If that is the reason, it would be very easy to make it not random by default, or still random by default but with the option to design your own team if you wanted to. I stand by my point that it being nothing but random still just adds an extra step of RNG to a playthrough when the player knows what they are doing, know what they want to do, and don't want to faff about with their characters first levels wasted on something they don't plan to utilize at all.
Seriously wondering why hero selection is random at all. All it add is pointless tedium rerolling until you get the three heroes you actually need for whatever build you're doing
I can try to explain our though process: initially we tried to make character creation as fast as possible, also we wanted to make people to try new things and adapt to whatever starting heroes they have in the moment. So we made it that it's possible to win with any starting combination of heroes, because you can make them into anything, their starting stats and abilities are merely a suggestion. It's pretty hard if you have to select 5 stats, 1 skill, 1 ability and equipment for each hero if you're a newbie. And if you lose your team (which happens a lot), you have to go trough the whole process again (and then again). Currently we can see the faults in our design, and if i would redo the game i would probably created a number of classes and then let player chose them instead.
They can only be bought at the market for now. Check the food seller - if she's out of stock (sometimes she has none for sale), you'll have to wait until she restocks.
While this one actually has enough elements to call it a game, unlike a lot of installments in this genre, I still absolutely loathe this genre of game. Unrated, because I'm biased.
I get the feeling chapter 6's puzzle is broken, unless I'm missing something here. The final tile seems to be the right half of the previous one mirrored, and Rae gave me the wrong sequence of tiles for that to be possible, and the sequence I put in where that happens isn't treated as correct. Even brute forced it using the clues I was given (as they give you 4 out of 5 of the tiles to use), so either the characters can be wrong, or something's up.
if you type all the steps to a mission into the command line of a different mission, copy it, and paste it into the right mission, you will instantly complete the mission.
Restrict security to the ground floor. They will wait by the elevators to catch and thieves who steal stuff on higher floors than that, and are more likely to catch thieves who do so on the ground floor as well.
I can try to explain our though process: initially we tried to make character creation as fast as possible, also we wanted to make people to try new things and adapt to whatever starting heroes they have in the moment. So we made it that it's possible to win with any starting combination of heroes, because you can make them into anything, their starting stats and abilities are merely a suggestion. It's pretty hard if you have to select 5 stats, 1 skill, 1 ability and equipment for each hero if you're a newbie. And if you lose your team (which happens a lot), you have to go trough the whole process again (and then again). Currently we can see the faults in our design, and if i would redo the game i would probably created a number of classes and then let player chose them instead.