Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
DarkHorse
Dec 13, 2006

Vroom Vroom, BEEP BEEP!
Nap Ghost

Mad Wack posted:

i had the same experience! i just recruited him to do it, but later i executed him as max so i could have a golden statue of incendio welcoming my other henchpeople into my inner sanctum

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 :()

Adbot
ADBOT LOVES YOU

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.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
So minion watching in sandbox for a while, I'm realizing the default Smarts recovery machine feels like a trap choice?

First came the realization the default infirmary pod can only heal up to 50 vit due to "Partially restores" according to the description (Though it seems even if I turn off every other infirmary option, minions would rather wander over to a mess hall than ever use any of the default healing pods I shotgunned around the training area in sandbox).

Then is the realization Mess halls also only refill Vit/Smarts up to 50 (sometimes 51), and the ones with a specialty preference do not work any better. They just have a button that allows you to ban anyone but that minion type from using them.
Valets will happily use the muscle minion preference counter with it's seats back to back with a refreshment bar, and it won't even make a difference. Also the sushi bar also does not let anyone eat sushi, only bowls of rice :argh:

What does this have to do with the basic Re-Education chair? It also only refills up to 50, and is just as slow as the mess hall smarts refresh.

So you've spent $15k on this huge 3x3 chair that seats one person, and it turns out it might be actively detrimental to own them?

So uh... Guess I'll be using more Sushi machines set to "Nerds only" in the campaign then. Especially considering you can't get the 100 total +Smarts boost for science minions until Tier 5 anyways :shepface:

Also it looks like +gain decoration items like space heaters seem to only make slow items like basic beds give 1 stat per 4 seconds instead of every 5 second, so keep that in mind for anybody worrying if they were not spamming decoration items enough rather than sprinkling them around for style points.

On a lighter note. The Super Serum machine is a He-Man/Ninja Turtles "Dump green goo on their face!" giant protein slushy machine :buddy: and agents don't give a poo poo it will not cause heat like EG1's upgrade from the exam table you used to torture super agents with being legal to crime points for using an X-ray machine or autodoc.

wayniechan
Jul 16, 2004
<img src="https://forumimages.somethingawful.com/images/newbie.gif" border=0>

Comte de Saint-Germain posted:

Anyone else having difficulty getting your guys to use SMGs? I made some SMG cabinets but I've only ever seen one or two minions pick them up, they really seem to prefer using lower-level equipment. I have a *lot* of muscle minions and a bunch of them are walking around with no weapons at all, so I don't think it's a matter of saturation.


Two possibilities, only the mercs and hitmen will use the smgs, the tier 1 guards only will use up to pistols. Minions who already have a weapon refuse to get another, so if you say, tagged 10 or so mercs for murder, or send them on a world map mission, it should help speed up how long it takes for them to start using the smgs.

DarkHorse
Dec 13, 2006

Vroom Vroom, BEEP BEEP!
Nap Ghost

Section Z posted:

So minion watching in sandbox for a while, I'm realizing the default Smarts recovery machine feels like a trap choice?

First came the realization the default infirmary pod can only heal up to 50 vit due to "Partially restores" according to the description (Though it seems even if I turn off every other infirmary option, minions would rather wander over to a mess hall than ever use any of the default healing pods I shotgunned around the training area in sandbox).

Then is the realization Mess halls also only refill Vit/Smarts up to 50 (sometimes 51), and the ones with a specialty preference do not work any better. They just have a button that allows you to ban anyone but that minion type from using them.
Valets will happily use the muscle minion preference counter with it's seats back to back with a refreshment bar, and it won't even make a difference. Also the sushi bar also does not let anyone eat sushi, only bowls of rice :argh:

What does this have to do with the basic Re-Education chair? It also only refills up to 50, and is just as slow as the mess hall smarts refresh.

So you've spent $15k on this huge 3x3 chair that seats one person, and it turns out it might be actively detrimental to own them?

So uh... Guess I'll be using more Sushi machines set to "Nerds only" in the campaign then. Especially considering you can't get the 100 total +Smarts boost for science minions until Tier 5 anyways :shepface:

Also it looks like +gain decoration items like space heaters seem to only make slow items like basic beds give 1 stat per 4 seconds instead of every 5 second, so keep that in mind for anybody worrying if they were not spamming decoration items enough rather than sprinkling them around for style points.

On a lighter note. The Super Serum machine is a He-Man/Ninja Turtles "Dump green goo on their face!" giant protein slushy machine :buddy: and agents don't give a poo poo it will not cause heat like EG1's upgrade from the exam table you used to torture super agents with being legal to crime points for using an X-ray machine or autodoc.

Minions that use their preferred food service (muscle:dinner, deception:refreshment, science:sushi) will (occasionally?) get the well-fed status, which provides a related boost to stats and abilities.

Good analysis on the smarts machine, I was wondering why so many minions were having low brains :eng99:

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Like legitimately everything I'm seeing, reading, hearing and experiencing suggests the game totally has depth if you're willing to actually experiment and fiddle with it, the tutorial is entirely so you know how the game works and then you have to be the smart evil genius and learn/think through the rest.

Of course you can test traps with enemy agents that you've captured, that's what a bond villain does.

It really does feel like when they swapped out the research system from 1 with the distinct stuff in 2, they decided that you still needed to be rewarded for experimenting with your minions, items, and enemies, so now everything has fun little nuances/surprises to discover.

Lord_Magmar fucked around with this message at 15:32 on Apr 6, 2021

gimme the GOD DAMN candy
Jul 1, 2007
it's a good game but it is also incredibly goddamn slow.

rideANDxORdie
Jun 11, 2010
I've had a decent time with it so far - I've got about 15 or so hours played and I'm probably going to take a break, wait for some patches or maybe the first hit of the season pass, then start over and skip the very long but kind of necessary tutorial.

I think there some issues with pacing, UI, AI, etc. like others have noticed but also I think people may tend to compare their experience with the new EG2 to how they enjoyed EG1 after playing for dozens of hours. There was a lot of weird, esoteric knowledge you had to apply in EG1 once you knew how the game worked (never build more than one fire extinguisher, start the game by sending one worker to plot in each region, knowing to save a shitpot of cash before moving to second island) so I think there is also some element of just being unfamiliar with the game.

I agree with what someone said earlier where, right now, it's pretty easy to recommend EG2 to someone if they loved the first, but hard to imagine recommending it to a new player at the moment. I'm still mostly happy with my purchase - this style of management sim was my poo poo back in the EG1 and Dungeon Keeper days, and until fairly recently (the popularity of games like Rimworld, Dwarf Fortress, etc.) the genre had been cannibalized by F2P/mobile/Microtransactionary bullshit games. It's nice having one of these games that looks nice, has good presentation, etc.

double negative
Jul 7, 2003


removing the research/side quest gating would go a long way, and/or reducing the wild padding on said side quests.

trying to actually kill a superagent requires an obscene number of confrontations/researches/schemes

DarkHorse
Dec 13, 2006

Vroom Vroom, BEEP BEEP!
Nap Ghost
I agree, I've had fun and it's definitely got depth, but the pacing is janked up. I think it would be better if tier 3 research unlocked after you test fired the DD (and you could research at least some of them without biologists).

It definitely recreates the feel of the first game. Including the buggy gameplay :v:

I've gotta say super agents are pretty easy to avoid. I haven't had one arrive that I didn't expect and anticipate.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
yea the core problem with the game is the padding, but also that there isn't a lot of game in it? Tier 3+ feels like a chore because you're basically at a sort of end state at that point, you're doing schemes for money, dunking on the odd super agent and throwing minion-money at plot progression and that's basically all you do at that point. maybe fire a superweapon for even more money if you somehow run low. the gameplay loop hits pretty early and there isn't much going on with it given you're not also expanding a bunch for your management game

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.

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


Comte de Saint-Germain posted:

Really loving this game and finding it to be supremely addictive, but also a little too easy. I'm on normal difficulty and no investigator has made it inside my base in many hours and I haven't seen a super agent in ages, the only one that ever gives me any problems is Olga, the rest of them barely make it 5 feet into my base before they are wiped out. Maybe I'm just better at the game, but I seem to remember EG1 having a fair bit tougher super agents and more thorough investigators.

There are far fewer agents at any given time, which is part of it. In EG1 there were always like 30+ dudes prowling the island somewhere. The only time 2 gets tough is when three or four super agents activate at the same time and the base turns into a slaughterhouse for a bit.

DarkHorse posted:

Lower level and melee weapons are a trap. Once a minion picks up a weapon they won't ever trade it out. Only build ranged cabinets, and I assume it's best to only do the highest level one

Martial artists use the melee weapons. I built cabinets for those and it seemed like they prioritize those and keep the guards from picking them up, otherwise yeah, all guns.

Unfortunately guns don't seem to have any prioritization, and you can't prevent mercenaries/hitmen from grabbing pistols instead of SMGs. But if you don't have any pistols then the guards are unarmed. :shrug: It doesn't seem to matter that much though, as long as most are armed properly.

seaborgium
Aug 1, 2002

"Nothing a shitload of bleach won't fix"




double negative posted:

removing the research/side quest gating would go a long way, and/or reducing the wild padding on said side quests.

trying to actually kill a superagent requires an obscene number of confrontations/researches/schemes

I was wondering about that, I got through what I thought would kill the luchadore, and apparently that's only the first side quest on the way to killing him? I went looking for the second, what is that gated behind? Do I have to do all of the agents first quests, then I can actually do something?

Sininu
Jan 8, 2014

Have the devs said anything about updating the game? Are they going to fix issues and rework stuff or is this game done?

reignofevil
Nov 7, 2008

Tenebrais posted:

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.

Part of how Evil Genius 1 tried to address this problem was by having the second island which I think a lot of people bounced off of pretty hard even if I personally liked the scramble to get all my stuff inside while still building something I'd feel good about defending later.

HORMELCHILI
Jan 13, 2010


Sininu posted:

Have the devs said anything about updating the game? Are they going to fix issues and rework stuff or is this game done?

There's a season pass, in general it seems like games are never really "finished" when they launch these days

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Sininu posted:

Have the devs said anything about updating the game? Are they going to fix issues and rework stuff or is this game done?

They've promised some form of continuing support, alongside the actual pre-release planned DLC (the first of which is already planned and in development) so take that as you will.

Lord_Magmar fucked around with this message at 18:00 on Apr 6, 2021

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


Game's been out one week. I hope they'll address the issues but at the moment I hope they're all taking a vacation.

ate shit on live tv
Feb 15, 2004

by Azathoth

Tenebrais posted:

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.

This would be a good idea and is one of the reasons I liked EG1 so much. The first island you are trying things out, see what works and what doesn't, and if you mess up, well tough luck since there is no re-walling. But then you get to the second island and you take what you learned from the first one, and you get to do it right this time. It's great.

EG2 you have one island, you can redo it as much as you want, and you have so much space that you never have to optimize anything except the entrance. I do think it would be a better game if you had a new base for every region that had certain limitations/mechanics in each. Then the end game level would be your volcano fortress where you build your doomsday device, and you'd have access to the entire world map to do your schemes. Have only research and henchmen roll-over from previous levels as well as a base core of say 20 minions.

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


It would be a different game, though I like the idea. Fundamentally I think they nailed the style and vibe and the problems are all fixable through either patches or mods.

Vengarr
Jun 17, 2010

Smashed before noon
Having multiple bases would be pretty neat. Super Agents could actually destroy an entire base like in the movies. You’d have to choose where to deploy your Henchmen and best minions. Imagine running for the Helipad before the self-destruct activates.

double negative
Jul 7, 2003


seaborgium posted:

I was wondering about that, I got through what I thought would kill the luchadore, and apparently that's only the first side quest on the way to killing him? I went looking for the second, what is that gated behind? Do I have to do all of the agents first quests, then I can actually do something?

i'm honestly not sure, but i would figure it's the main quest (which will also unlock research items that will be necessary to progress that side quest) as opposed to doing more super agent side quests. i've only taken symmetry side quests and i've been able to make progress, but not finish.

reignofevil
Nov 7, 2008
I'm pretty sure in evil genius 1 you could actually delete rooms you just needed to make sure they weren't the only connecting piece to another room and also the entire room was getting blown up.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
From some of the talk in here earlier, and how folks were mutually confusing each other, it sounds like different Geniuses unlock Biologists at different stages. For Ivan he unlocks Socialites and Mercenaries, then there’s SEVERAL quest stages, then Martial Artists, then Biologists. This is long after the HAVOC test firings.

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?

wafflemoose
Apr 10, 2009

Was interested in this game since I like dungeon keeper style games but oof it's getting mixed reviews on Steam. Maybe I'll wait for patches.

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.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Tenebrais posted:

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.

Yeah tough to say. I would have to do a replay to get a comparative sense of that.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


It makes sense though, they did specifically craft each genius story and progression for a unique experience.

HORMELCHILI
Jan 13, 2010


It looks like smgs might be tied to the advanced guard table as well

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Lord_Magmar posted:

It makes sense though, they did specifically craft each genius story and progression for a unique experience.

It does. For now it’s more of a suspicion than a confirmed fact tho.

But yeah it would make a lot of sense thematically if Ivan was noticeably later to the t3 research party than Zalika. He is a blunt instrument.

Lucinice
Feb 15, 2012

You look tired. Maybe you should stop posting.
I've been playing for 60 hours and only now I just realized you can permanently miss loot missions. Well I guess now I have to do a second playthrough.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Captain Oblivious posted:

It does. For now it’s more of a suspicion than a confirmed fact tho.

But yeah it would make a lot of sense thematically if Ivan was noticeably later to the t3 research party than Zalika. He is a blunt instrument.

They specifically used Ivan as the example for a Genius who could create a playstyle with minimal scientific research too.

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"

Sininu posted:

Have the devs said anything about updating the game? Are they going to fix issues and rework stuff or is this game done?

besides the other comments the devs are actively talking with players on their discord and investigating issues

they've issued two hotfixes so far, are maintaining a known issues list, and are helping players find workarounds - this was slightly delayed because they let the entire team including support enjoy the long easter weekend

Nephthys
Mar 27, 2010

ate poo poo on live tv posted:

This would be a good idea and is one of the reasons I liked EG1 so much. The first island you are trying things out, see what works and what doesn't, and if you mess up, well tough luck since there is no re-walling. But then you get to the second island and you take what you learned from the first one, and you get to do it right this time. It's great.

EG2 you have one island, you can redo it as much as you want, and you have so much space that you never have to optimize anything except the entrance. I do think it would be a better game if you had a new base for every region that had certain limitations/mechanics in each. Then the end game level would be your volcano fortress where you build your doomsday device, and you'd have access to the entire world map to do your schemes. Have only research and henchmen roll-over from previous levels as well as a base core of say 20 minions.

Yeah, an issue which certainly compounds on to the pacing issue is that the game gets really easy after you work out how to beat each super agent. You get all this space to work with and so many layers to do it in but it doesn't really matter as everything just boils down to either stopping agents at the casino or a fight at the entrances/in front of your vault. I made trap hallways in front of my main vault and top sanctum purely as a vanity feature. Nothing is getting up there except for Symmetry teleporting in and she basically ignores all traps anyway so it doesn't matter.

I'd love to get a second island or move to a new one. The only thing the extra layers do is give me more space to put down generators and control rooms. I prefer the more open maps of the first game where the agents didn't just walk into the same hallway to die over and over.

Either that or the super agents need more unique options. They don't even all have special abilities anymore. Wrecking Bola and Blue Saint should roll up as combat monster distractions while their sabotage teams teleport in and do the actual damage. J Steele is referred to as being different people including women but its always the same boring useless scuba rear end in a top hat. Have at least 3 types: social, stealth and combat. Atomic Olga should actually just start off aggro'd and run in shooting. Agent X shouldn't announce his presence so he can actually surprise you and require camera set ups to catch him. I complained about Symmetry at first but she's definitely the best one since she actually scared the poo poo out of me before I got to the endgame.

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"

Nephthys posted:

I complained about Symmetry at first but she's definitely the best one since she actually scared the poo poo out of me before I got to the endgame.

definitely the best of the super agents - i beelined to kill her because like you she legit scared me and almost wiped my base twice

atomic olga scares me too but mainly because she was way stronger then i expected when i first met her

Nephthys
Mar 27, 2010

Mad Wack posted:

definitely the best of the super agents - i beelined to kill her because like you she legit scared me and almost wiped my base twice

atomic olga scares me too but mainly because she was way stronger then i expected when i first met her

Yeah, I said that I'm not scared of her anymore but her and her team did beat almost all of my fully upgraded henchmen last time she visited. If I hadn't of ran Dr Ming in to poison everything and toggled Iris' camera on just before she died I'd only have half my muscle minions as base defense left. Her and Olga are the most threatening for sure.

Dr Ming's pretty good btw even if her heal in no way counters her poison cloud. I love just running into groups and nuking them even if it kills as many of my own minions as agents.

Nephthys fucked around with this message at 20:39 on Apr 6, 2021

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


HORMELCHILI posted:

It looks like smgs might be tied to the advanced guard table as well

Nah, I had everyone using SMGs way before I got that.

BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


Do advanced guard posts literally do nothing? I have several, and like 10 spare guards/mercs and no one has ever stood in one unless I was at alert, which is exactly the opposite of their description.

Also, the next main story beat is to dig out the bottom level of my base so I can use my superweapon? I don't even have level 3 tech yet. I can dig down one single level as far as I can tell. That's like level 5? I'm 20 hours from that even being an option as far as I can see.

Adbot
ADBOT LOVES YOU

Gadzuko
Feb 14, 2005

BitBasher posted:

Do advanced guard posts literally do nothing? I have several, and like 10 spare guards/mercs and no one has ever stood in one unless I was at alert, which is exactly the opposite of their description.

Also, the next main story beat is to dig out the bottom level of my base so I can use my superweapon? I don't even have level 3 tech yet. I can dig down one single level as far as I can tell. That's like level 5? I'm 20 hours from that even being an option as far as I can see.

The text on that is very misleading, you actually need to dig out the small corridor leading to the big hole in the volcano that spans all the levels

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply