplifies it into plate-spinning exercises - you don't manage minions on the world map directly, you just spend them to get money or lower heat (or hit story objectives). The main flaw in the world stage mechanic in EG2 isn't anything to do with the world stage itself, it's just that heat doesn't impact your island enough, which would be a simple thing to re-tune.

The other main system I was talking about in being replaced was the research system, replacing the "sample random items, put them together and hope it does something" system with a more conventional choose-your-next-unlock one.

Tenebrais
Sep 2, 2011

History Comes Inside! posted:

My number one wish for the world map is a button to snap to the scheme for a chosen objective, because having to search around for them amongst all your other schemes is a loving ballache and the little highlighting blinky arrow thing that highlights what are supposed to be the key ones seems to not be there half the time.

If it helps, only special schemes appear when you zoom right out on the map.

Note this includes the "invite super agent" schemes and Fugu's special schemes, so it's not always that helpful, but it at least lets you see past all the standard ones.

Tenebrais
Sep 2, 2011

Knowlue posted:

I tried to capture him when he showed up to my lair and he just vanished. Killed him next mission

Of the four crime lord side-stories I've done, three of them involved capturing the crime lord at the end of part 2 (Incendio, Fugu, Sir Daniel) but Jubei's was different - whatever you choose, he disappears at the end, and then you get the choice of two side-stories about him later. One involves killing him and one recruiting him.

Tenebrais
Sep 2, 2011

dogstile posted:

On that note I don't think i've bothered reading the world map mission stories because of this. One of them was for a mission called supersonic which had the description of "steal a jet". I quickly stopped bothering.

Thanks game, good funny writing.

It's kind of odd, most schemes have pretty good descriptions but there's a handful like that mixed in that feel more like a first-draft high-level description of what schemes they were going to put in before doing the actual writing. Like someone just loaded in the wrong draft for part of it. Or perhaps more likely they didn't have time to write them all out.


blackmongoose posted:

I miss the radio people from the first game, they were great

Eh, most of those were lazy stereotypes. If nothing else, the character writing in this game is much better than the first, even with the geniuses having a lot of the same dialogue. I've found the Crime Lord and Super Agent side-stories a lot of fun just for that.

Tenebrais
Sep 2, 2011

It's a bit hard to give a solid yes/no judgement. The core gameplay is good, but it has a lot of flaws, but most of those flaws would be fairly easy to fix with patches. The problems revolve mostly around pacing, a lack of danger, and some bugs. If you enjoy just watching your ant farm go and soaking in the atmosphere, you'll have a good time, otherwise you might get quite frustrated once you're ten hours in that you can't accelerate time more than 2x.

If you enjoyed the first game despite its flaws and frustrations, I can't imagine you having a bad time with this one - but you might spend a lot of it imagining how it could easily be a better time.

Thus the advice to give it some time for the developers to put out bugfix and balance patches. They launched with plans for DLCs in the future, so they've got motivation to fix its issues, and in the few weeks it's been out they've already patched some of it.

Tenebrais
Sep 2, 2011

Big screens do reduce heat generation, although it's a small effect - I've heard that it takes around twenty to halve the rate your heat builds up. It also won't affect any region running a scheme, and I think having a super-agent on a region also boosts the heat gain so it's hard to notice for those too.

If you tend to play with having as many regions as possible in long-term gain money/lose heat schemes you probably won't get much benefit from the screens.

Tenebrais
Sep 2, 2011

Ah, so specialist agents are summoned by Investigators leaving with suspicion? That would explain why I never see them outside super agent/side story stuff.

Keen to see what their rebalance is going to look like.

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.

Tenebrais
Sep 2, 2011

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

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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.

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