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TheAnomaly
Feb 20, 2003

Pylons posted:

So far this is pretty much exactly what I wanted out of a sequel. I'll need to learn more about base design in this one though (especially with multiple floors), I have so many habits from EG1 bases that I'm not quite sure carry over.

The tutorial is way to long, but otherwise it has been perfect. Also the new henchman are great.

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TheAnomaly
Feb 20, 2003

skeleton warrior posted:

Has anyone been able to get more than one scientist to work at a time? I have 4 scientists and 4 white boards, and only one of those scientists is bothering to do research work, and research completely stops when they decide they need to eat or sleep.

I only have three different science devices, one of each of the ones available currently, and my scientists work at each of those stations... but only one at a time. I have not tried multiples yet, you may need to create a separate science room for that to happen.

Wyld Karde posted:

Almost six hours played and I've had a blast. About the only gripe I have is that I wish the world map would be more obivous about which regions are idle. I spent a lot of time scrolling and squinting to check if there was an active operation in each area.

if you zoom out on the world map (until the mission icons disappear) it will have just the current op running in each section showing. If you can't see an icon, then nothing is running in that sector.

dogstile posted:

I played for three hours and i've still at basically tutorial stage. I assume it wants me to build way smaller than I am, because i'm really having to spam power rooms.

I just wound up taking my initial power room all the way to the back wall of may lair, I have 25 gens in that one room though, along with one incinerator and one capacitor.

TheAnomaly
Feb 20, 2003

Eponymous posted:

Any tips about difficulty? I got through the tutorial on medium, kinda wondering if I should quickly restart on Hard to design things properly.

the difficulty ramps up once you start getting hit by heist teams and actual agents instead of no-brain investigators. Also, once you get your crime syndicates rolling, you will absolutely burn through minions keeping everything going. This game turns into much more of a platespinner once you really get going.

Grand Fromage posted:

Anyone figure out what things in your base draw heat? Like can I put a bed/food/breakroom kind of deal right off the casino for my valets to chill, not connected to the main base, without it being suspicious?

The suspicion of investigators go up whenever they witness any kind of suspicious activity - I think it's any room but the casino, but it's also definitely less for a bunkroom than for your op center. It may also have to do with size, my first floor is basically Kitchen and Bunkroom, both mostly there so I can have double level 2 doors twice between my casino and the staircase. I moved everything else to the second floor once I unlocked it. Also you generate heat with the various agencies through your crime syndicates - I'm not sure if this is passive overtime or just a big bump whenever one goes into overheat.

deep dish peat moss posted:

Anyone found good ways to disorient investigators yet? The old EG1 trick of making a hallway to nowhere full of highly secure doors doesn't seem to be working but maybe I've just been unlucky

Speaking of which, having a first floor be 3/4's casino means you can just fill up with games, shows, and all the other stuff and run distract protocol on your first floor. It gets tougher if you actually want to start interrogating them for the extra intel, but you can trigger alarms and go after them on the casino floor that way (put some guard posts/advanced guard posts outside your stairwell so that you have guards waiting to subdue the investigators).

TheAnomaly
Feb 20, 2003

Grayshift posted:

The quick 3 worker/3 minute money missions feel alright early on, but sidestorys start gobbling up minions rapidly and the natural replenishment rate won't cover it alongside the get rich quick schemes. Slow and steady income seems to be the way, and forking over the cash to erase heat. Intel seems to be the bottleneck on having too many 2nd rank criminal networks, even if you can handle the broadcasting load.

minion management seems like the big platespinner. My broadcast room is pretty big, and I have a bunch of intel generating machines as well. The issue comes with keeping enough workers to work them while still getting everything else I need done - you really have to manage your mininon numbers. On the + side, if you find that you weren't paying attention you can generate cash in your casino while waiting for workers to come back.

TheAnomaly
Feb 20, 2003

Motherfucker posted:

Ok so how the gently caress do I make the super agents stop?


Seriously I've barely begun I don't have an answer to these teleporting fuckheads who keep appearing. I've literally let them steal my poo poo because its straight up less work than dealing with symmetry appearing for the third time this week.

depends on the type. In t1 research you have special doors that stop either bruisers or rogues; I put one of each on my main hallways and in any rooms I don't want them to get into. Bruisers aren't so bad because your goons can recognize them, so just put yourself in alert mode. For the Rogues you or a henchman have to get into range to recognize them, minions won't do it (there may be a research upgrade, but I haven't done it yet). Be careful if you use yourself, because you can die and sometimes rogues bring a killer crew with them. The main problem is they bring a lot of heat; if you aren't inviting them off of the main menu, they are likely being attracted by your heat from whatever agency they work for. Capturing other investigators from those angencies and brainwashing them (brainwasher is a t2 research device) is the best way to lower heat, especially if you can successfully distract any of the agents you don't capture so everyone makes it back. Basically don't kill/interrogate their normal investigators and you'll lose heat. If you can manage to capture one of the agents and brainwash them that's also a massive heat reduction, but they usually just disappear with a "ha ha congratulations on stopping me this time." I think they can be permanently killed in a very specific fashion (at least, they could in the first game) but I haven't found out what any of those are yet.

TheAnomaly
Feb 20, 2003

seaborgium posted:

This autotagging agents to get distracted, does that get your valets to actually do something in the cover operation? I've had agents just wander past valets multiple times, or it takes until they actually get into my base before someone will do something.


Also, having to research goddamned stairs? Seriously, it's a multiple hour process just to get it researched.

Valets run the games in your cover, and agents who go past machines can get distracted. Valets will "call" to agents marked for distraction from their games to get them join, which makes it more likely they'll go to the game rather than just walk by. Valets on the floor of your cover do not generally directly engage agents.

That said, someone marked for distraction will get led out of non-cover areas to cover areas by valets, guards, and workers. I don't know if Techs or Scientists will, but they might do it also, so make sure to mark your hallways for distract also (unless you are hoping to lower their numbers and get a couple of captures or kills). Finally, investigators react to alarms by entering combat state, so if you know you have investigators and just want them gone or don't want to hunt them down in the sea of gamblers, you can pop the alarm and look for the hostiles. The exception to this is agents, who can't be detected by minions so they'll continue to non-chalantly walk to whatever room it is they are after and attempt to do/steal whatever it is that they want unless they get in sight of a minion or your boss.

As for stairs, think of it as researching extra levels for your base, not the stairs themselves.

TheAnomaly
Feb 20, 2003

Banemaster posted:

I am kinda impressed that they managed to make world map worse. Trying to find singular side mission scheme from all the agent invitations, generic missions and so on is chore.

One of my bobybags is also bugged, as the minion instantly drops it after picking it up, which is frustrating.

Actual side missions (those related to quests) have a glow to them, they should stick out when you're looking at them. They really should make them show up on the fully zoomed out map, though, to make them obvious.

TheAnomaly
Feb 20, 2003

Captain Oblivious posted:

I’ve found that going wide is actually not super worthwhile. Focusing one one or two continents with two level 2 networks both generates more money, consumes less workers, and draws less super agents

going wide isn't bad if you can keep your heat down because then you get different groups of low level agents and keep your faction heat more evenly spread out for longer, which keeps super agents from showing up as often.

ALSO, you usually get offered a mission about a minute before a super agent shows up that allows you to cancel their visit. Noticed this with the thief woman today, cost me like 3 valets and 20k but easily worth not having her show up.

EDIT but yeah, the lockout plan is a bad idea. Lockouts last way too long and generate extra heat with the faction who controls the locked out territory, which means more super agent visits.

TheAnomaly
Feb 20, 2003
Super Spy chat: Symmetry is ANVIl I think, she starts showing up once enough ANVIL heat has been generated or you've earned enough cash in ANVIL territories. That's what I was talking about with a wide strategy earlier - reducing your heat in territories doesn't get rid of heat generated, it just lowers your overall heat rate. There's a screen that shows how much heat you have with various agencies, and the only real way to lower it is to distract a full set of investigators so they leave without any suspicion. Once you cross that threshold, the agent is around until you get rid of them. That said, there are ways to keep them from coming to your base - they show up in a territory first, then watch schemes you have ongoing. If you cancel your scheme and don't do anything in the territory, they can't find you and switch territories. I don't know if they ever actually give up for a while or not.

Once they are in a territory, you can also invite them to get them to show up faster. This leads to them showing up with less help, less experienced help, and possibly alone.

When they reach your base, they will show up with a heist team. They will most likely come in by helipad (unless you are doing the one where everyone always comes in from your cover). These guys are tough - if you do not have weapons racks, it's probably cheaper in the long run just to ignore them (don't tag them). You also can't have any violence start in their vicinity, or run your alarm while they are there or they will go hostile. Attempting to distract them is a stat check, and you without any advancements you probably can't (maybe if you are playing as the Spider Chair lady valets could do it since she gives bonus deception to minions) and failing it ends in combat. If you took a combat henchman, they're probably good for 2-3 of the heist group, so those with a decent amount of guards and basic weapon racks (make sure you target them right based on what weapons racks you have) and you can probably eliminate them, which gives you more time before she shows back up on the world map.

Things to not do: Do not invite them and cancel. Do not invite them while they are changing locations on the world map. Do not cancel a scheme, then start another scheme in the same region while they are still there. All of these things can lead to the super agent showing up every time any group of investigators shows up. There are probably more ways to trigger this bug, but trust me it sucks.

TheAnomaly
Feb 20, 2003

Doctor Butts posted:

I feel like I played a bunch of EG 1 and got used to how that game handled. It was frustrating at times but once you got a few things down, it was cool.

In this game, I played a bit through the guided tutorial thing, realized I messed up a design of my base, then started over. I waited forever to even recruit a henchperson. I made sure I researched every tech to the highest I could (lvl 2 only) and I have almost 300k in gold at my base. I just went ahead and started a hench story but I'm not looking forward to agents getting tougher. These traps loving suck. Trap combos seem to suck so far, and that's even without needing triggers. You also don't seem to get money from them, though I can't tell for sure. All I know is that, while EG1 had a spin up time for some of the traps, their cooldown and reuse was relatively quick. Here? It seems like they take like 30 seconds are more. One agent will trigger one, while 4 others just walk on by.

Granted, I'm distracting every agent to go to the casino, but it's not fun having to listen for the boat to come in to start tagging them in time.

If you researched the level 2 stuff, you can set your casino to auto-tag distract everyone who enters it. It's in the little menu on the left hand side (the one with research). Icon looks like a price tag.

TheAnomaly
Feb 20, 2003

LLSix posted:

Feels justified here.

Releasing DLC so soon after initial release makes it blatantly clear it's content cut from the main game to be sold separately.

Releasing what is effectively new art assets and one Henchman is blatantly clear that those teams finished first before the mechanics teams and had the time to star their first DLC earlier, especially since almost all the post launch support we've seen has been focused on balance and pacing. It's been two months, that's plenty of time to get this done, especially if your art team has been working on it since you finished the art assets for the main game - often months before release - and didn't let all your artists go (a common industry practice for small studios). People assume it's cut content because they have no concept of how vidja games are actually made and this discussion seems like it happens every time a DLC comes out for any game these days.

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.

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TheAnomaly
Feb 20, 2003

Mans posted:

Is this game actually bad or just okay but not spetacular?

I'm just waiting for the development phase to end so that I can gobble up all the DLC on a cheap bundle and enjoy it.

It's not like the first game was a work of art, it was janky as hell, but the positives outweighted the negatives.

Game is a good lair builder. It lacks some of the flair of the first game, though, and figuring out how to optimize your base will likely mean starting over a few times. This DLC was the last one in the season in pass, so the next time it's on sale is probably a good time to buy if you're holding off due to price.

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