Genre: Real Time Strategy (RTS), Simulator, Strategy
Evil Genius 2: World Domination
Patch V1.7.0 │ Evil Genius 2 Campaign and Sandbox Survey
Hi all,
This update focuses on quality-of-life improvements and bug fixes, and comes with a new Campaign and Sandbox Survey for our community to provide feedback on key focus areas of Evil Genius 2.
With this update, Traps no longer take passive Durability damage. Instead, Traps take a hit to their Durability only when they are triggered, and this is a flat Durability hit regardless of how many characters are caught in that activation. For example, a Pinball Bumper may be struck by multiple characters (or the same character repeatedly) on a single activation, but this results in only a single drop in Durability. A few oddities in pathfinding have been cleared up, so your minions will no longer take the long way around to avoid Paywalls, and we've significantly reduced the cost of all Traps, easing the impact to your Vault when building more elaborate Trap networks.
In general, where a character looks like they are wearing something which should offer protection from gasses (a gas-mask, respirator, or maybe they just don’t have lungs at all) then they are now unaffected by gas clouds that would cause damage from breathing in. These characters will still be affected if the gas is corrosive or magical in nature, and will still be effected by beneficial gas-based effects.
IRIS is always eager to keep you informed of goings on across your Lair, but sometimes she can be a little too keen, resulting in repeated notifications for events you're well aware of. We've made adjustments here, toning down some of the less important audible alerts, and will continue to monitor this in the weeks ahead.
Finally, inactive Regions on the World Map can be more easily identified from the fully zoomed out view, where idle Criminal Networks will display a visual effect, and Achievement hunters should have a slightly easier time following this update, as acquiring the Prometheus Flame no longer locks out the Hubbard Slice for that campaign.
Over the past few months our community team has also been gathering feedback from a variety of spaces, we’re really grateful for all of our players who engage with us and each other on the forums and social platforms so that we can understand the sentiment coming from our community.
To build on this we’d really appreciate if you’d complete our quick Campaign and Sandbox Survey! This will allow us to fine tune the broader feedback we’ve been collating so that we can inform specific improvements moving forward.
Thank you all for your continued support of Evil Genius 2!
The Evil Genius 2 Development Team
General
Reduced the frequency of audible IRIS alerts for multiple categories of notification.
Audio on the Genius select screen now plays as expected, and at appropriate volume.
Minions imprisoned while deserting will more reliably restore their stats, and may gain a new Trait to reduce their stat depletion for a time after they are released.
Characters with visible protection cannot be harmed by gas attacks. This includes the Pyro, Magnolia Ming, Espectro, Biologists, and all Robots.
Investigators no longer take photographs of non-suspicious items.
The Blue Saint now uses blue smoke bombs to attempt to disguise himself.
The HUD indicator correctly displays when Research has halted.
It is no longer possible to change floor during the early stages of the Tutorial.
Characters can no longer be targeted until they have fully exited their arrival vehicle.
Characters will no longer clip through beach furniture in new games.
Character vocalisations no longer continue when the game is paused.
The "Dirt" button is no longer highlighted when opening the Build Menu using right-click.
Tooltips no longer remain displayed when moving the camera after highlighting edit buttons on a furniture item.
Tooltips for the last item visible on the Build Menu is no longer erroneously displayed when toggling the Side Panel.
Characters can be sorted by positive and negative Traits in the Minion Manager.
The Minion Manager will provide feedback when a search has no results to display.
In the Minion Manager, viewing the last minion's stats in a full screen of results no longer causes those stats to be displayed off screen.
Narrative minions are correctly removed from view when using toggling minion visibility in Photo Mode.
Input prompts are correctly displayed when using Photo Mode, and controls for switching tabs are consistent.
Edge scrolling now functions when using Photo Mode.
Informational messages that Achievements cannot be earned in specific game modes have had their prominence increased.
A warning message has been added that earning difficulty-related Achievements may be affected if the difficulty setting is changed for a game in progress.
The "Customise Graphics Detail" Options menu correctly closes when pressing the Escape key.
Island environment is no longer visible through floors when constructing Stairs in specific locations on the "Caine Key" Island Lair.
Characters correctly appear in callout boxes during their barks when they are killed or captured.
Correct Crime Lords are visible during their barks if multiple Crime Lords have died simultaneously.
Narrative minions correctly display an appropriate icon in their side panels.
Agent types and J Steele now unlock predictably in the Rogue's Gallery.
The "Load Game" menu option is no longer available if there are no save games available.
DLC used in the current game can be viewed through the "Active DLC" Pause Menu option.
Performance improvements and memory optimisations.
Gamepad control improvements.
Text and localisation improvements
Achievements
Campaigns
Audio now plays reliably during campaign completion cutscenes.
A task to fire H.A.V.O.C. at a Force of Justice headquarters is no longer erroneously completed during Red Ivan's campaign Objective, ""Cry H.A.V.O.C.".
Tourists leaving on the Cruise Ship no longer increments task progress during Maximilian's campaign Objective, "Going for Gold".
Peacekeepers correctly display an overhead icon during Emma's campaign Objective, "Tourist Season".
Incorrect Scheme reward text has been corrected in Emma's Campaign objective, "Spectres".
Super Agents are now referred to by name when tagged by the Genius during later campaign Objectives.
Switching floors is no longer possible during a Genius' death animation.
Side Stories
Acquiring the Prometheus Flame Loot Item no longer blocks unlocking the Hubbard Slice Loot Item.
Research requirements have been adjusted to require only one minion type and one item type in Side Story, "Pride Goeth Before the Fallout".
Minions will no longer repeatedly interact with the Magic Carpet Loot item during the Side Story, "Too Darn Hot".
Minions no longer talk over subsequent lines during Talking Heads scenes which include the Pyro.
Crime Lord Side Stories are no longer incorrectly labelled as "Minion Recruitment" Objective during the Tutorial.
Henchmen
Attempting to use Fugu Furakawa's abilities while she is already in combat will no longer deduct the required stats without activating the ability.
The Pyro's "Armageddon" ability no longer activates twice in unusual circumstances.
The strength of Iris' basic attacks has been slightly reduced.
The strength of Doomhilda's basic attacks has been slightly increased.
Jubei's barks no longer display incorrect callout text in unusual circumstances.
Activating Espectro's "Clone" ability while he's moving no longer activates the ability cooldown without summoning the clone.
Incendio's position marker is no longer misaligned while sitting at a Conference Table.
Traps
Most Traps no longer take passive Durability damage. Instead, Traps take Durability damage each time they are activated, once per activation. Single use traps, Loot Traps, the Fake Safe, and the Pay Wall are unaffected by this change.
The cost of all Traps has been reduced by circa 20%.
Tourists correctly interact with active Paywall Traps.
Minions and Tourists no longer avoid pathing through a Paywall Trap.
Correct animation will play when characters are Interrogated on the Venus Spy Trap.
The "Puppy of Death" Trap container no longer ceases to be rendered at distance.
World Map
Inactive Regions are now indicated with a visual effect when fully zoomed out on the World Map.
Items
The Hubbard Slice Loot item now prevents fires on Traps as well as other Lair Items.
The Maple Syrup Loot item now restores Morale more rapidly.
Characters' legs no longer elevate out of place when using the "Omni-Check-Up" Infirmary item.
Visual effects of some items no longer appear when viewing different floors of the Lair.
Eli Barracuda's hair no longer clips through the Cabal Induction Chair during use.
Again, we’re constantly looking for ways to provide the best Evil Genius 2 experience possible for all of our players. With this in mind we’ve built a survey which rests upon the feedback you’ve all been giving us over the past several months in order to inform specifics improvements to the game. We’d really appreciate if you’d take a couple of minutes to complete our Campaign and Sandbox Survey!
Evil Genius 2: Dev Update
It’s Red Ivan Appreciation Week. It must, surely, be time for another Developer Update for Evil Genius 2: World Domination!
The Evil Genius 2 development team are continuing the hard work here at Rebellion. We’ve got eyes on a lot of your feedback, and we are also work closely with the Community team to know where to focus our efforts.
As such, Rich Edwards and our design team are taking another look at Sandbox Mode to give you some of the features that you’ve been missing and further flexibility when testing your fiendish lair design. Expanding the available options to include Henchmen and Loot is one pillar of these changes, allowing those who just want to build the nicest looking lair to let their inner interior decorator out to play. We also know some of you want to test your trap set-ups against various teams of agents, so finding ways to bring them to your lair consistently is also on the cards.
Large scale remodelling of your Evil Lair can require a lot of clicking, so we’re looking at extra hotkeys for common operations and we know we still haven’t quite hit the sweet spot for trap networks, so some further balance changes are coming soon for traps.
We continue to look into tuning IRIS notifications and we’ve made some small improvements to the “inactive region” messaging on the world map to try and make them easier to spot. We have, unfortunately, had to give a fairly hefty buff to one of the Super Agents, but adjustments to the henchmen who didn’t quite measure up after our last pass might make up for your anguish!
Finally, we’re really happy that you’re all enjoying the free Pyro Pack. Back when we first revealed EG2 and people commented it looked a bit like Team Fortress we couldn’t imagine getting to play in Valve’s sandbox, so the team had a lot of fun building them.
We're glad you’re all getting so much enjoyment out of watching your enemies, and sometimes your Lair, burn to the ground. It’s almost like having the old Red Ivan back again! I wonder what the older, wiser Red Ivan would say?
“Look, Mishka! Look at the fireworks!”
Until next time, keep sending us your feedback, and thank you for your support of Evil Genius 2.
Evil Genius 2: Community Spotlight
Attention Minions!
Once again, we've sent our agents of T.A.L.E.N.T out into the world to discover the finest fan art, most devilish doodles and malevolent masterpieces. Well, let's just say you've generated some heat... Because these community creations are ON FIRE!
Evil Island (Credit: Jean-Ronflex)
This would make for some fine loot to add to our collection or to decorate the inner sanctum! We don't know what we love more, the soft magma glow creeping up the rocks, or that tiny waving crab. It's the crab, it's got to be the crab.
Perfect Disguise (Credit: Koshei_Smertnov)
There's nothing to see here, just you're common-or-garden minion hard at work. *nonchalant whistle* You need real smarts to not be fooled by the infallible (and iconic) Groucho glasses disguise. But now we moustache you a question... WHO ARE YOU WORKING FOR?
Shen Yu Reworked (Credit: Jean-Ronflex)
For fans of Doctor Who, this redesign of the sinister Shen Yu might remind you of the classic Gallifreyan robes and strange headgear. Yes, this humble pickpocket turned criminal mastermind got yet another glow up in this fabulous fan creation!
Special Highlights (Credit: Колдун из леса)
For our Special Highlights, we're celebrating these hand drawn creations, by Колдун из леса, who's captured pure Pyro chaos so accurately that we felt it deserved an extra round of applause. Pay particular attention to the little worker minion with the fire extinguisher, desperately trying to restore some semblance of order.
Finally, here's our latest batch of Criminal Colourings brought to you by our very talented Discord Community. For this edition, we reimagined Zalika, combining our love of cacti décor with the greenest of geniuses. Introducing, Cactika!
To get involved in our Criminal Colourings, head over to the Rebellion Discord server and keep and eye out in Evil Genius 2's Community Content chat for prompts and templates. Or, to share your amazing artwork on social media, simply tag us in your posts.
In the meantime, here's a batch of evil prompts to get your creative criminal juices flowing...
We'll be back soon with another round of community creations and fabulous fan art. Until then, get back to being evil!
Hotfix - V1.6.1
Minions, we've just rolled out a small update to address a couple of high priority bugs. Once again, thank you for flagging this to our Community team with urgency. The fixes are as follows:
General
Moving Gold Statues during Maximilian's campaign no longer causes crashes.
Characters tagged for Capture will no longer be killed by the Pyro's flamethrower, by Jubei's Flow ability, or by other spreadable effects.
Patch V1.6.0 │ NEW DLC: TF2 Pyro Pack (FREE) and Rise of the Valkyrie Pack
This update sees the release of two DLC packs: the Rise of the Valkyrie Pack available to Season Pass holders or separately for purchase, and the Team Fortress 2: Pyro pack, which is a free download for ALL players - the team have really enjoyed dabbling in the Team Fortress universe, and we hope you enjoy this characterful addition to Evil Genius 2's line-up!
Recruit the Pyro as a Henchman and increase your firepower… literally! Pyro can indiscriminately engulf their surroundings in an inferno, fan the flames on those tiresome Agents in the aftermath, and even extinguish less friendly fires with a puff of compressed air.
What self-respecting Evil Genius can resist harnessing such destructive power?
Pack includes:
New Henchman (Pyro)
Accompanying Side Story objectives to recruit Pyro
3 Loot Items (Briefcase of Australium, Briefcase of Intelligence, Payload)
It’s time to unleash the Valkyrie’s voice! When the Evil Genius decimates the plans of a rising star in the Opera world, you better believe she’s going to seek sonic vengeance. Your minions will need to best this devastating prima donna and her powerful friends, in a saga of shattering performances that will test their nerves, eardrums, and glassware.
Doomhilda’s destructive voice is legendary, possessing the power to stop her enemies in their path – or even inspire her allies to victory. Can the Evil Genius convince Doomhilda to join their side as a Henchman, or will this woman with the voice of an ‘angel’ see them facing the final curtain call?
Pack includes:
New Henchman (Doomhilda)
Accompanying Side Story objectives to recruit Doomhilda
Alongside these content packs we have of course continued to focus on quality-of-life improvements and key areas of community feedback, and while many of these have their own entry in the patch notes below, there are a few higher-level areas we'd like to call out here.
There has been a clear and consistent call to make your Cover Operation a meaningful secondary source of income, and with this update you should see a marked increase to the Gold you can make when setting your casino items to "Scam Tourists". With this update, those of you who want to place greater emphasis on money making opportunities within your Cover Operation should find yourselves able to do so, and we'll continue to monitor this change in the weeks ahead
In the June update we significantly increased the impact of Decor items across the board, but we weren't satisfied with the messaging of these effects, so we've made additional changes here. Each Decor item, where applicable, now displays its area of effect in a solid colour that matches the stat that it affects: Pink for Vitality, Yellow for Smarts, Green for Morale. Items within Decor's area of effect will also become tinted with the colour of the relevant stat, clarifying which Decor item is active. A small number of Decor Items have had their boost effect modified to increase their utility, and those are called out in the specific patch notes below.
Many Objectives require the completion of narrative Research, and some of you have got in touch to ask for a way to avoid losing progress when switching between Research Projects. With this update you can do exactly that, switching between Research Projects with a minimum of fuss while retaining progress made, as well as adding the option to suspend Research entirely if you want your Science minions to focus on the Control Room for a while, for example. Of course, you can still cancel a Research Project entirely if you just need the Gold back in a pinch.
Henchmen have been rebalanced, with the intent of more significantly differentiating their effectiveness based on their type:
Deception henchmen now roam the Cover Operation, dealing high Harass damage allows them to deter Agents and Tourists without initiating combat, where their effectiveness is weaker.
Muscle henchmen have had a rebalance, making them less effective in the Cover Operation but more obviously tuned for direct combat.
Science henchmen now sit somewhere in the middle, with average combat and Cover Operation effectiveness making way for their boosted, more outlandish abilities.
Each Henchman's Stats now better reflect their specialisation.
Agents and Super Agents have received additional, though less significant balance adjustments, and Crime Lords should pose more of a challenge across the board.
We're aware of a small number of players continuing to encounter problems when playing Evil Genius 2 with wireless headphones - please get in touch with our Customer Support team if you're one of them, so we can track down the root of the problem.
As always, thanks for your continued support of Evil Genius 2.
General
Super Serum VFX has been modified to remove an undesirable flickering effect.
The "Share Game Information" options setting is correctly preserved.
The Build menu can be consistently accessed after selecting a Decor or Lair Item during the Tutorial.
Added an option to Accessibility settings to reduce the risk of burn-in when playing Evil Genius 2 for extended periods on certain OLED displays.
Tooltips added for FidelityFX Super Resolution 1.0 in Graphics Options.
"Select All" option added to the DLC select screen.
Added an option to remove individual key bindings through the "Keyboard & Mouse Controls" menu.
Agents that arrive during specific narrative Objectives will correctly leave the Lair when their Resolve is reduced to zero.
Agents being Escorted past a Paywall Trap will no longer cause the Trap to briefly activate.
Animations on the Objective Tracker have been reduced for small increments of Objective progress.
The completion audio for Objectives and Research Projects will no longer repeat under unusual circumstances.
Updated IRIS alert when Rogues are stealing Loot items.
Pinball Bumper musical notes are correctly previewed while the game is paused, and the sound effects for these notes has been improved.
The same Pinball Bumper musical note can be previewed multiple times.
Updated sound effects for Stun Guns and Stun Rifles.
The "Pyromaniac" trait correctly gives minions a small chance to set opponents on fire during combat.
The level of Agents accompanying a Super Agent is displayed correctly when they are imprisoned in a Holding Cell.
Cursor added to indicate an area cannot be marked for Security Zones.
Narrative characters will correctly display a Distract overhead icon when Tagged for Distract after escaping a Holding Cell.
The camera can no longer pass through the second level of a Doomsday Device on the "Montañas Gemelas" Island Lair.
In new games, characters will no longer clip through folding chairs on the beach level of an Island Lair.
The number of minions that will be auto-hired or bought is now displayed when viewing Workers in the Minion Training screen.
Locked Training Items are no longer displayed when changing tab in the Minion Training screen.
The HUD correctly displays when Research has been manually paused.
Information panels for Rooms display correctly when navigating back to the Room tab.
The Character Selection menu closes correctly when a hotkey is used to select a character while this menu is open.
Research Project icons have been corrected in the Side Panels of the Research menu.
The confirmation pop-up when using a gamepad to collect Optional Objective Rewards has been removed.
The selected Side Story is correctly displayed after navigating to another tab of the Objectives screen, then back again.
Information for the Martial Artist no longer unlocks in the Rogues' Gallery after unlocking the Mercenary minion type.
An input prompt has been added for returning to the list when viewing a completed Objective.
The cursor control keys can be used to correctly navigate the Minion Manager list.
Saves can now be correctly deleted when using a gamepad.
The menu bar is more easily accessible following a Game Over when playing with a gamepad.
Locked Items are correctly highlighted in the Build Menu when using a gamepad.
Hidden Build Menu buttons are no longer selectable during Talking Heads.
It is no longer possible to navigate away from the Benchmark results screen by selecting hidden buttons.
Text and localisation improvements
Achievements
Agent Steele can be captured during the Side Story, "The Melting Point Of Steele" to earn the Achievement, "Can't Be Fooled".
Campaigns
Characters who have been turned to Gold statues no longer become unselectable in unusual circumstances during Maximilian's campaign.
Tamara Krast can no longer be Tagged for Kill or Distract during Maximilian's campaign Objective, "Gold Fingers, And Toes, And...Well, Everything".
Listening Devices will be placed correctly by Agents in Maximilian's campaign Objective, "Hostile Takeover".
Removed Listening Devices will consistently count toward progress in Maximilian's campaign Objective, "Hostile Takeover".
Golden Statues can no longer be placed in external locations during Maximilian's campaign.
Notable Engineers will no longer Repair standard Lair Items during Maximilian's campaign Objective, "M.I.D.A.S. Touch".
Kidnapped Scientists are attributed to the correct Force of Justice during Maximilian's campaign Objective, "If You Build It, They Will Scream".
V.O.I.D. Worshippers no longer have their names overwritten, and will be assigned jobs correctly during Zalika's campaign.
Firing V.O.I.D. with a completed Research Tree will result in a reward of Gold being added to the Aftermath Scheme, with more Gold available if the device is fired at Level 2 or 3 during Zalika's campaign.
Offscreen indicators display correctly when viewing a different floor from the required items during Zalika's campaign Objective, "Damage Control".
"Random Sample" Schemes now require only a Level 1 Criminal Network in Zalika's campaign Objective, "Barely Living Proof".
Agent infiltration positions have been updated during Zalika's campaign Objective, "Damage Control".
P.E.A.C.E. Agents are attributed to the correct Force of Justice during Red Ivan's campaign Objective, "P.E.A.C.E. Corpse".
Peacekeeper Soldiers can no longer be Tagged for Distract during Emma's campaign Objective, "Tourist Season".
Rewards are correctly displayed for the "Uncover Agents" Research Project in Emma's campaign Objective, "Spectres".
Confirmation pop-up added when returning to the Title Screen from the Credits at the end of a campaign.
The "New Main Objective Available" IRIS alert no longer plays at the beginning of the credits after completing a Campaign.
Side Stories
Minions no longer move into the air when clearing Gas Clouds on specific areas of the "Montañas Gemelas" Island Lair.
A S.M.A.S.H. Region must now be Scouted before the Cabal Side Story, "Giving Up The Ghost" to become available.
Characters will no longer be set alight when escorting Incendio to a Holding Cell during the Side Story, "Unwanted Guests".
Crime Lords allied with the player can no longer be tagged for Capture.
Full Metal Jackie can no longer be tagged for Capture in the Side Story, "Up In Arms".
The Super Bot can no longer be Tagged for Kill in the Side Story, "When You Cut Me, Do I Not Lubricate?".
Schemes to invite Critics to the Lair now spawn in a broader variety of Regions in the Side Story, "Fugu State".
Additional guidance arrows added to the Side Story, "Learn The Ways Of the Technician".
Schemes referencing the Flame of Prometheus no longer spawn during the Side Story, "What's Mine Is Mine".
The Threat Scheme, "Hot To Trot" now displays correct VFX during the Side Story, "The World Is Hot Enough".
The Threat Scheme "Slippery Slope" displays the correct VFX during Side Story, "Imbalance of Power".
Arms Dealer Goons display the correct job name when demonstrating weapons during the Side Story, "Heavy Metal Queen".
Medical Investigators are correctly attributed to the S.M.A.S.H. Force of Justice in the Side Story, "King Of The Fountain".
Geniuses
Maximilian's "Train Faster" Ability no longer affects minions outside of his visible aura.
Emma's "Plotter" Ability now displays correct VFX when used on Espectro's Clone.
Henchmen
IRIS will correctly disable her Security Network Ability if she enters a wounded state while this Ability is active.
The Ability duration bar is displayed appropriately for all Henchman abilities.
World Map
World Map Regions can now be navigated by using the Q and E keys on a keyboard, or by using the bumpers on a gamepad. Button prompts have been added to Region Side Panels to indicate this.
The Lockdown alert indicator is no longer displayed in Regions that have not been Scouted.
Heat bar animations now display correctly at all levels, including when a Region is in Lockdown.
Heat gain for Schemes in S.A.B.R.E. Regions with a Level 4 Criminal Network have been brought in line with other Force of Justice Regions.
Items
Doors display correctly as open or closed at greater camera distances.
The Agent Disguise Simulator is now displayed correctly at all camera distances.
The "R.A.Y.G.U.N." VFX will consistently display during longer Interrogations.
Investigator Agents will correctly gain Suspicion after encountering the R.A.Y.G.U.N. or Induction Chair items.
Loot items which are immune to Durability damage will no longer be marked for Repair.
The Melee Trainer Lair Item is correctly affected by the Hubbard Slice and Sands of Time Loot items.
The Broken Time Machine now correctly applies traits to Agents in addition to minions.
Advanced Guard Posts can now have their Power disabled.
The Loot items, "No. 2 Memorial", "Mr. Scruffles", and "John Steele's Defeat" can no longer have their Power disabled.
Text displayed in the Side Panel of the "Secure Holding Cell" and "Unpleasant Holding Cell" no longer overlaps.
Character position markers are no longer misaligned when selected while using the R.A.Y.G.U.N. Lair Item.
Henchmen will play their bark correctly when ordered to interact with the Cabal Induction Chair.
The "Egg Pod" Infirmary Decor Item now gives a boost to Restore Vitality jobs.
The "Brain Hologram" Laboratory Decor Item now reduces Smarts decay.
The "Food Disposal" and "Condiments" Mess Hall Decor Items now give a boost to Restore Smarts jobs.
Up to 25% off Evil Genius 2
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Unleash your inner evil and become the criminal mastermind you were born to be. And find like-minded geniuses, swap clever trap ideas and submit your artwork, promote your content and discover other creators over in our Rebellion Discord server: discord.gg/Rebellion
Hotfix - V1.5.2
V1.5.2
AMD FidelityFX
Added support for AMD FidelityFX Super Resolution 1.0 to Graphics Options.
AMD FidelityFX Super Resolution 1.0 is a cutting edge super-optimized spatial upscaling technology that creates a high-resolution frame from lower-resolution input. It maintains impressive image quality while allowing faster framerates than one would get by rendering at a native resolution. It has four quality settings:
Ultra Quality mode produces a super resolution image with quality very close to native rendering. It should be selected when the highest quality is desired.
Quality mode produces a super resolution image with quality representative of native rendering, with a sizeable performance gain.
Balanced mode produces a super resolution image approximating native rendering quality, with a major performance gain compared to native.
Performance mode visibly impacts image quality and should only be selected in situations where needing additional performance is critical.
General
Benchmark Mode added.
Resolved a timing issue which could cause Evil Genius 2 to crash when launching or cancelling a Scheme in unusual circumstances.
Thanks for your continued support.
EG2 Community Spotlight: How evil is your lair?
Explore some of the most inventively evil lairs from the Evil Genius 2 community. Gabe and Flop will be critiquing criminal bases sent in by EG2 players, rating evil levels and enjoying your magnificently malevolent decor decisions.
📅 Thurs, June 10th 🕔 5pm BST 🏆 PRIZES to be won! 💜 Available to watch on Steam, Twitch, YouTube and Facebook Live.
Join us on Twitch: https://www.twitch.tv/rebellion_official
Join us on YouTube: https://www.youtube.com/evilgeniusgame
Join us on Facebook: https://www.facebook.com/EvilGeniusGame
Hotfix - V1.5.1
Hotfix V1.5.1 is now live:
General Resolved an issue where some players were unable to start Evil Genius 2 without removing their previous game saves.
Patch - V1.5.0
This update focuses on quality-of-life improvements and bug fixes. With this update, additional content can be added to a campaign in progress through the "Enable DLC" option on any Load Game panel, and we intend to continue to support this option for all future DLC, with the exception of the Campaign pack, as noted in the last Development Update.
Deserting minions can now be captured and allowed to reconsider whether betraying you is really a mistake they can afford to make, with the result that their Morale will gradually restore during captivity, and with the new "Release Prisoner" button on all flavours of Holding Cell, said minions can be released and allowed to return to work once you determine they've learned their lesson.
We've also taken a good long look at Decor Items, as though the effects of these were always intended to be subtle, they were clearly not having a sufficiently measurable impact on your Evil Lairs, and as a result have had their effects significantly boosted.
The strength of Force of Justice Agents against Lair defences continues to be a focus area for the Design team, but as a first step with this update you should find Agents are less effective at Sabotaging Traps at all but the highest levels.
Please note: We continue to investigate reports that a number of players have been unable to play Evil Genius 2 since updating to a previous version, and will be releasing a fix for this as soon as we are able to do so.
Thank you all for your continued support of Evil Genius 2: we'll continue to listen to your feedback through the Community team.
The Evil Genius 2 Development Team
General
Characters now board the Cruise Ship more swiftly.
Click and hold functionality has been improved for picking-up and moving Items.
All Decor effects have been significantly boosted. Note that an Item can be affected by only one Decor Item at a time, and we are looking at improving the messaging of this in a future patch.
Deserting minions can now be captured and imprisoned to make them rethink their life choices, and slowly restore their Morale.
Warning notification added at the "Point of No Return", after which progressing to the next campaign Objective will prohibit access to any remaining Side Stories.
The layout of rock types in Montañas Gemelas has been modified to increase options for reaching the lower levels of the Doomsday Cavern. Note that this change will impact new campaigns only.
Options for Stair placement on the basement floors of the "Crown Gold" and "Caine Key" Island Lairs have been expanded. Note that this change will impact new campaigns only.
Characters will no longer become trapped inside the Helipad tower in unusual circumstances on the "Caine Key" Island Lair.
Characters should no longer become temporarily trapped when moving through Doors in unusual circumstances.
Access to the Doomsday Device Cavern can no longer be blocked by placing Items.
Training Items will no longer enter a state where training is extremely swift or extremely slow in unusual circumstances.
Characters no longer become clipped with one another and unable to board vehicles in unusual circumstances.
The frequency of IRIS notifications has been reduced for the Vault, combat, and Training interruptions.
Fire Extinguishers no longer become less used over time if minions drop them to desert the Lair due to low Morale.
Using hotkeys to select Henchmen will no longer cause the camera to jump to their location.
Completion rewards have been added to Objectives that previously had none.
Commanding a captive to be Escorted to first a Prison Cell, then overriding this with a command for the same captive to be taken to an Interrogation device, will correctly result in the second command being carried out.
Minions will no longer use Items which boost their maximum stat value unless the stat which will be boosted is already over 45.
Character Abilities are more clearly differentiated on Side Panels when the character has insufficient stats to activate them.
New Status messages for the Genius and Henchmen indicating that their stats can be restored at an Impressive Desk or Conference Table respectively.
Enemy characters using Cover Operation Items are now correctly affected by Gas attacks, such as Fugu Furakawa's "Blowfish Explosion" Ability.
Additional rare Traits added when minions are spawned, or complete specific jobs around the Lair.
The Gold cost of broadcast strength Research Projects has been reduced.
The "Learning Lamp" Archive Item correctly lists Deception minions as Users, and Science minions as Operators.
The "Intensive Care Pod" Infirmary Item correctly lists All minions as Users, and Science minions & Workers as Operators.
The doors of the "Rejuvenation Chamber" Lair Item now animate correctly, and the visual effects align correctly with the model.
Characters no longer play erratic animations before death in unusual circumstances.
Characters' limbs remain in the intended positions during Interrogation.
Selecting the final stage of a Doomsday Device, then entering Build Mode will no longer cause the Doomsday Device to temporarily float in place.
Descriptions have been added for Mode settings on Lair Items.
Door access times have been slightly adjusted.
Suspicion is now displayed on the Side Panels of Lair Items awaiting construction.
The "Laser Disco" Trap no longer clips through area of effect indicators when selecting other Traps.
Cover Operation glass is no longer visible when constructing Stairs near the windows of the "Montañas Gemelas" Island Lair.
The Event Log displayed in the Stats Screen now scrolls correctly when clicking and dragging the scroll bar.
The Research screen will now display a brief explanation if Research has become paused.
Deception minion descriptions are listed correctly in the Rogues' Gallery.
Information overlays for Tourist Side Panels have been updated.
Triggering a Flamethrower Trap will no longer trigger a Fire-related Event Log message unless minions are caught in the effect.
Maximilian's Inner Sanctum wall tiles no longer clip through Doors.
The cursor for ordering prisoners to be moved to an empty cell is no longer misshapen.
Player-controlled characters no longer rise a short distance into the air when ordered to walk to specific locations near the swimming pool on the "Crown Gold" Island Lair.
"Move" Tooltip is no longer displayed in the top-left of the screen after placing an Item then immediately selecting it.
Minion position markers are no longer misaligned when selected while using specific Lair Items.
Minor improvements to icons when colour blindness settings are enabled.
The game no longer lags when adjusting the Brightness slider in the Graphics Options screen.
The ability to move Items is no longer prematurely unlocked in the Tutorial.
Items from the "In-Genius Items" pack can be used to complete Tutorial tasks where appropriate.
The Technician Trainer correctly obeys in-game audio settings.
A number of Schemes have had their locations adjusted to more suitably match their descriptions.
A number of Traits have had their effects significantly boosted.
Depth of Field Toggle added under Options - Accessibility Options.
Improved gamepad support.
Text and localisation improvements.
Achievements
The "Fighting Fire With Fire" achievement now unlocks correctly when setting Atomic Olga on fire by using Traps.
In Zalika's campaign Objective, "Tourist Trap", curing IRIS will no longer count toward Henchman recruitment achievements.
The "Total Annihilation" achievement no longer unlocks prematurely.
Campaigns
Emma will no longer become trapped in an Execution animation in unusual circumstances.
The backfire effect of H.A.V.O.C. has been reduced.
John Steele Snr's Allies can no longer be brainwashed in Emma's campaign Objective, "Poison Paradise".
Minions will no longer approach John Steele Snr when attempting to Execute him during Emma's campaign Objective, "Dear John".
Geniuses can no longer be reduced to 0 Smarts by Mocking prisoners repeatedly.
Main Objective Schemes will spawn more rapidly on the World Map, reducing wait times.
The appearance of Regions affected by the M.I.D.A.S. Device at maximum power has been improved.
Investigators who reach 0 Resolve will correctly attempt to escape the Lair during Red Ivan's campaign Objective, "Rumour Has It".
The "Ambush Air" Scheme displays the correct rewards during Maximilian's campaign Objective, "Trap D'Or".
Political Aides will no longer gain a brief "Exit" overhead icon in Maximilian's campaign Objective, "The Traditional Method".
Nigel McReary will attempt to avoid combat during Maximilian's Campaign Objective, "War On Krast".
Schemes which invite additional Tourists to the Lair have had their visual significance reduced during Maximilian's campaign Objective, "War On Krast".
Agents assaulting the Lair are attributed to the correct Force of Justice during Maximilian's campaign Objective, "The Golden Age".
Side Stories
Carl Cafard no longer clips into the "Valuable Paintings" Item while inspecting it during the Side Story, "Body Snatcher".
Beekeepers will no long attempt to escape the Lair during the Side Story, "One In A Bee-Lion".
Cameras that have already been constructed will count toward the Side Stories, "Thy Fearful Symmetry" and "Wind Wars: The Wind Strikes Back".
Travel Agents will no longer put up a fight when tagged for Capture in the Side Story, "North By North".
The "Antidote" Research Project is no longer removed if the game is played for over 15 hours while remaining on the Side Story "Going Green".
Full Metal Jackie correctly has the "Temporary Partnership" Trait during the Side Story, "Eighteen With A Bullet".
The "Time After Time" Research project has had its research time significantly reduced in Side Story, "Outta Time".
Eli's Guards no longer display a Force of Justice affiliation in the Side Story, "Vox Pop-Eli".
The Event Log correctly indicates Agent X has arrived at the Lair alone during Side Story, "Manifest Entropy".
"Attack Robots" no longer arrive prematurely during the Side Story, "I Spy With My Cybernetically Enhanced Eye".
Schemes no longer incorrectly appear as Threats during the Side Story, "Hail To The Chef".
Espectro no longer hovers in the air above P.A.T.R.I.O.T. Region terrain when he appears on the World Map during Cabal Side Stories.
Ignacio no longer has a Trait erroneously indicating he is actually Incendio during the Side Story, "Fire In The Hole".
Super Agents
Side Panel portraits for Agent Steele now match the appearance of the character.
Super Agents Side Panels include the correct Force of Justice affiliation when they are Lured from the World Stage.
Specialist Agents accompanying a Super Agent are assigned the correct Force of Justice affiliation.
Henchmen
Henchman Abilities no longer enter cooldown or have their stat cost taken before they are in the correct position to begin using the selected Ability.
Jubei will no longer teleport through terrain when his "Windwalk" ability is targeted at very specific points on an Island Lair.
Jubei no longer becomes unresponsive in unusual circumstances when activating his "Flow" ability while the game is paused.
Jubei's "Flow" Ability can no longer be activated while he is being Executed.
Incendio will no longer become stuck in an animation cycle when using his "Magic Trick" ability in unusual circumstances.
Incendio's Side Panel now correctly lists the Morale cost for using his "Misdirection" character ability.
Espectro will no longer become unresponsive after being ordered to use his "Clone" ability immediately after completing a move command.
Selecting Espectro's "Summon Ally" Ability while "Piston Punch" is being activated will correctly focus the camera on the Espectro Clone, if one has already been summoned.
Fugu Furakawa's "Sleeping With The Fishes" Scheme now correctly removes all Heat from a Region, regardless of the level of the Criminal Network.
Eli's Silver Revolver should no longer disappear from his hand during idle animations at a Conference Table.
Clara Jones defeat bark is now paired with the correct text.
Loot Items
The requirements for a minion to be judged worthy by the Sword In the Stone Loot item have been made easier to meet.
Certain Loot items can no longer be stolen during their Side Stories.
The "Cupid's Arrow" Loot item can no longer be destroyed.
Minions will more commonly use the "World's Oldest Bones" Loot Item.
The "Million Bees" Loot Item no longer requires a minion to deliver it to the Depot before it can be placed.
Loot Item information is consistently unlocked in the Rogues' Gallery after acquiring it.
When using a gamepad, navigating between placed Loot Items in the Build Menu no longer skips items in the list.