Thanks for the feedback! Having a list of little stuff to do is good for those extra days shortly before release when I'm mostly in the testing phase so no big features can be added. But the Little Stuff list is already quite long
Here we go
* After discovering a secret hack through lore like trojans, maybe list that hack in all terminals with that player profile afterwards.
This is planned, though not in this way. It will be a separate console you open. It's just low priority right now because the current system works and this will be a lot of work.
* Operators can be abused quite thoroughly (see https://youtu.be/SzLc5l15RpA?t=719) but maybe this is OK as it's tactical and not always possible.
Yeah, I wouldn't worry about that yet.
* Running using shift probably shouldn't keep going through doors (and ideally should stop at 45 degrees to doorways, machines and wall edges to allow for diagonal movement, and also should stop at items if it doesn't already).
Run movement isn't fully implemented yet, though it got pushed down rather far on the list after the initial implementation. Thanks for bringing it up, since I hadn't yet collected any opinions on what players want it to do (all it said in my notes is to collect opinions
).
* I can't help but think that there ought to be another way to get to exits with sentries camping on them without fighting them and without doing a weird dance to get them to notice you and walk off the exit.
I can think of about 4-5 other methods that already exist
* The best flight units are still an early-game prototype!
Huh, we'll definitely be fixing that before long then, especially now that fabrication is coming up! It's tough to balance them into the movement system with everything else--not enough room for common vs. prototype flexibility with respect to flying :/
* I swear heat sinks and coolers don't spawn often enough late-game, but it could be the result of a really small sample size.
Right. That would be the item distribution trends which involve more and more items as you get closer to the surface, meaning a relative reduction in the chance of finding dissipation-related parts. In the latter half of the game the best way to acquire them is to fight, since as you know most combat robots carry them and tend to drop them by the dozen
. But then, as a speed runner you'd be trying to avoid those situations...
According to the algorithms and part counts, the chance of an item being a cooling item by floor is... -5: 1.3%, -4: 0.6%, -3: 0.2%, -2: 0%, -1: 0%.
* I found a weird sentry which was camping beside an exit instead of on top of it (see https://youtu.be/SzLc5l15RpA?t=6501).
Did it worry you?
. I can think of one situation where that's possible--sometimes guarding units will permanently relocate themselves if they leave their original position for some reason and come back to find it blocked.
* Still getting a noticeable pause when making my first move on a new floor in Factory onwards.
I noticed that a lot in my most recent runs, too! It was definitely gone for a while after I optimized it, and now it's more or less back to what it was. Damn :/. I'll have to look into that again and see what's up... The last optimization isn't guaranteed to always resolve the issue, but it generally helped a lot more frequently than what we're seeing now.
* Recycling machine hacks seem overly difficult for the reward.
Maybe. The idea there was that only dedicated hacking builds should be able to benefit from them, and a 30% hacking bonus at a tier 1 Recycling Unit pretty much guarantees that you'll be able to get all the parts inside (50% chance per hack), which isn't too bad. But seeing as you can't control what they are, and they're likely messed up anyway, yeah I'll up the base chances.