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Evil Genius 2: World Domination

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
Anyway I finally reached the last objective, I send my minions, the mission completes and... nothing. I got something like - "you have successfully fought off the crime lord but it's probably not the last time we see her!". That is all, no reward or anything, not even money.

What the hell? If she randomly attacked me and my base and I would had to do all that to get rid of the virus, it would be one thing, but I started the damn side-quest in hope it would actually provide something, not to cripple myself for an hour of gameplay time. It just feels backwards.
Pretty sure most/all Crime Lord Sidequests are Multi-step (like 3 or 4 part) Quests for unlocking more Henchmen besides the one you chose at the beginning of the game, since Jubei is one of them and there are Achievements for Recruiting 5 and "all available Henchmen in a Single playthrough". Most of them are on the tougher side (and that's the thing I was talking about picking right after the Tutorial ending and nearly screwing myself) since it would likely trivialize Early game. The easiest I did so far was Incendio.

The money system is just weird overall, like I can let the base run for a while, I amass a large amount of money, but then randomly I lose 75% of what I have gathered, I'm not sure if it's some kind of payday or something else. The heat system is confusing as well. It seems all regions somehow affect each other? I don't know.
You can spend the money you've got really easily if you build new rooms or similar especially if you didn't Research and put down a lot of Safe Racks in your Vault to add up to $1 million or more, otherwise you might be getting robbed. The Heat System adds up all Available Heat from said Faction and sends Agents that are accordingly "tough" e.g. if you have say 4 H.A.M.M.E.R Lvl2 regions that can go up to 100 Heat each, they can add up to 400.

You can see the added Heat Level at the Top right of the Screen, which faction is sending Agents (usually the one you have the highest Heat Level with at the moment), what Type e.g. Investigator/Soldier etc. and when they arrive (they arrive with the next boat after the timer runs out):
20210401074309_1c8j2m.jpg


700600_2021040118143988jyg.png
 
Last edited:

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
9,876
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
The money system is just weird overall, like I can let the base run for a while, I amass a large amount of money, but then randomly I lose 75% of what I have gathered, I'm not sure if it's some kind of payday or something else. The heat system is confusing as well. It seems all regions somehow affect each other? I don't know.
Yeah, I agree. One second your prodigious vaults are full, the next you are completely out. I think it's a combination of the default cash storage being incredibly bulky and all the items being very expensive. A single pallet of gold adds 2k to your vault size, a single piece of research equipment can easily cost 30k, that's 15 pallets of gold bars!

I also agree with the region heat being weird. I can understand that the agents that get sent are the total from that force of justice, but a lot of the time the heat rating in a region increases on its own, and it seems the only way to stop that is to let it go into lockdown ?

I'm around 8 hours in at this point, and I feel I can firmly say this isn't as good as the first one (which wasn't a stellar game to begin with!). The core gameplay is about the same, but the charm and polish is completely missing. In the original, you did MAD SCIENCE, by having your scientists collect samples and then randomly fire lasers, dip them in acid, etc until they figured out something useful (or perhaps not so useful). In this one, you select from a list and pay a cash sum. In the original, when you got a mission objective it came with a description of what and why, in this one you just get informed that you must "defeat 5 investigators". Why? Any particular investigators or just in general? Sometimes the objective is something like "hold a speech from your evil desk". The original had a few things like this as well, and it was always accompanies by some cartoony and slightly humours animation. In this one you click a button and watch the speech giving counter tick up.

And there's so many weird things that happen, and I really don't get why. My minions are deserting due to low morale, and first run into the vaults, fine, but my gold counter isn't going down, so are they actually stealing anything? I'm attacked by temporal defense agents but by the time I'm alerted to it all that's left are bodybags of my minions. Did they get retroactively turned into spies? Did the temporal agents gtfo? Who can say, which makes a slightly cool setup completely worthless. Sometimes when minions try to escort agents out to the cover op the agents will instead just start killing them, and a single shit tier agent can easily kill several workers on its own.

There are some cool moments in the game, and some witty writing, but it feels like it was added when the people in charge weren't looking. I suspect all the resources that could have gone into polishing instead went into making every little thing into a multi-stage quest with unique scripts, schemes, research and frequently graphics. Or adding the stupid mobile game tier optional objectives that reward petty cash for random actions you were going to do anyway.

The super agents being fleshed out is a nice addition though.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
9,876
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
So I played about 11 hours, and I am not sure I want to play more. Let me describe my current objective:
I have to send 6 martial artists and 8 socialites to complete a scheme. Martial artists are tier 3 minions, ie to get one you have to go worker->guard->merc->martial. While the first training is quite fast, the other two are quite slow, and I would estimate it takes at least 5 minutes for the whole chain. Socialites are a bit easier to train, but still minutes.
To actually progress I need to do 6 schemes like this. Not exactly like this, sometimes it's mercs instead of martials, or the numbers are slightly different. And because of how the game works, there's no way that this is the whole quest, and in all likelihood I'll just get even more schemes that need to be done, with ever escalating minion counts and quality. And the reward will be a few lines of dialogue and the plot inching forward.

It just makes any form of progress completely glacial. I've already finished all the research I'm allowed to do before progressing in the main quest, and stocked up 200k+ gold. And it certainly doesn't help that if I'm not waiting for minions to train I'm waiting for heat to go down, or intel to trickle in. Everything is multiple steps (recruiting a second henchman requires doing 3 side stories, each with multiple steps!), and so much of it reduces to just waiting. And the reason for why you are doing the things you are either barely exist or barely make sense.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,202
As expected, it doesn't measure up to the original and even has pozz stuff. And Denuvo, but of course (surprisingly enough there wasn't a last-second exclusive Epic deal though). A pity.
Perhaps future DLCs might make this less shit.
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,545
This game seems heavily inspired by mobile "management" "sims" like fallout shelter and similar. Wouldn't be surprised if people with experience in making such titles featured heavily in the development team.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
https://steamcommunity.com/games/700600/announcements/detail/3075372026646882934

Evil Genius 2 Developer Update
A look behind the scenes as we put the finishing touches on our next big update.

Hi, I’m Rob Myall, lead coder on Evil Genius 2 and I’d like to update you on what’s going on behind the scenes here at the moment. We’re aware of all your feedback and many of the team have been reading your discussions and review comments, even if we generally leave responding to our hardworking Community team so that we can focus our efforts on addressing your feedback in the game itself.

We’re pleased to confirm that we’ve got a fairly substantial patch coming in the next week. We’re just finalizing the last few fixes and ironing out any new bugs our fixes might have introduced but we want to give you some highlights so that you know we’re here, we’re listening, and that more updates are coming.
  • Rich Edwards and his design team are finishing up a complete rebalance pass to address pacing concerns some of you have mentioned. This hasn’t been a small change and has touched nearly every system in the game. We’ll give you more information in our patch notes but you should find the pace of the game much improved, with less micromanagement of the World Map required, and less waiting for campaign progression. You can still take your time if that’s your preferred playstyle, but those of you who want swifter campaigns should find we’ve sped up the core areas where you’re currently required to wait.
  • We’ve eliminated the cause of a number of progression blockers, simplifying the method of summoning Super Agents to your Lair and making sure that critical Schemes have room to spawn.
  • We’ve exposed a bit more information on Lair equipment that attracts specialist Agent types and made sure Investigators summon those Agents more readily.
  • We’ve toned down the consequences of Body Bags but we’ve ramped up the importance of minion salaries. So although you’re still at risk of desertions, it’s now more likely to be a result of training too many higher-level minions or running out of Gold at a bad time, rather than it being because everyone’s cleaning up after the last Agent attack.
  • And we’ve fixed a lot of bugs (and where possible, fixed up existing saves to account for them).
Obviously, we’ll save a more complete list for our patch notes, but we wanted to speak to you directly ahead of the full update reaching you next week. We’ve still got a list of improvements we’d like to make in the future as our post-launch support continues, and we’ll continue to read your feedback once this patch is released to make sure we’re making the right changes for you to get the most out of Evil Genius 2.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,419
Turns out I'm not really losing out much by sitting around waiting for it to be cracked.
 

Zombra

An iron rock in the river of blood and evil
Patron
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Messages
11,575
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Good to see that some of the issues being addressed are the same ones this esteemed thread has brought up, instead of them being completely out of touch with what to fix.
 

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
https://steamcommunity.com/games/700600/announcements/detail/3075372660699892481
Patch V1.3.0
We've been listening, and we've been busy.

We've been listening, and we've been busy. With this update we have addressed core areas of feedback from you, the Evil Genius 2 community, ranging from progression issues to game pace, and as a result the length of a campaign can be significantly shorter for those of you who want to play more aggressively.

On the World Map, we've increased the amount of Gold earned from longer running Schemes, and ensured that this is earned over the Scheme's entire duration, allowing you to set a Scheme in motion and reap the rewards while your attention is turned elsewhere. These Schemes still add Heat to the Region, but you'll know how much to expect up front, allowing you more effectively manage the strength of the Agents you're willing to face.

Longer "Heat Reduction" Schemes still remove all Heat from a Region, but once they have done so they can either be cancelled, or allowed to continue running for an increased amount of time, preventing Heat from rising in the area. This keeps the Forces of Justice off your back while the Criminal Network continues to bring in its passive income of Gold. We've also increased the variety of Schemes at Tier 1 Criminal Networks, which will allow you to earn increased rewards for sending specialist minions out into the world earlier in the game, so while you'll still be able to rely on workers to bring in Gold in the early game, it can be beneficial to keep a supply of advanced minions on hand.

Additionally, a brand new Scheme Type has been added in the form of Intel Only schemes, representing activating contacts in your existing Criminal Networks by using Intel generated by Computer Consoles, or sourced from Agent Interrogations. These schemes can be run without sending additional minions from the Lair, allowing you to start a scheme instantly and reap enormous rewards. Be aware that setting some of these Schemes in motion will add a substantial amount of Heat to your Region, so be prepared for strong Agents if you activate one at the wrong time.

In the Lair, the first thing we changed was the speed that vehicles arrive and depart from your Island. This allows minions to get out into the World with greater haste, helping you keep your efforts of World Domination ticking over more readily. We've reduced some key training times for specialist minions to reduce stalls in the training room, and we've also taken a look at the messaging of some items of Lair equipment and added some key information, especially in relation to which items of furniture the Forces of Justice are going to be on the lookout for.

Your more valuable minions - despite being inherently less valuable than your own, nefarious Genius - will still expect to be paid for their time...while they're alive, of course. You'll need to keep a keener eye on your income and outgoings from now on, as the penalties for not doing so will be more readily apparent. We've added additional status effects and minion overheads to help you identify the problem cases in your Lair.

The Forces of Justice have also had some attention, with more dangerous Agent specialists now regularly visiting your Lair if you fail to turn away Investigators before they delve too deeply, and some rebalancing of Super Agents and the squads that accompany them. Be wary - the specialists sent by Investigators will always pose a more dangerous threat.

We've also taken care of a range of bugs too of course, addressing known problem areas with stuck or vanishing Super Agents, troublesome Schemes that decided a Region was too crowded to spawn in, and ensuring more players across the world are able to play out their dreams of dominating it, to name just a few. See the bulleted lists below for a few more details of the balance changes and bug fixes.

As always, thank you for your continued support of Evil Genius 2.

The Evil Genius 2 Development Team


Balance Notes
General
  • Vehicle speed and responsiveness have been significantly increased, resulting in a faster game pace, and more rapid travel for all characters to and from the Lair.
  • Body Bags have been made less punitive, by increasing the duration of the negative status effect, but lowering the Morale drain that results, giving minions more time to reach stat restoring equipment.
  • Minions operating furniture will no longer ignore Executions.
  • Minion Salaries have been increased in line with the increased income available from the World Map. Evil Genius discounts still apply.
  • Specialist minions who are not paid will suffer increased penalties to their Morale, and the messaging of these penalties has been improved.
  • Minions will abandon a wider range of Lair activities to travel to the World Map, speeding up Scouting of Regions, Upgrading Criminal Networks, and running Schemes.
  • Muscle minions will respond to combat at a slightly increased range, and their base armour and damage values have been increased.
  • Suspicion required to attract a wave of Specialist Agents has been lowered.
  • The cost of the Bonus Minion Capacity Research Projects has been lowered.
  • Agents will spend less time on individual items in the Cover Operation, and are less likely to revisit them.
  • The number of Tourists arriving at the Lair will increase with campaign progress.
  • Additional categories have been added to the Minion Manager for Guard Posts, Armoury Staging Posts, and the Laboratory.
  • Advanced minions types are now available earlier in each campaign.
  • Main and Side Story tasks that require minions to be trained now take into account those already present in the Lair.

Difficulty Modes
  • When playing on Easy difficulty, free Worker minions are auto-hired at a rate of 6 every 60 seconds, increased from 2 every 60 seconds.
  • When playing on Easy difficulty, Worker minions can be manually recruited at a cost of 1,000 Gold per minion, reduced from 2,000 Gold per minion.
  • In Hard mode, Agents have had their combat stats increased to ensure they remain a challenge in the face of tougher Muscle minions.

World Map
  • Increased duration on long Gold and Heat schemes, and cost adjustments made to allow for more hands-off World Map play.
  • Criminal Networks now generate more Gold as a passive income at each level.
  • New Scheme Type Added: Intel Only. These schemes do not require minions and have a very short duration.
  • Increased variety of Schemes at Tier 1.
  • Super Agents and other Antagonists on the World Stage can be attracted to the Lair directly by selecting the character on the map, and then using the "Lure" option on their side panel.
  • After exiting Lockdown, residual Heat in a Region remains at 0%/20%/30% when playing on Eay/Medium/Hard difficulty.
  • Broadcast Strength required to upgrade Criminal Networks has been reduced.
  • The time required to upgrade Criminal Networks has been reduced.
  • Super Agents ignore Heat Reduction Schemes.

Lair Building
  • Gold earned from excavating Gold Tiles has been increased.
  • Furniture Modes have additional descriptions.
  • Muscle minions now prefer Advanced Guard Posts over Armoury jobs.
  • Training time has been reduced for Biologists, Quantum Chemists, Counter Agents, Socialites, and Spin Doctors.
  • Internal door access times have been modified to favour shorter times for minions and longer times for agents. The Evil Genius and Henchmen can pass through any door unimpeded.
  • External doors to the Lair now open automatically for minions on lower security levels, but not for Agents, cutting down on the time it takes minions to travel to the World or collect new items.
  • Minions gain improved benefits from the "Well Fed" Trait, gained by eating at specialised Food Counters in the Mess Hall.

Campaigns
  • Scheme durations have been reduced to 10 seconds for the overwhelming majority of Objective Schemes.
  • Doomsday Device Fuel Scheme costs have been adjusted to cost only ONE thing: Gold, minions or intel, and had their durations reduced to 10 seconds.
  • Doomsday Device Fuel Schemes now require only a level 1 Criminal Network at all stages, making gathering fuel much easier throughout each campaign.
  • Schemes spawned from Red Ivan's Doomsday Device reward a number of Muscle minions in addition to a significant quantity of Gold.
  • Heat generated by Objective Schemes has been lowered so that Schemes can more reliably be run without being cancelled by the Criminal Network entering Lockdown.
  • Intel costs have been reduced for Main Objective Schemes, and entirely removed from Side Objective Schemes.
  • The Objectives "A Moment's Calm", "A Moment's Respite", "A Moment of Preparation", and "The Final Respite" have had requirements for Loot, Schemes run, and Research completed entirely removed.

Traits
  • Feels No Pain, Good Reflexes / Thick Skin / Owns Armour
    damage reduction to
    10% / 15 / 20% / 25%

  • Decent Uppercut / Good Cross Punch / Strong Left Hook / Strong Right Hook / Strong Left Jab / Strong Left Jab
    bonus melee damage increased
    10 / 10 / 15/ 15/ 20 / 20

  • Crack Shot / Good Shot
    bonus damage increased
    25 / 10
    Ranged damage, and no longer stack with
    Poor Shot

  • Ex-Force of Justice
    Spotting Power bonus increased against the appropriate
    Force of Justice

  • Perceptive
    Spotting Power increased against
    All Agents

  • Loves Sleep / Loves food
    bonus stat restore increased to
    10
    per minute on affected jobs
  • Bad Back
    Vitality drain while carrying
    body bags and furniture
    lowered to
    5 Vitality per minute

  • Sees Dead People spawn chance lowered slightly. Now restores additional Morale when disposing of bodies
  • Thrifty / Cheap Salary Reduction increased to a 50% / 75% discount
  • Loves 80s Ballads Morale Restore boost on Karaoke Machine doubled
  • Hates Needles Morale drain reduced while operating equipment in the Infirmary.
  • Embarrassing Tattoo Willingness to train into a minion type who does not have sleeves on their uniform further reduced


Bug Fixes

General
  • Crash fixes and stability improvements.
  • Evil Genius 2 can now be played and saved if your Windows username contains non-latin characters.
  • The setting to "Share Game Information" is reliably saved between games.
  • Agents and minions will no longer refuse to die in unusual combat or trap combinations.
  • Characters will no longer become stuck in place after triggering Traps in unusual circumstances.
  • Geniuses and Henchmen will no longer fail to enter combat with disguised Agents when given a direct command.
  • Minion Salaries are correctly removed after desertion.
  • Commitments are correctly updated after canceling or rearranging build orders.
  • Agents will brazenly don their Disguises in front of minions if those minions lack the Smarts to remove them.
  • Interrogating Force of Justice Agents of any quality will correctly generate Intel.
  • Research progress on the HUD is displayed consistently.
  • IRIS will no longer erroneously advise that the Vault is empty on starting a new game.
  • Minion Manager performance has been improved.
  • Minions with Traits which recover their stats can be captured correctly.
  • Minions will upgrade their weapon after training to become a more advanced minion type, provided better weapons are available for them to do so.
  • Event Logs for characters arriving at the Lair now trigger when the vehicle they are in has arrived.
  • The Cruise Ship will wait for significantly less time before departing.
  • The cooldown on specific IRIS Event Log messages has been increased.
  • Loot Items do not indicate one is available to place in the Build Menu after they are stolen by Rogues.
  • Causes of death remain on Body Bags after loading a save.
  • Dropped Rogue sacks now have a standardised appearance, regardless of their contents.
  • Minions can correctly be assigned priorities in the Minion Manager whilst Training.
  • Overhead icons for wall-mounted Traps now appear in the correct location above the trap.
  • Luxury Beds have had their passive durability decay removed.
  • Brainwashing Saboteurs/Rogues/Soldiers will more reliably add Technicians/Valets/Guards to your workforce. Brainwashing higher level Agents will add higher level minions to your workforce.
  • Muscle minions now prefer to use Advanced Guard Posts over the Guard Tables / Staging Posts in the Armoury.
  • When playing as Maximilian, multiple Conference Tables can be built.
  • The area near the Helicopter Tower on Crown Gold is no longer autotagged.

World Map
  • Schemes necessary for progressing Objectives spawn more reliably.
  • Super Agents no longer become stuck in the "Investigating" state on the World Map.
  • Schemes that provide rewards over time have had their presentation modified to improve messaging.
  • Criminal Networks can no longer be destroyed while a Region is in Lockdown.
  • Super Agents will travel to the Lair after a Scheme has been run in their Region, even if that Scheme is cancelled.
  • Super Agents will respawn more rapidly on the World Map after leaving the Lair without being defeated.

Campaigns
  • Running Doomsday Fuel Schemes will correctly progress Objectives which require it, even if the Doomsday Device is fully fuelled.

Side Stories
  • In the Side Story, "Cunning as a Foxworth", killing any Steele Agent will correctly progress the task to "Kill J. Steeles in the Lair".
  • Full Metal Jackie is now easier to recruit.
  • The Side Story, "The Other Most Dangerous Game", can no longer be started if one or more Super Agents have been permanently defeated.
  • Minions will correctly move away from stat restore equipment during Objectives which impact their maximum stats.
  • The Rayguns stolen from Area 51 list the correct minions that can use them.

Sandbox Mode
  • All Tech Tree nodes are correctly accessible in Sandbox Mode.
  • Research which costs more than 40,000 Gold can now be unlocked in Sandbox Mode.
  • Photo Mode stability has been improved in Sandbox Mode.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,575
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
I saw a buddy of mine was playing this and asked for impressions:

[4:10 PM] Zombra:
@Rituro Care to share any thoughts on Evil Genius 2? Some other friends of mine said it lost a lot of the "edge" of the original and has flatter gameplay.

[6:31 PM] Rituro:
Before the 1.3 patch, I would agree, though not in as harsh terms

[6:32 PM] Rituro:
It does exactly what I want it to do -- be super swingin '60s spy silly while I make my evil underground lair

[6:32 PM] Rituro:
The characters are more expressive and better defined, with (gasp!) narrative arcs

[6:32 PM] Rituro:
And -- and I cannot stress this enough -- you can fire a massive doomsday weapons that turns people, cities, whatever into solid gold

[6:33 PM] Rituro:
Should your minions get caught in said solid gold blast, well... that's profit right there, baby ;)

[6:33 PM] Rituro:
Point is, I'm having a blast and would recommend, especially now that the world overview map has more variety and isn't as big a slog

tl;dr: Devs listened to feedback and made substantial improvements.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
9,876
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
tl;dr: Devs listened to feedback and made substantial improvements.
Counterpoint: I haven't played patch 1.3, but it really doesn't look like they've addressed any of the substantial issues from reading the patch notes. I can't be sure, but looks like the fundamental grindyness hasn't changed.
 

Baron Tahn

Scholar
Joined
Aug 1, 2018
Messages
275
Not really. I mean, sure, it's 3 bucks. But they didnt do a good enough job of it that you will likely want to play beyond 30 minutes. At least I didn't and I played EG1 to death. They couldnt even do traps and stuff right.
 

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