I will answer what Joshua did not.
How to safely dig? Melee? Mining laser? Into Zion?
We do not know the exact rules, but we know some things:
Earth has a chance to collapse randomly each round and every time you move or fire ranged weapons from within unstable ground.
Catching unstable ground in AOE blasts will make it more likely to collapse faster.
Digging with melee does NOT trigger per round chance of collapse on the dug out tile. Also, melee attacks do not destabilize the tile you're standing on (as opposed to ranged attacks).
First 3 moves on unstable terrain are safe from causing collapse due to movement. Stepping temporarily into safe terrain resets the count.
Does cloaking for enemies ALSO let them get closer before detection? Optical arrays affected? I've had theifbots appear at midrage when I had a 30 range sensor, not sure if I'm just inattentive.
Cloaking does not affect your visuals. Master Thieves SPAWN at the edge of your vision, hence your sensors can't pick them up in advance. They also disappear into thin air the moment they leave your vision with your item stolen.
Those disruptiors are evil. Are fliers expected to keep treads in backup for them?
This is pretty much a challenge more. Some fliers can outrun Trackers. Others should leave the level before Trackers spawn. Maybe some flight builds are able to fight them? I generally don't enable Trackers in the first place if I don't have the combat capabilities to fight them off (I never enabled them on flight).
Do friendly bots with NEW chat have a different '?' than repeated chats?
Green '?' means a new lore piece or a run-relevant intel. Some '?' are darker, because the unarmed robots are darker.
How do security levels affect hack difficulties? Actually, what the heck is the generic hack formula?
Direct hacks at SL2 (security level 2) have half the base chance of the same hack on SL1 (rounded down). SL3 has half the chance of SL2. Then, the manual hacks have 15% further penalty to success chance per SL. For example, Access(branch) has 30% chance as a direct hack on SL1, 15% on SL2 and 7% on SL3. Manual Access(branch) will have (30-15)% chance on SL1, (15-30)% on SL2 and (7-45)% on SL3. Unathorized hacks (trojans and force hacks) do not suffer penalty from manual hacking (they are like direct hacks).
You should probably mention that the latent energy streamer gives corruption. maybe. /s
Exiles items are not properly tested (or designed...) and may have a number of different, unknown side effects.
Side effects may or may not include system corruption, part breakdown, leaking fluids, explosions, being crushed, seeing ASCII and spontaneous disassembly. Before use, consult your engineer.
Stealbots will show when taking the only 2 items from an ABANDONED exile map. Rude.
Wait, abandoned Exiles map is supposed to have only 1 item?
Really would be nice to be able to swap 2-slot parts. Surely there's some 'I can try my best' way of it being done?
Likewise I need a way to swap arbitrary parts with stuff on the ground.
I agree, it would be nice.
I utterly loathe this new robot hacking. Seems needlessly obtuse, especially as I keep having to alt-tab to find out what all these hacks do.
But you can right-click (or use some keyboard shortcut, which I don't know, since I'm a filthy mouse user) each hack to know what it does.
Watching/hearing 3rd party fights can take FOREVER. needs an option to speed up/remove animations.
Speaking thereof, I hate that sometimes I choose my weapons based on how fast they fire.
I agree to both. I especially dislike Core Cannon's animation for that reason.
Rev17 died on -3. Do I care?
Maybe.
A7 didn't give me the main.c code. Maybe because I was RIF'd?
Nothing to do with RIF, but with something else you did/didn't do.
What determines the exits of Garrisons? Sometimes it goes back to the same level, sometimes to the next?
It's random. Except that if you already got RIF on this floor, then the next Garrison on this floor will lead to the next depth. ALso, you can't be looped back if you entered a branch on this floor (but you can be spewed out to the next area of this branch line).