Awesome! Thanks, I'll try that. I suppose there's no quick and easy way to get a spreadsheet of all the enemies I've placed. It shouldn't be too hard to do myself, but that's a dozen levels with dozens of enemies. So it's gonna be over 500 spawnatpos.
Yeah, I'm pretty sure I know how to solve the ammo bug if it were open source or had some other way to get at the code. My guess is there's two numbers: (A) for current magazine, and (B) for total ammo. I'm thinking at the start of the next level, it goes: (A) top up to magazine/pickup size, (B) equals amount at end of last level. When you're using no mags, the magazine number (A) is used for the total ammo. So when the next level loads, it goes (A) top up to magazine/pickup size, (B) null. It'd simply be a matter of adding: If mag is > 0, use code as is. Else, use only (A) for ammo counter. There's probably a way to get around it with scripts, saving each weapons ammo on level exit, then loading the ammo on level start, but that seems like such a hassle. I just ended up balancing my game around starting with base ammo on every level.
I do really, really like this engine. But it is very unfortunate that a paid piece of software has so many non-ignorable bugs with no hope of ever being fixed. The time it takes to code around it almost defeats the purpose of not spending time making my own in unity like I used to.
PS. Worth noting in case the creator does end up taking a look at the load save bug. It does not seem to occur on the first level, but occurs 100% of the time on subsequent levels. To the point that it will stack. If you save and load, two of every enemy. Save and load again, three copies. Then four. And so on.