It works so much better and perfectly, zanzer-san. The basic yellow worker could tank Superagent and their Squad and they could gone on World Staging Missions! thank you very much
But, is it only me: durability drains too fast at power generators, transmit stations and all the traps... So i have 25 fixers and always broken tnasmitters, gens and traps... Any ideas?
Are you running the DX12 or the Vulkan version? Not 100% sure, but the Vulkan one seems to have some weird issues (agents not using the casino, things happening "too often"). At least that is some unscientific testing has shown, with me running DX12 and things happening 'as expected', while a couple who ran Vulkan had strange things happening.
As I said, not sure if it would affect durability, or if you are running Vulkan, but if you are, try to load the game using DX12 and see if it behaves more normal.
If not, it might be they have to walk too far to get their smarts/morale/vitality back up so they don't have time to fix as many things before doing a walkabout.
Thanks for reply! I`m running DX12. Durability running low prette fast as minions do not need to rest i suppose, so they always use the transmitters and they "decoy" )) But the generators is still turning low on durability fast...
any chance to get the "broadcast strength" and "intel"? half of my minions are manning the tech needed for the 230 "broadcast strength" needed for lvl 4 criminal networks around the globe.
Is there any way to allow for tech to be researched without the unrequest stuff (specific minion types and equipment). While the Unlock All cheat does open up the tech tree to a degree, the tier 3+ techs still have prerequisites that keep them locked away. Of course, just the ability to unlock all equipment would mostly solve this, as you could combine that with the current "unlock all" cheat and use the unlocked equipment to train the right minion types right from the start.