@Zumigal It isn't a case of being unable to make collision happen. That would obviously take about 3 seconds to implement. The problem is that it makes the game less fun. Just read the update. The problem isn't with the code implementation, it is with making it work with the game mechanics to not cripple the gun.
Ugh, keep getting stuck in level 22. Cat gets too fat over on the left side and keeps getting rolled around infinitely by the oval. Never goes into super squishy mode because he is moving too much.
The figure for xp per second is off. My rogue gets a kill every 4 seconds or so, and gets 0.08% per kill, and then needs to rest every 4-5 kills, but the xp per second is reading at 0.05% which is higher than it should be if my rogue never rested. I'm guessing the actual number is 0.005% per second. Might want to fix that little error.
It's nice that you can speed up your own people walking, but it would be even better if you could speed up the enemy too. Perhaps an option that lets you turn on auto-speed walk for enemies and/or your own people? Otherwise a fun little game.
Wow, really sucks that I hit 'start new game' by mistake and it INSTANTLY overwrote my old game. Should be some kind of protection against this like AT LEAST requiring you to pick a deck first.
One improvement I'd really like to see is some kind of indication as to what kind of missions the different blocks are on. Later in the game it can get a bit annoying to have to click on the 15 different missions to remember what all you're doing. Even something simple like a gun, hammer, handshake, and test tube would be great.
I can't seem to put two conveyors on the same square any more. Is this an intentional change, or am I forgetting how to do it? Not having it is making the earlier levels way more difficult than I remember them. @RankEleven - For level 3 it is fairly simple. If the tape has 3 or more blues, move the robot onto the accept platform. If it doesn't, dump it on the ground. The tape doesn't have to look any particular way when it is accepted for that level.
Yeash, I seem to be stuck. There is only one piece left in the area I'm in, but I can't quite jump high enough to get it (It's room 18 with the water, already have the jetpack). It's the only piece I can see, and I can't use that stream or whatever to quite make it up in the other tall room.
I'm still a bit confused about how the coins work for advancing between dungeon levels. I'm not sure if they need to walk over 1 coin per dungeon level in each dungeon level or need to have walked over a minimum of the dungeon level coins by the time they get to that level or if they need to gain the dungeon level worth of gp on that level or up to that point or what exactly it is. I have a feeling I'm being way more generous with the coins than I need to be. Oh well, beat it in 25 days, so no big deal.
Think the hit rates might be a bit off. I've just missed 10 times in my last 12 attacks on the 70% hit chance with the melee weapon. Not impossible of course, but from counting most of my other battles I'm alot closer to 40% overall than 70%
So many little bugs, wish I'd written them all down. Biggest one that I noticed is that if you get a mutant's skill up to 16 in chargen, you can get it up to 20 instead of being stuck at the normal max of 15 for mutants. Very handy for your main combat skill. Would also be really nice if the % chance to hit was actually accurate, and if my damage didn't swing from dealing 70 a hit to dealing no damage for no obvious reason. And it seems like timed abilities sometimes go away or start at weird times, hard to say for sure though, since you get almost no feedback from the game besides hit/miss.
Being able to see actions that the enemy is playing would be really nice. It's very annoying seeing all kinds of unknown changes going on and not having a way to track them at all. There is a little message on some stuff, but it generally goes away before I can read half of it.
Interesting, seems I found an alternate solution to level 37, as I didn't use the fan, and the level hint (checked after I finished it) wasn't relevant at all. For those curious: Solar Panel at A10, Cannon at D5 facing left, Cannon at G7 face right, PB at G8 facing left, CB at B9 facing left, Teleporter at E4, and Fan or Solar Panel at B4.
Great game. Just beat the game with humans, and really liked using a missile/ion frigate combination with a few scout escorts. The AI seems fairly good, but makes fairly heavy use of drones which didn't seem all that great to me. I strongly suggest adding in some kind of manual. I still have no idea about damaging/repairing turrets for example.
Might just be me, but in the last game I played I had -serious- issues with my supply chain. I had 27 survivors, hundreds of ammo, and thousands of planks spread out over 1-2 dozen depots and about 5-6 fully manned sniper towers. When I went to build a new fully manned tower though, about 7 people went to man the tower before it was built, and the new depot I'd built for it wasn't getting staffed, despite a ton of spare people. Eventually I dropped the number of people in the tower, he manned the nearest depot, and finally got around to building the tower. Something really needs to be done about this.