The housing / troopers indicator at teh top of the screen does not seem to update correctly when selling ehnaced Resthouses. I've gotten my self into the situation where after an upgrade I've tried to optimize my base layout, and removed capacity that I didn't actually have (but was indicated in the bar)
It would be nice if these bars could also indicate conditions after currently qued actions have completed (excepting research?), instead of having to keep track of that myself. (though that might need to also calculate if there is an impending shortage. :| now I'm imagining a line graph thing that would be really cool looking and easy to understand at first, but annoying to constantly flip back to after a few minutes.
And what is the hot key for zoom in/out?
Will a "pause" pane be implemented at some point? It would be nice to have this loaded in memory, without necessairly loading the CPU while I multitask.
found a workaround to the game lagging. reduced quality to low, then size to 1/2 to 1/3 normal. Appears to be running with stretch-scaling mode, unfortunately.
What this game coud use is a gauntlet/autoadvance mode inwhich, instead of returning to the map, it automatically loads then next level in sequence until {a branching point, player death, or retreat} That, and skippable "you got a thing" cutscenes/sequences.
I am at wave 120 ish, and when the game lags, sound is played even though I've started "No sound" and muted teh slider for music, but not sfx. Is lag sound processing for muted audio!?