The minimum move count I accomplished on this game was 348 moves. The segments between pieces are minimized, as is the queen chase segment, the first knight, and both sets of pawns. The remaining piece scores are as follows: 1st Rook: 6 to capture, +3 to exit; Bishops: 4 to capture first, +3 to capture second, +4 to exit; 2nd Rook: 9 to capture, +2 to exit (get it going back and forth between the top columns for an easy capture); 2nd Knight: 4 to capture, +4 to exit; and Queen and pawns: 8 to capture queen and two pawns, +7 to capture the remaining three pawns, and +5 for the black pawn to promote and end the game.
I'm curious to see if anyone can optimize this further.
Actually, scratch that: You should be able to drag a number onto any of the sum or group hints to indicate you know it has to satisfy that one--just not where.
That'd make it even easier than my previous suggestion--if used right.
You should be able to tap/click numbers note mode to indicate it's accounted for--you just don't know *exactly* where to place it.
That'd make keeping track of how to solve these puzzles surprisingly easier if you know how to use it.
If you wanna try and brute force your way through the tower, go North, West, or South based on this combo: SSSWWWSWWNWWWSSWSWNWNSWWSNWWNNWWSNSWSSNWNWSWNSSWNNSWNSNWSNNWWWWWNNNW
As it doesn't matter when you start the combo, and the exit is always to the west (based on the map), this makes it much faster (and easier) to brute force the combo. And yes this was the shortest such combination I found.
You can guess what the intended targets are even if the line is blacked out by counting the number of blacked out characters, thanks to the monotype font where every character is spaced evenly.
I tried waiting out the timer for 3 hours or so, but I wasn't really paying attention for most of it. But when I came back, the timer STILL said 14 hours and something something minutes and seconds, which leads me to believe the 14 is a static value.
I personally find Happiness to be the most valuable resource (until you hit +50 pop per day), followed by Gold and then Population. If you've got good happiness, you can take a small hit to your population and it'll come back the next day, but it's hard to build happiness up, so try not to lose it.
I often find that Hacking+Rocket is a better active ability combo than Grenade+Rocket. On that note, when you aren't worrying about shielded enemies, Flash Strike pairs up well with Stun Grenade.
Was curious about the maximum possible dodge rate. It's 64%, 70% if you down a maxed out dodge potion. (You can combine a transmuted and untransmuted version of the same item.)
While really high percentages are what you want, if you somehow get a really low percentage, that means you'd be doing it right if you outputted the opposite signal.
I played the last mission in such a way the enemy couldn't spawn in any stealth tanks near my base... but I forgot to turn the dialog back on so I'd actually hear any reactions the enemy commanders might've had to that.
Hmm, it definitely should have counted down a bit. But all you're missing is a little Easter egg so hopefully that's not a huge deal to you.