Bug: around half of the time, whenever I load a save (loading into the overworld), a blank gray screen with background sound is displayed, and I have to force-quit.
Minor issue: in the opening tutorial, if the player skips past the opening dialog, the box highlighting the frontline just floats in the middle of the screen until the scene pans down far enough for the frontline to appear. This issue also popped up during the overwatch tutorial, as the frontline had advanced, thus the highlight box was below the overwatch label instead of around it.
Combat issues:
- It may be that I don't understand some vital part of the combat system (I mean, nobody else is mentioning it, so...), but the first mission beyond the tutorial is really hard. You get two units to the enemy's three, and both of your units are pathetically weak compared to the agents in the tutorial. Made can only attack (weakly) by retreating, and Masieu takes 2 AP to perform his basic attack, which does a whole 1 damage and never actually seems to apply bleeding, which means his second, theoretically more effective attack, is useless. I eventually won by ganging up on the two raiders on the right first (Made doing all of the damage), then moving Made into the empty left sector to kill the last raider.
- Contrary to the tutorial's explanation, flanking from unopposed sectors doesn't seem to inflict stun, outside of the tutorial mission. Or I misunderstood what flanking does.
- Getting wiped out doesn't end the combat encounter. (Yeah, I know combat can be skipped)
- Are there supposed to be any combat encounters after reaching the nomads? All I got were maps with 3 empty sectors, and no opportunity to place units.
Combat suggestions:
- When a unit is deployed, some skill should be selected by default, OR the player should have the option to deselect skills, if you want a unit doing nothing to be a valid option. This tripped me up first time playing the tutorial, as I didn't select a skill for the agent in the left sector, and subsequently got massacred.
- Restricting movement between sectors by simultaneously limiting it to once per turn and stunning the moved unit feels far too restrictive. It means that if you end up with an empty/understrength sector opposing a significant threat, you're pretty much screwed. Maybe that's okay if you want to emphasize the importance of smart deployment, and/or if you give the player more units to place, but it also means you can't spring mid-combat surprises on the player without unjustly screwing them.
- Something should happen when the players and enemy units are in mutually unopposed sectors. Having them mutually flank each-other is silly, nonsensical, and doesn't move the battle towards resolution.