You need to make the game check the sound settings BEFORE it starts to play the music. Every time I load the game, I get a few bars of the music before it realizes I turned it off and shuts up. >_>
If there is one thing that bothers me about this game, it's how unresponsive the interface is. The game has to communicate with the server after each click, which means I get to wait a second or two. That time piles up very fast, and it shouldn't be neccessary.
What's stopping the game from requesting all your mails (or all of the ones on the page you're on) at once and caching them so you can work through them much faster? Or when sending out a bunch of fleets, I want to be able to continue to put in orders while the game negotiates with the server. There has to be a way to have some of those transactions run in the background without blocking the player from issuing more input.
Sweet update! Seeing resources on solar system mouseover is extremely useful. I'd have preferred to see the breakdown into different types of resources in the popup, but the percentage thing will serve - after all, there's only so many planet types and by now I got them all memorized. Ship travel orders being displayed is likewise awesome.
Keep up the good work!
You need some kind of visual indication for how max speed changes when using an afterburner. It would be nice to still be able to tell at a glance how much of the 'new' max speed you have reached.
Wow quick response!
Another thing: Nice of you to add the systems to the job offer listings, but they kind of get cut off due to a line break and still aren't readable. Also, could you add them to the price changes as well? Would be useful for those of us who like to hunt for the best bargains! Keep up the good work!
The progression of mining lasers seems kind of weak compared to other modules. The third mining laser has an efficiency of 15 mining power per second. The fourth and fifth lasers only increase that to 16 and 16.666 respectively, at a massively increased price. You might want to rethink the design of the cost-benefit progression here.
Some of the asteroids are being mislabeled. Some 'Adamyte' is being labeled 'Gradeon' and vice versa in the main view screen when the target category is activated, but in the target list itself and the overlay, the labels are correct.
The backpack upgrade isn't really all that effective. I think the way the cost for upgrades ramps up is alright, but the late game backpack upgrades don't seem to be effective enough to be worth buying over just going straight for performance boosting upgrades. That should be addressed.
You should make it possible to change equips on the armory's upgrade screen. At the moment, it's very cumbersome to upgrade things that aren't currently equipped.
For the hackpick minigame, a speedup button would be nice, so you can speed things up once a complete path is created. Best would be the kind of button that works while the mouse is pressed, then slows down again when released.
It would be nice if the bestiary remembered whether you are looking at stats or resists when switching around between monsters. It makes comparison difficult, having to switch every time. Same goes for looking at party members' skills (all vs heal skills).
When killing the enemies in the elite area of Hyperion, they drop what looks like Engine Parts, but if you collect them, nothing happens - no pickup text, no Engine Parts added to inventory. Fix, please.
At the moment, it's not possible to see how you are on equipment collection completion. Even the walkthrough is not very helpful in this regard. I'm at the end of the first game, and I want to be sure I missed nothing before moving on to Playthrough 2. The record tells me I have 169 equips, but I'm not sure how many there are, and where any missing ones might be located (though I'm pretty confident I got all the chests and secret stuff, quests and shop items.
We've had some good suggestions on how to fix this. We'll look into it soon - after we get the game crashes and hang ups fixed. ;)