Gameplay Overhaul Mod
Evil Genius » Gameplay Effects and Changes
Evil Genius » Gameplay Effects and Changes
Added: 30/11/2015 - 05:04AM
Updated: 10/12/2016 - 02:10PM
Description
Last updated at 9:10, 10 Dec 2016 Uploaded at 0:04, 30 Nov 2015

Gameplay Overhaul Mod
Instructions
Note: Create a new save game on a completely clean installation, other mods cannot be used unless manually merged, other patches aren't needed.
- Download the archive, then extract the files into the main installation folder (where Evil Genius is installed).

Tweaking
Custom Resolution
- By default the game will launch in a Windowed mode. Use a Borderless Windowed Mode to stop the Alt Tab crashes.
- Navigate to the ReleaseExe folder and open resolution.ini with a text editor.
- Find the Width=YourWidth and Height=YourHeight lines and set them to the desired values.
Borderless Windowed Mode
- Follow these instructions.
Alt+Tab Crash Solution
- Navigate to the ReleaseExe folder and open resolution.ini with a text editor.
- Set the Windowed line to 1 to play in a windowed mode.
- Follow these instructions.
Optional
Disabling the Windowed Mode
- Navigate to the ReleaseExe folder and open resolution.ini with a text editor.
- Set the Windowed line to 0 to play in a fullscreen mode.
Disabling the Red Alert Loop
- Download this archive and extract its contents into the main installation folder.
- Navigate to AudioResource, Source, SPB and open yellow.spb with a text editor.
- Find the IsLooped=1 line and set it to IsLooped=0.
Description
Solves some gameplay issues in order to make the game feel faster and less tedious while trying to offer an overall better experience to new players. Certain changes have been designed with multiple playstyles in mind, while also allowing players to play at their own pace.
The difficulty is all over the place because of all the changes. Currently there's a bigger focus on creating a more relaxed and less overwhelming experience.
Separate Mods
Changelog
- Certain changes are not present in the changelog. Some changes might be outdated.
Minor Fixes
- The Big Screen will no longer buff enemy Agents.
- Removed some incorrectly cast shadows from certain objects.
- Fixed an issue which caused Agents and Minions to clip through the Desert House.
- Fixed an issue with the Do Not Touch trap not playing any animations when triggered by an Agent.
- Fixed bodyguards not being affected by Evil Geniuses. Bodyguards will also be healed when the Evil Genius is executing minions.
- Fixed certain sound effects which were repeating too often for certain traps.
- Merged some minor changes from the official patch.
Cheats
The cheats have been updated, type Humanzee on your keyboard while playing to enable the cheats.
- Ctrl+A - Spawn all minions.
- Ctrl+O - Spawn all Henchmen.
- Ctrl+T - Unlocks all objects, rooms and traps. Use the speed cheat to quickly go through the annoying notifications.
- Ctrl+N and Ctrl+M - Set the game speed up or down, can only be set to a fixed speed.
Gameplay
- Increased the default camera height.
- Added the bonus pack, which includes new items and a new Henchman.
- Added new missions in the World Map which unlock new content.
- The unbuildable rock has been removed.
- Changed the overall AI behaviour.
- Agents can no longer crawl inside the base when an object is blocking a path.
- Hotels will no longer be attacked.
- Investigators and Agents will no longer randomly attack any objects.
- Agents will only attack doors when alerted or when they need to escape.
- Tourists will no longer panic.
- Tourists will take photos more often.
- Agents may get distracted and might take photos of any nearby tourists.
- Bodybags no longer drain any stats.
- Bodybags are now color coded.
- Increased the default minion capacity to 200.
- More valuable minions will be more loyal to the cause.
- Minions and Henchmen will no longer be randomly killed or attacked.
- Henchmen have more lives.
- Minions will no longer randomly trigger traps.
- Bodyguards can no longer be permanently killed.
- Made hotels slightly more useful. Agents can now use the hotel.
- All acts of infamy will be visible without plotting. Earn notoriety to unlock them instead.*****
- Removed the main entrance from the first island, now players start out with $400,000 instead of $250,000.
- Improved Alexis's boost and other minor changes to the Evil Geniuses.
- Improved every objective from the second island and merged duplicate acts of infamy.
- There is now only one main difficulty.
- Starting power on the second island changed to 20.
- Construction Workers on the first island changed to 15.+
Henchmen
- Made most henchmen more efficient at combat.
- Reduced the cooldown time for all henchmen skills from a few minutes to a few seconds.
- Reduced the overall experience costs for all henchmen skills.
- Replaced Red Ivan's rocket launcher with two light machine guns.
Interface
- Updated most text for clarity and shortness.
- Added more descriptions.
- Made some objectives clearer.
- Added more hints during the loading screens, removed any pointless hints.
- The default control keys have been rebound to something better.
- Freaks no longer salute when clicked on.
- Reworded most tooltips in order to be clearer and to include more useful information.
- Reworded the names used by the hostage minions in order to be clearer.
- Updated certain glossary descriptions and Acts of Infamy to represent some of the new changes.
- Updated some glossary entries with some missing information.
- Updated the Evil Geniuses descriptions when starting the game.
- Updated some icons in order to be a bit more consistent. Movable objects also have their own generic icon.
Items
- Adjusted the overall threat rating and evidence or heat rating of most items.
- Adjusted the health values of most objects.
- Adjusted the power consumption values and prices of most items.
- Adjusted the heat values of most loot items.
- Test dummies pack more health and last for a little longer, while also being quicker to deploy.
- The Power Generator will give out more power, it'll also be built faster.
- Removed heat values from the Power Generators.
- The Stockmarket Watchdog will no longer generate heat.
- The Communications Array, the Big Screen and the Gold Enhancer are now more efficient.
- Camouflaged items can no longer be attacked by enemy agents.
- Added special auras to certain objects.
- Outer decorations, such as the monkey tree and most buildings are now removable and moveable.
- Minions will run towards any Control Panels and Security Desks when assigned.
- Minions can walk over the persian rug.
- Adjusted the prices of certain items on the second island.
- Security desks, cameras and speakers are now invincible, outer cameras are not.
- The Bio-Tanks are now easier to research.
- Changed what stats certain interrogation devices drain.
- Added a workaround to stop prisoners from randomly dying in their prison cell.
- Lockers now give out two minions, researched lockers give out five.
- Minions will interact with more objects around the base.
- Military minions can now interact with the items in the Infirmary.
- Enemy agents can no longer steal the Uber-Loot, among other specific unique items.
- The codex can be rebuilt once it's destroyed in the laboratory as a unique item.
- Assembled the totem pole in a museum, just steal the whole thing instead.
- Added the satellite loot item in the world map.
- Camouflaged Doors can be placed even if doors are in the way. Build the door first to keep it from dissapearing.
Super Agents
- Super Agents have been rebalanced in order to be more fair in combat.
- Mariana Mamba can now plant bombs like a saboteur and steal items like a thief.
- John Steele's base mayhem skill has been removed.
Traps
- Made minions slightly more resistant to traps.
- Trap sensors no longer generate heat, they cannot be attacked and are invincible.
- Hidden floors and wall traps will only generate heat when an agent is hurt.
- Changed the damage types for certain traps, wind machines will now drain Endurance instead of Health as an example.
- Bees are faster and deal more damage.
- Monkeys will instantly stun anyone no matter how much health they have.
- All traps are now non-lethal. Ideally minions should be immune to any traps, but there's no way to set that in the game.
- Improved every trap in the game, made them more viable to use.
World Map
- Acts of Infamy will be completed in a second. Reduced the overall waiting time from 6 to 3 hours to 2 minutes or less.*
- Some general adjustments to the minion and henchmen stats.
- Social minions no longer generate heat.
- Hiding time increased to one hour.
- Stealing now only takes 10 seconds.
- Removed the plotting requirement from all missions.
- Lowered the plotting requirement of most missions.
- Adjusted all secrecy and cash potential values.
- Reduced all delays after failing to 1 second.
- Reduced the required minion resource count for most AOIs.****
- Hostage AOIs should give out more hostages.
- Agent and Super Agent pieces will no longer appear.**
- Restored the submarine transport.
- Removed duplicate Acts of Infamy.***
- Removed pointless Acts of Infamy. Pointless as in those which reward no loot or gameplay features.***
*Every single Act of Infamy would take up to six hours to individually complete with no technicians. Certain Acts of Infamy can take up to three minutes.
*This change heavily speeds the game up and makes for a less depressing pace.
**Less micro management, less wasted time, no other solution other than the removal of the world map. Removes the unfair dice roll gameplay.
***All Acts of Infamy now unlock important or useful gameplay features.
***Certain rooms are unlocked earlier, certain items are unlocked earlier, all basic science items are all unlocked at once.
***Minions can simply be recruited from the world map, no more tedious interrogations, faster minion recruitment. They are located in the same regions.
****Most Acts of Infamy will now only take one generic minion, such as a worker, guard, technician or valet.
****Acts of Infamy have been arranged for better gameplay progression. Loot unlocked earlier.
*****Changed to a more linear progression, using the world map to teach players important gameplay mechanics in a more natural way.
+Minions can only carry up to 5000$. New players will often place many items at once slowing the whole game down.
+Now that things cost below 5000$ or at least 5000$ the whole game is now extremely fast by default.
+Total Cost : 5000 = Total Minions Needed to Buy Stuff.
+Before and After (10 Briefcases, 10 Dynamite, 10 Workers VS One for Everything)
+What that means is that 10 Briefcases have to be Carried by 10 Workers, then 10 Dynamite crates have to be carried by the Workers.
+Nearly 20 Objects have to moved around slowing everything down, increasing the chance of crates going lost and making things take too long.
+Nearly 10 Workers are all busy completing one single task, without the mod three to four rooms can easily take 30 minutes to build with objects.
+Players by default only start with 3 Minions. Only 2 extra Minions can be recruited. Minions are capped to 5, lift this cap by building the Barracks.
+When building objects these delays add up extremely quickly and the game gets stupid slow.
+Having 3 to 5 Minions is not enough for something which needs at least 17 of them to complete quickly.
+25.000$ (20 Lockers and 10 Beds) + 50.000$ + 10.000$ + 2.000$ (Control Room + Barracks + Corridor) = 17 Workers (87.000$ : 5000$ = Workers Needed)
+One Briefcase is needed for every 5000$. Lockers and Beds = 5 Briefcases, Rooms = 12 Briefcases + 12 Dynamite.
+Each Objects needs One Crate. Total 29 Cases and Dynamite + 30 Object Crates = 59 Items to Shuffle Around.
+Beds also secretly give population in order to aid worker recruitment for players who miss the minion management screen.
+The minion recruitment screen now uses optimal recruitment caps by default, less tediousness, less micro management.
+Would rather keep the game flowing and keep the player busy than to stick to the awkward vanilla pace where you wait for 3 hours before doing anything.
Certain changes cannot be completed without source code access, certain parts of the game need to be redesigned. Can only change what already exists.
The AI is missing certain minion functions, which would allow Agents to behave a bit more intelligently.
