Interesting game. Controls are little clumsy. I would suggest more story, adding sense of smell and, possibly, more objects to interact with. Game would make a solid horror.
Whoops, there actually was a specific exception in the code for that, but I was checking the wrong variables in that exception. Fixed in next release (It's just the unlock condition too -- it properly checks the weapon subtype in the damage formula)
Having a lot of engineers is a trap. To avoid ineffective spending of money it is better to have eight to eleven researchers per engeneer so actual size always can be about 175% of theoretical minimum.
Looking at the amount of hate comments I'm quite surprised that this game have such high rate. It inherit most flaws of the other risk-style games - oversimplified infrastucture, lack of intelligence, lack of troop coordination, lack of bonus from attacking enemy territory from multiple directions etc.
This essentially diminish "strategic" aspect of the game.
Absolutely spectacular design, both graphic and sound. Correspond very close to feeling weather gives me for last few weeks.
Spikes should be more visible, however, for I don't notice them on some levels until Dibble bumps into one.
Game is lovely, I feel compelled to play any time I came across it. Although I refer fox ear as nothing more than accessory, as by the time I can spare 200 coins on it I became so agressively conditioned that I kill all enemies anyway.
So, philosopher's stone not only can make human a demigod, but even can make alcoholic a human... I guess it is a key to solving all of the society problems.
Whoops, there actually was a specific exception in the code for that, but I was checking the wrong variables in that exception. Fixed in next release (It's just the unlock condition too -- it properly checks the weapon subtype in the damage formula)