star wars references are nice and all but you reallllly shouldn't be calling a twin bladed katana a civilized weapon; them things were real and they were specifically built to cause wounds that would not stitch up right, would get infected, and in the rare case where someone got good enough care not to die of infection and/or septic shock everything would heal up attached in not quite the right spot usually disabling the wounded as a solder or worker for life.
did the stats on everything get tweaked AGAIN? I'm almost certain that veradux has either lost healing skills on his wheel or their cd has gone up, their power has gone to about half with the same gear, and most opponents seem to have about 150-175% the speed stat (based on turn skipping thresholds from slow effects and supported by the much less definite overall hitrates)...there are probably some nice-for-you stuff that I'm not noticing but the speed issue is a reliable party killer in any fight where the opponents deal noticeable damage.
I think it charges "Stress" for fights twice, late-game progress points seem to imply that it's supposed to be less weeks to clear stuff too...least the hard badge doesn't require anything more impressive than figuring out that the jobs aren't exactly the most efficient use of time.
I'm starting to think that the "random" units from the daylies come from a very small set...they seem to be pretty random in unit quality (weighted towards uncommons if anything) but I've been getting nothing but repeats for weeks and I only own about 15% of the units in the game, if that, I haven't even gotten a viable set of resource units for wood or crystal while I'm recycling duplicate ultra rares.
turns out the only way to win the last (british) mission is to spawn as few units as possible: you loose morale far faster than you gain it and the mines happen to often for you to actually finish the map, basically: if you attacked with a good balance of units and the opponent took no actions whatsoever you would loose the match due to morale0, you kinda have to just sit and wait and only spawn a unit in an emergency while whittling down AI morale.
welp, we have a tank, a sniper, and 3 squads of riflemen entirely unopposed a mere 3 steps from the victory line. AAAAAAAAA!!! private Tillman stepped on a mine! welp, I guess it's time to surrender.
bit of an obvious AI behavior exploit here: they have a huge priority placed on attacking repairing and capturing units, this makes damaged infantry surprisingly valuable units
so...does this mean that Greg choosing Nat's bouncy boobs for the impossible badge's image (heh, just got the joke when I said it like that) is the reason for the pervert medals in the later games?
you want to collect all the weapons and experiment with all the mods so you know what NOT to get when you restart your game...that's a bit of a fail innit? and the fact that there is enough grinding afterwards for that to actually make sense is a problem too, this isn't an mmo so it dam well shouldn't have an mmo's exp curve
The Dev really did do a good job of making progress feel fast while not actually happening overly quickly...would help a lot if the money and exp from fights was better though since that highlights how little you get when not on-schedule.
I find the inventory management to be...strangely ineffective: letting you sell from the loot screen would make the out-of-combat part of the game about 180% more playable, (300+% if you're obsessive) and instead of making things more workable they took out major organisational tools from the previous games and added sections of your inventory you only have access too while picking a team.
ok, how the bleep does the moon breaker badge actually work? I've hit space at over 200 speed (sustained from about 60k altitude before space, not just a burst) without getting it, reset my save, and just got it at about 42 speed.
oh...okaythen, if anyone is having trouble with the "beat ___ in _ days" achievements try doing the default body (empty) medals, you will get something that outclasses pretty much every other body in pretty much every way.
there is something SEROUSLY wrong with your game design is roughly 85% of gameplay is waiting for a menue to load...they are even set up so you can't navigate them efficiently, the actual game mechanics in the matches are great though.
A couple harder to find bits of information: fire rate and autofire mods both give their full bonus when used together, the autofire mod does not cancel the Power-Shot skill, and as of some time since I last played this you can simply hold down the reload button when working single-round weapons instead of having that cancel your firing commands which makes most of the best weapons in the game somewhat easier to play and MUCH less glitchy. Also, there is a wiki for this game, it is your bestest friend ever: http://elona.wikia.com/wiki/Elona_Shooter/Skills
it's kinda funny that people talk like they are trying to be nice and encouraging to a first-time developer when leaving advice for HeroInteractive games. these guys have a pretty good idea of what makes a game addictive but seem to know almost nothing about how to code one...though it is kinda hard to tell intentional disfunction from incompetence so the only reason I'm sure they don't know what they are doing is the rampant memory leaks.
Did this game get updated recently? I'm noticing a lot of new names in the recruitments...by far the most obvious being that there are now several thieves available instead of just randoll-the-rare (seems to be linked to events so he's basically a unique without the full stat advantage) and the 80000 gold unique Christabel.
Thanks for the nice comment and feedback!