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MonsterEnvy
Feb 4, 2012

Shocked I tell you
Been looking more into this game and they have outright improved some aspects.

Take the Bodies for example. In the old game you had to make a large freezer to store all the bodies, which you may need to expand quite a bit to fit all the new bodies. In 2 they just made a new item the incinerator that your minions will take bodies to to dispose of them.

The newest AMA plus gameplay demo also shows off some other little new things. Like how minion traits determine the priority for jobs and such.

https://www.youtube.com/watch?v=DZyAzAohoEw

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MonsterEnvy
Feb 4, 2012

Shocked I tell you

Nam Taf posted:

Another thing that's interesting is that the preorder material mentons minions interacting with lair loot to gain bonuses. I'm glad they're fleshing out how loot works - the stat regeneration from EG1 was pretty basic. Keen to see how deep that plays out too.

They show a good example of this in a recent video with the Sands of Time loot item. The Sands make it so that items in it's aura don't degrade, so your science minions can ignore having to repair them.

Weasling Weasel posted:

As janky as it is, I loved Evil Genius 1. I hope theres a fast forward though. Does seem to be more of a clone with graphical evolution than a sequel though really, everything from rooms to minions to henchmen seem like a direct copy and paste from the original.

There is a fast forward.

MonsterEnvy fucked around with this message at 22:04 on Mar 12, 2021

MonsterEnvy
Feb 4, 2012

Shocked I tell you
For fun going to put some of the left over information I was going to put out when I planned on making this thread. (Was just beaten to it.)

Namely the Evil Genius differences.

Should note while different Evil Geniuses are going to be focused on different aspects, I don't know all the details just some basic abilities. All Characters have stats called Smarts and Morale that their abilities tend to consume that refill over time. Evil Geniuses tend to have 100 of both.

Maximilian


The Evil Genius poster boy. Max serves as the balanced Evil Genius able to branch out well into the Muscle, Science, and Deception Trees as opposed to the other's tending to favor one. He is most focused on minions and having a large stockpile of specialists.

Abilities.

Work Harder: An aura that causes minions to focus on jobs in Max's vicinity and rally to him.
Train faster: Causes any minion training near Max to instantly complete.
Large work force: Max starts with extra minions, and earns gold more reliably then other Geniuses. Passive.

Red Ivan


A former Henchman from the first game promoted to full Evil Genius. His focus is on the muscle tree, and if needed getting into the fray himself.

Abilities.

Do it now!: An aura that causes minions to focus on jobs in Ivan's vicinity and rally to him. Minions in the aura receive a combat boost.
Old School: Ivan takes out his Rocket Launcher and can use it to blast anyone you wish, use with caution to avoid blowing up your own base.
Might makes right: Ivan's muscle minion's are cheaper to train, and even his workers tend to come with traits making them better at battle. Passive.

Emma


An ex S.A.B.R.E Spymaster that was humiliated by her defeat in the first game, and decided to take over the world in response. She is the deception focused Evil Genius for the more subtle type, who also likes to work closely with her chosen Henchmen.

Abilities.

Pay attention!: An aura that causes minions to focus on jobs in Emma's vicinity and rally to her. This also increases the spotting power of minions near her, allowing them to see through agent disguises easier.
Plotter: Emma gives a Henchman a pep talk, resetting their cooldowns, and buffing them.
Spymaster: Emma's deception minions are more efficient, and she can more easily reduce heat around the world. Passive.

Zalika


A billionaire scientist zealot that thinks the world would be better in her hands. She is the science focused Genius who is also great at base management.

Abilities.

My plans take priority!: An aura that causes minions to focus on jobs in Zalika's vicinity and rally to her. Science Minions receive a bigger boost to preforming these jobs.
Repair: Zalika instantly repairs items and puts out all fires in her aura using smarts... and nanobots.
True Genius: Zalika's Science minions complete research much faster. Passive.

Will go over the starting Henchmen in a bit.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Like the four Evil Geniuses there are also four starting henchmen that you can recruit from near the start of the game.

Eli Barracuda Jr


Son of original game Henchman Eli Barracuda. Eli serves as a mix of deception and muscle.

Abilities

Silver Revolver: Eli takes out his six shot gun. Which can be used to murder people from a range. Costs 80 morale.
Silver Tongue: Eli starts charming a target, regenerating his stats while dealing resolve damage to the target. (Which will make them go home if it goes to zero.)

IRIS


The AI of your computer that you can place into an android body to serve you in the field as well as giving you messages about things to do. Has a fairly powerful ranged attack and helps security.

Abilities

Reroute Power: IRIS takes reduced damage and rapidly heals damage she has taken. Costs 2 Morale a second.
Security Network Link: Iris starts to function as a 360° camera, allowing her to summon guards to her location, and keep a better eye out for intruders. Cost 1 Smarts a second.

Janet Bombe


A fan of the evil genius who wants to prove herself to them. Also an excellent hacker. More of a support type rather then a fighter. Despite her name does not blow things up.

Abilities

Remote Detonation: Janet hacks a targeted agent's munitions to turn them against their owners. The effects vary. Cost 25 Smarts
Scramble Evidence: Janet removes a large amount of suspicion from an investigator. Cost 40 Morale.

Jubei


A henchman from the original game. Now older and maybe wiser. He preforms the same role as he did in the original, serving as an assassin and enforcer.

Abilities

Flow: A temporary buff that makes him deal more damage while active. Costs 50 Smarts
Windwalk: "Jubei becomes one with the wind and teleports to a targeted location. Just like wind can teleport." Costs 25 Morale.

MonsterEnvy fucked around with this message at 06:59 on Mar 13, 2021

MonsterEnvy
Feb 4, 2012

Shocked I tell you

wukkar posted:

I worry about their "seasons" and already knowing dlc plans and their "we have nothing to announce at this time" answer to workshop mods.

They have already said that mod support will be there.

Also we know exactly what the planned DLC is and it looks cool.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Bloodly posted:

"An ex S.A.B.R.E Spymaster that was humiliated by her defeat in the first game"

I'm vaguely curious about this. There's a lot of old and new faces, what are they saying happened in 1?

Ok this is more or less what has been explained.

During the events of the original game, an Evil Genius took over the world. Defeating the Forces of Justice Organizations of H.A.M.M.E.R. S.A.B.R.E. P.A.T.R.I.O.T. A.N.V.I.L. and S.M.A.S.H.

Said Evil Genius recruited Red Ivan, and Jubei, and was not Maximilian. Red Ivan under winning Genius was granted his own country which he called Ivania. At some point the Evil Genius that took over the world got tried of it or something and vanished. Without the Evil Genius the Evil Origination started falling apart. The FoJ took this opportunity to rebuild, and overthrow the evil organization resulting in Ivania being destroyed and other things. As a result of this the borders for the FoJ organizations have changed a lot.

Here is the original game's map


And most of the new games


Anyway now a new Genius is trying to take over the world. Also John Steele is back presumably as the S.A.B.R.E. super agent.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Acerbatus posted:

Have they said why Maximillian looks the same despite Jubei going from a young man to old dude?

Not yet. Though Maximillian does not look the same. He was much chubbier in the first game.

It could be that Jubei was just older then he looked in the first game. Max was actually stated as being fairly young back in Evil Genius 1.

MonsterEnvy fucked around with this message at 07:59 on Mar 13, 2021

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Sekenr posted:

I am looking forward to this because EG1 was fun, however hope that they make the endgame less crap and out of island missions more interesting than place your valuable agents on the map and watch them die.

Apparently sending minions out will cost you them anyway. Minions apparently don't return to base after being sent out to the map.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
We have some gameplay via someone playing the game. The issue is the guy playing the game is kind of annoying, and is kinda dumb, for sure not my style for LPs. I guess you can just mute and skip around if you want some extra info, and don't feel like listening to him. https://www.youtube.com/watch?v=nckwfbeYWyQ&t=42s

It does show me a cool new addition I like, Guard Posts. You can place spots in corridors that Guards will automatically move to when you place the base on alert. Meaning that you can easily send tough minions to defend important areas.

gently caress SNEEP posted:

Interesting that they're making minions disposable like that considering how long it can take to train them. I have no problem sending however many yellow minions, though.
If you are Max you have the ability to instantly complete any minion training around him. Also minions no longer require a minion above them to train, having a tutor will just make the training faster. Plus it just means that when you send minions out on schemes, they will automatically start getting replaced, rather then them needing to die on the map before you replace them.


Complications posted:

Given that you've got a ton more space to work with you can probably afford bigger training complexes in vanilla, like if you mod Evil Genius 1 for 400 minions. It'll presumably not hurt as much to send eight or ten assorted minions out if you're training each class in batches of half a dozen.
We know that you can have at least 300 minions at a time in 2. While it may take a slight bit of time to replace higher tier specialists, sending out workers should not matter at all as they get replaced super fast anyway.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Mr. Fall Down Terror posted:


this helps too. i always modded EG1 to allow for 200 minions, as the cap of 100 was way too restrictive - that's like 10 of each type. and then you don't have to think "well, i've got two kung fu masters in the pipeline, so with four to cover my base i can afford to send four out on a mission..." just send and forget em

Playing through the original as we speak. Also modded it to allow 200 minions. And it will be nice to not have to be too restrictive with my specialists.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Mr. Fall Down Terror posted:

EG1 was pretty half baked. the most glaring example is there were tourists, and there were hotels, and obviously you should be able to leverage tourists for funding and cover... but this didn't happen. tourists just showed up to wander around and blunder into traps, and you could build hotels as a distraction, or you could just go permanent hostile and task your valets with distracting the tourists. or once you're on high heat in the end game, just murder them

Well already something the new game has fixed. Your Casino cover operation, along with being the place your deceptions minions will tend to hang out to distract people, can have it's devices be set to one of two things.

Reducing Enemy Agents stats, so they go home without reporting anything, or at the very least don't notice the traps in the hallway when they sneak in. Or Scamming Tourists for money.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Mr. Fall Down Terror posted:

i did the same, it was way more useful to spam mystery sheds than casinos

you could either put a trap inside or, just more doors. nothing but doors, tantalizing and hypnotic doors which need to be laboriously cracked open

https://www.youtube.com/watch?v=4270c5qWPBg

https://www.youtube.com/watch?v=AJ6gdRfBW6c&t=21s

I did build a huge casino building. So I could fill it with annoying traps that waste agents time.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

gently caress SNEEP posted:

Trying to get my Evil Genius 1 playthrough finished before 2 drops...

Sure am glad half the base responded for this 1 agent!!


This is why I have have set up several stations and cameras of different types. So the Alarm will only send out smaller groups unless the agents are father in then I would like.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
From checking it looks like you have to get Broadcast Strength from building your radio's to build a criminal network in a region. The Networks can then be strengthened by collecting intel from captured agents I think. Which will expose more schemes. Also it looks like some schemes are stuff like Steal lots of money or reduce your heat in the region.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Full Cinematic Trailer

https://www.youtube.com/watch?v=pPOI1Uq-AZw

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Also a couple of the Super Agents

https://twitter.com/evilgenius/status/1328729889890050048?lang=en

https://twitter.com/evilgenius/status/1362794547806355460

Agent X looks like a guy that will be a constant annoyance with his ability to escape, and turn invisible. With a large lair it also seems like it will be harder to locate him to deal with him, if he vanishes from the minimap too while invisible.

Olga seems like Dirk Masters but a bit more dangerous, cause she also comes with a squad of soldiers rather then solo.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Nephthys posted:

I like Zalika's style, it's very Mars Attacks. I'm leaning towards her for a first playthrough, maybe with the robot girl for maximum Science! And it's good to see Red Ivan is back considering he was basically a meme in the first game with how much he destroyed your own base all the time.

Who was everyone's favorite Henchmen in the first game? I remember the Butcher was the best in combat since one of his attack animations was him wildly chopping and each chop counted as a separate hit. Him vs Jet Chan was always an epic showdown determined by how often that animation got used. Psycho Granny was very fun too.

Probably going to go Max first. My favorite Henchman was Lord Kane, but that was more due to an exploit then anything else. (Namely if you pick a target for smooth operator one of his abilities. His target freezes in place and will wait for him to arrive, and won't do anything until he finishes doing his ability. Giving you a map wide stun for any super agent.)

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Captain Oblivious posted:

Probably Red Ivan first even though I tend to lean hard into Deception minions. I can't resist his ridiculous cheeseball voice acting.

You can still play a deception heavy Red Ivan game. He gets bonuses to his Muscle minions, but his deception minions are still just as good as the other geniuses (Minus Emma's, who are better.)

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Some more gameplay details. https://www.youtube.com/watch?v=jp9lDKNxLuI

Also Max's full profile.


MonsterEnvy
Feb 4, 2012

Shocked I tell you
Full Cinematic, with no gameplay.

https://www.youtube.com/watch?v=pelasST7ork

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Pylons posted:

Looks like some streamers/youtubers have gotten access to the game and are posting videos.

Yeah saw the Rebellion Discord and at least one person I sub to posting tons of videos.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
An easy reason for things to be unstaffed is only having the bare number of minions.

Like if you get several gambling devices and only have 2 Valets they won't be able to staff them all, and also will be spending time resting and recovering, so there won't be anyone to cover their areas.

Pretty much a lot of the people playing just need to recruit more specialists.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Retro42 posted:

Everything I'm seeing so far SCREAMS that you should always be running max minions. Minions being spent on missions is a change I never knew I really really wanted.

Also, no more orphaned briefcases!!!

Yeah I tend to see people using large numbers of Workers but few Specialist.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

DoubleDonut posted:

do any of the early impressions indicate any kind of extreme bugs or performance issues? That's about the only thing that could dissuade me from this

Have not heard anything. So it seems unlikely.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Just 10 days left.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Spacedad posted:

Game looks pretty good.

I wish there were some kind of twitch integration so your minions and henchmen could be named after or minimally controlled/influenced by audience chat commands or something. It'd be pretty funny to check in on what a twitch user minion or hench is up to.

Also a game in a similar kind of setting where one player as a RTS lair leader and their co-op player pals are henchmen playing in first or third-person (in addition to NPC minions) might have some fun potential.

That sounds fun, but for sure something that would best be done post release.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Apparently you can use captured people as trap test dummies.

Also all the evil geniues' bios.

MonsterEnvy fucked around with this message at 23:56 on Mar 22, 2021

MonsterEnvy
Feb 4, 2012

Shocked I tell you
One week left and new trailer showing off the four.

https://www.youtube.com/watch?v=HqCF3o47Azw

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Motherfucker posted:

Yeah playing the O.G evil genius is some serious early 2000's energy...

It is an early 2000's game.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Pre-Load is up.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Nitrousoxide posted:

Never preorder

What if preordering gives you a discount.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

AlternateAccount posted:

This "sequel" just looks like an update and refresh of the first game with maybe some minor quality of life tweaks and extra polish.






Excellent.

From looking it has more then enough that I would call it a proper sequel. But a lot of sequel's are just improvements on their original.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

juggalo baby coffin posted:

i never figured out any of the specific ways to kill the super agents in the first game.

i was also a kid at the time and the internet was all gamefaqs posts about 9/11

The game tells you how in optional objectives.



Anyway everyone who do you think your Starting Genius and Henchman will be. I will be going Max and Eli Jr my first run.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

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.
I posted the four starting Henchmen on page 1 if you want to check them.

Well all you need is some Valets that you can get right away, should not be too hard. The Casino will always be the front of your evil lair unless you decide to smash and replace it.

Also heard based on feedback there was a change to how casino items worked. Originally you would set the items to either reduce agent skill, or scam tourists for money, now they just do both.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Major Isoor posted:

Oh, good to hear, regarding the casinos! I guess I'll have to make a nice big fancy casino and other 'innocent' facilities out the front (presumably living quarters for my valets etc are OK for agents to see in EG2), then gradually expand my lair.\

By the way, killing agents doesn't increase heat alone - that's only if the body is found or they escape, right? If so, I might need to recreate my old mini-labyrinth of death for agents to navigate, if they leave the casino!

If enough Agents don't report back apparently that will raise heat by being suspicious.

I plan once I can to more or less make the first floor my unassuming area. Home to stuff like Staff Rooms, Mess halls, Sleeping areas and other stuff that won't really grab agents attention.

QuarkJets posted:

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

That's just in the tutorial. You can mess with your casino however you want at the start of a non tutorial started game, you just need to quickly kidnap a valet so you can train some up to run it.

MonsterEnvy fucked around with this message at 04:37 on Mar 29, 2021

MonsterEnvy
Feb 4, 2012

Shocked I tell you
This game also seems like it will reward a deal of mastery. People will have a lot of issues until they realize what they need to do. I see a lot of people skimping out on the specialists.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Davincie posted:

Skimming a few reviews tje main complaints i see is bad minion ai and that the world map is annoying, which was true for the original too.

More annoying are the mentions that the writing is the same for each Evil Genius and mentions of endless tutorial popups.

You can make minions focus on doing certain things to exclusion of all others.

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.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
15 hours left.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Nam Taf posted:

Goddammit it'll be 2am Wendesday morning for me and I absolutely should not play it thanks to having work the next day.

I actually took the day off so I could play it.

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MonsterEnvy
Feb 4, 2012

Shocked I tell you

Major Isoor posted:

Random question that might not be answerable until I find out for myself tomorrow:
Is it possible to have a room cut into the rock, but left with bare rock walls? (i.e. how the walls initially are when minions hollow-out the room) I wouldn't mind having my inner sanctum having jagged-looking rock walls, while the rest of the base has regular walls

That would be a bit of a bummer for your inner sanctum. As Each Evil Genius has a unique look to theirs.

Edit: See you guys tomorrow morning when it unlocks.

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