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myoksy
In the final battle with Philipp Koenig regen medikits are not working. Instead of adding a medikit buff the permanent buff "Vision of Luxinde" suddenly has a counter.



chp4.rpy: "I haven't been to space since... Well, since I was a young (girl/boy)."

-> What about the space flight from Mars(?) to Panet Stronghold in part 1?



Something's wrong with the sprite placement in this scene. https://imgur.com/a/omE197E



chp4.rpy: "Yes, why doyou want to know?"

-> moar space : D
jack1974

In the final battle with Philipp Koenig regen medikits are not working. Instead of adding a medikit buff the permanent buff "Vision of Luxinde" suddenly has a counter.

Ah shoot I set by mistake same effect Id, that's why :lol:

chp4.rpy: "I haven't been to space since... Well, since I was a young (girl/boy)."

-> What about the space flight from Mars(?) to Panet Stronghold in part 1?

I'll change that, I meant since that time he went to Panet Stronghold but indeed wasn't a young girl/boy :)

Thanks about the other stuff too.
myoksy
And I have a feature request: Every time Milo says something I want the button "Slap him".
jack1974
Haha I guess you're another member of the "Milo hate club" :lol:
myoksy
second run, next batch of typos and minor issues : P



chp1.rpy: "power plant worker's union."

-> I think "workers' union" is correct



Colony map: When it's possible to talk with Shiler or Cliff the button is not highlighted and the question mark symbol is not displayed - happens for both empire (Marada jungle) and rebel (throne room) playthroughts



General: Communicator is abbreviated as "com" and "comm". Both are fine, but stick to one : )
myoksy
rebecca.rpy: "why I cam here"

-> came here. though I woudn't decline a cam session with Rebecca.



rebecca.rpy: "Rebecca, Sergeant."

-> lieutenant



starting skills: Just noticed that I don't get points for the skills I selected while char creation.
jack1974
Yes those are only the skill that become available to your character, but you start with them at zero, is correct :)
myoksy
whoops, should have read the description more carefully...



AI: the enemies would be nastier if they don't target already paralysed members of my team



skill points: why do the chars have one skill point more than the MC? unfair! : ) [no, the 3 more attribute points for the MC don't balance this ; )]



chp1.rpy: "That an alien that can take control of your fellow humans."

-> one "that" too many
jack1974
Strange the AI shouldn't target an already paralyzed party member indeed!

As for the skill points you can allocate one easily during the first quest though (you'll level up before going out once) :)
myoksy
still one less then the team members: they start with 2 skill points (1 class skill, 1 generic still), the PC with 0 (and the first combat gives 1 generic skill point).



and the combo "paralyse" -> "attack" happens regularly, it is rare that I have to wait a turn
myoksy
when Lucille introduces datapads it is explained that the item level is according to the player level at decrpytion time. but actually the item level is fixed to the player level at the time of getting the pad.





empire scouts have an incorrect icon in the turn order (not a black head with a green uniform but an orange head with a red uniform)
jack1974
Ah doh you're right :lol: Will change the text!
myoksy
milo.rpy: "a trascendental experience"

-> transcendental



chp1.rpy: "Is she having a drink problem now?"

-> drinking problem



empire scouts have an incorrect icon in the turn order (not a black head with a green uniform but an orange head with a red uniform)

-> found it. empire scouts and captains use the same icon
jack1974
Yes indeed, I have already fixed it here, waiting to do the update in case you find more typos (so I don't reach version 1.0.99999 :lol:)
myoksy
chp2.rpy: "Commander of the Imperial forces on Planet Stronghold."

-> nope, I chose the rebel side for this playthrought



the not fully healed thingy (https://www.winterwolves.net/posting.php?mode=quote&f=37&p=46909) is even worse: not only do special events hinder healing but the HP is lowered to 75%. The help text "your party will be fully healed only if you choose to rest (using the button 'End Day')" is a lie. your reasoning was an otherwise too easy game - this may be true or not (I don't have a fixed opionon on this), but damaging chars when the player clicked in the button that should restore health is imo a no-go (no one sleeps *that* fitful : )).



heavy weapons (cannons and bazookas) are underpowered, imho. an assault rifle or machine gun has on the same weapon level about half the damage, but fires 2 to 5 shots and is much faster - the AoE does not balance it.



generic.rpy: "Soot started to jumping on the sand"

-> "started to jump" or "started jumping"
jack1974
Can you send me a save where the HP is lowered by 75%? That shouldn't happen indeed!

Regarding heavy weapons I'm not sure, in certain battles the AOE is MUCH more powerful. Using Milo I regularly destroy grouped enemies, especially the ones with high armor. I think might depend on the playing style though.

I heard same comments on sniper rifles, which I think are powerful too since have high critical chance and sometimes they can almost kill an enemy with one shot (if you're lucky of course :P).

Maybe the reality is more than machineguns are overpowered lol
myoksy
ah, wait; I totally missed that avoiding random encounters lowers the HP... I linked the HP loss to special events as they quite often open maps for exploration. sorry.



about sniper rifles/heavy weapons/machine guns: you may be right, the 5 shot salvo is an extremely deadly damage dealer. but removing it would kill the difference between SMGs and the bigger rifles. better not touch it?
jack1974
Yeah I am at one point honestly that I'd rather not touch the core mechanics. I mean I'm sure they're not 100% perfect but I really never had so few "complaints" (even polite like yours) about it like this game :) so I fear of breaking something now lol
myoksy
what is "Check Chance" in the char overview of encounters?



one easyish (and probably rather safe) way to reduce the deadliness of assault rifles and machine guns is lowering the crit chance of the two weapon types



generic.rpy (twice): "Mckendry" -> "McKendry"



item comparison: should you ever make a RPG again (and I hope so) please put all regen ware in a special slot (say cyber implant for SF or divine sigil for fantasy) - it is stupendously time-consuming to find the helmets with the best regen values : )



milo.rpy: "staying in cooped up in a research lab"

-> strike the first "in"



tom.rpy: "His gaze is low, las if he is thinking about something."

-> "as if"



rumi.rpy: "I'm fairly cetain"

-> "fairly certain"
jack1974
Check chance is in practice how likely is to trigger a morale-condition (fear, rage, etc)



And yes the SMG/Machineguns shouldn't have such high critical, that can be changed I think.



About regen you mean sorting items in vendors based on those values? :)