...I wonder if the inexplicably weak unique units are spawning with their level 3 stats at level 5...of course the main character is one of those weak ones but that's for a different reason: all of a knights stats are considered main stats so it rolls them with a much lower stat total, since int doesn't really help them that much this kinda screws the class over but they do get more benefit from training...'course training is kinda underpowered sooo.
y'know...it probably doesn't help all that much dealing with lance's, ahem, "issues" to have nataly magically charming him nearly every fight when she really does hate his guts.
guys get enough mixxed signals messing with their heads already when they aren't psychotic amoral perverts traveling around with a girl that'd put your average anime heroine to shame.
eeeeeyup: basic triangle frame with zero shocks works better for shock absorbers than heavily upgraded shocks in carefully worked out angles and compression/stretch distances with angle shocks included where possible.
oh! haven't tested in this play session but I think pneumatic shocks might actually bleed energy when they aren't extended.
good lord: just came back to this game and had a bit of a thought while trying to get a particularly silly design to work (basically just all the shock absorption you can possibly get) and simply let the car bounce at the start of the run until stationary.
the car just kept bouncing higher and higher until it ran out of fuel and the run ended with no control inputs adding energy (rather proud of the design not tipping over at all during that ^_^) your shock absorbers ADD energy to the system rather than bleeding it off, between that and no grounding the vehicle only stabilizes by turning it into going forwards or backwards, or possibly stressing the join points.
this goes a long way towards explaining why the game physics don't seem to act remotely like, y'know, Physics.
did they rebalance the game? it seems to be a LOT easier to re-kill things than it used to be, especially with the shotgun and pistol (it actually took longer to kill a zombie with the shotgun than any other weapon in the game with the autoshotgun taking a close 2nd worst, and that's not even counting the terrible reload rates on both of them.)
realllly wish we could see the weight of the parts, it's kinda critical information, like, moreso than the engine power and traction and whatnot...could at least give us a dot for the center of mass or line for the center of balance
'tis a crying shame that the newly retarded (in the literal sense of the word) AI for Veradux makes the impossible badge straight up impossible these days.
even more of a shame that it was removed from everyone's lists when they patched the game to remove the glitch way of getting it regardless of how they got the badge.
just a little bit more control over the events in town and this would be an absolutely amazing game, as-is you are far more likely to die due to simply not being able to get a weapon than anything else, so being able to do something like let the smith know about your preferences or maybe place an order at greater expense to be completed in a few days would be a huge help...it would also be pretty fitting for some of those options to be tempting but just plain not worth it.
to anyone having an infuriating time with the later missions you need to kinda break the game mechanics: the morale loss rate is set really high and there are a LOT of mines, so if you spawn more troops than you absolutely have to you have a 100% chance of auto-surrendering no matter how overwhelmingly you are winning the fight.
you need to hold back on making troops as much as possible and just abuse the support powers for all they are worth (almost literally).
can't believe I never stopped to think for a second and came up with this trick before: shoving extra builders on a project reduces the duration but it doesn't do it all that efficiently so I never bothered unless there was a schedule to keep. justnow I had a really tight schedule and a ton of builders so I tossed 5 of them on there, when setting up projects the next turn I thought for a second and noticed just how much exp you can produce for your builders if they work in large teams on 1-day projects, once they get up to a point it ends up training faster than leaving them in school while getting work done at the same time...does take up the floating workforce I usually use for scouting though.
normal is a joke, hard assumes you know what you're doing so it's actually pretty well balanced, the difficult achievements assume that you've already gotten a bit of income from the mass-gather ones, it doesn't sound like much but that renown income totals up to quite a bit and more importantly it lets you hit strength breakpoints earlier so your income can spike sooner so you can hit the next breakpoint earlier so you can...you get the idea.
well dam, found a pretty debilitating bug: when you save and quit you don't et the income from that month, it also eats several days at the start of the next month for some reason but that might've been unrelated.
ohhhhhh, oh I get it, FINALLY figured out why the level30+ bots give no exp: the system for granting exp circles around at level 30, you get a level 4 bot's exp from a level 34. haven't done a hard test yet but that just about fits with every recent match since thinking of it.
you don't need to build a deck for dealing with the various AI, farming bronze is hmmm...something like 200 times more efficient? the number changes a lot depending on how much work it takes you to get a deck together in the first place if you're working exclusively on the AI.
even using a starter deck you are usually going to be getting 120 or 240 electrum per match in bronze every 15 seconds or so, with the decks that actually have hp still being relatively easy to deal with compared to the mid level AI.
the real problem with this is that it's NOT random, the dam cursor doesn't stop where you tell it to, running the clicks blind I got FAR worse results than I should have (seriously, 0 was exactly 90% of my treasure results over 100 tries) and causing the game to run slow intentionally I got to sit and watch as the cursor kept moving well after the click, as near as I can tell it pretty much always stops on the worst one available of the next 3 choices (including the one you actually clicked on...come to think of it it might actually be the worst of 2 if the click input has a forced delay from flash, that would fit a lot better with the output results and neatly explain some of the input/output mismatch) since there aren't that many options on most of the choices this trends your results wayyyyyyy down to the dreary end of the bell curve.
especially hard to pick mid or easy since it runs so damn slow that it actually takes quite some time to go through the motions after solving the puzzle at a glance