Xanom. wrote: I suggest that entering a battle should automatically disable skipping (if possible).
Ah OK. I made several tests, now the skip mode text is not displayed, though at end of battle you need to start skipping again. That's the only way to get rid of the text
Xanom. wrote:I'm now totally confused. I'm sorry to be annoying but can someone lay out exactly what to expect re auto- and quick- save behaviour, because I don't understand the model?
No it's is a bit confusing inded I was wrong, for the battle, I was using an internal save (named battlesave) that you can't find in auto/quick. It would work with the "continue" button in main menu, since that button looks for the latest save (in order of time).
However I managed to add an autosave in the deck screen. For technical reason won't keep the latest deck you built, but the situation when you entered the screen. At least should be less annoying than having to redo 3-4 missions!
I was planning to release this DLC today on Steam so I don't want to do too many last minute changes as you can imagine
Xanom. wrote:- Early in the game, if I get a bunch of unlucky draws early (too many credit cards), I should be able to redraw and then use my surplus of other resources to play a number of non-credit cards?
Xanom. wrote:- Later in the game, there are more cards that require multiple non-credit resources (the only ones I've seen so far are some of the turrets), and thus resource shortage after the first couple of plays remains meaningful?
Yes again, though of course depends also on the mission and difficulty level.
About the image bug, unfortunately that happens when I want to flip a sprite horizontally Since I don't have the time/resources to make custom sprite facing left/right.
A funny note: at least on my version here, because of a change I did in the quick play, even if you lost a battle the plot would still go on!!! Good thing that you asked all those questions since otherwise I would have missed it