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(1 edit)

Decent start.

couple of suggestions: Inventory
  • Option to abandon excess inventory.
  • Consumables with identical stats should be able to merge into a single entry w/ a qty

Settlement UI

  • Initially misread breakout/button to world map as footer.
    Highlight interactivity?
  • modifications between weapons and armor run together.
    Add a vertical bar | as a seperator when apporpriate?
couple of bugs:
  • fire seems to crash combat

  • softlock in missions where there are four deploy hexes for five mercs.

  • softlock after missions when “Choose a new skill” has no skill to offer
    (reproducable by exploiting save/load on level up).

  • Enemy weapons such as “Bite” and “Gnaw” get salvaged (transhumanism?)

  • soft-restart does not clear softlock conditions.

  • tailwindcss introduces loading delays. per their reccomendation

install it as a PostCSS plugin or use the Tailwind CLI: https://tailwindcss.com/docs/installation

(+1)

thank you so much for the bug catches. I’m on them now.

(28 edits)

Good to see the previous crash and softlocks resolved bypassed, and the world map button highlighted.

I have now set the whole combat map ablaze while trying to cram six mercs around an extractHex with only two adjacent open tiles. Unfortunately without a way to unequip any of the ‘Fire-Treated Coat’ or cause my mercs to be downed, I’ve almost softlocked myself again.

Ofc. During the time I tried to find ‘the extraction point’ while the constant Fire spreads! filled every single open space with hazard_fire, leaving only the {walls, deployment and elevated} areas clear of 🔥 (edit: until later when the elevated area was also lit aflame when enemies drew direct-fire)

( This is probably justifying why fireImmune armor was common enough for me to equip my entire company - Though ‘inventing’ a fire-suppression grenade may be a reasonible plot/storyline if quests are added later … )

The result being my only legitimate escape is to ABANDON the mission.

couple of bugs build of 2026-07-29 :
  • -extraction point not visible on combat map- (that was already 1/3 covered by fire)
    (edit: hidden by zoom out?)

  • (softlock) An extraction point on the bottom corner of the map can only accomidate three of six mercs
    Maybe shift it of the edge, or allow mercs outside that extraction area to ‘independantly’ make their way back to the settlement ‘overnight’ in missions where extraction is the final stage?

  • After using a debugger to ease the extraction point out of the corner, the wave of reinforcements spawned inside/overlapping with my mercs.
    Maybe ‘fake’ move/deploy from adjacent corner(s) as player units should be concentrated around the extraction point.’

  • (edit:crash) after ‘successfully’ exploring a sewer Expedition (using the debugger to relocate the extraction point to take 6/6 mercs);
    TypeError: can't access property "victory", _cs16 is null

  • (edit2:) near softlock when enemies are walled off from mercs. Attempted to use Moltov Cocktail over wall to incinerate enemies;
    Enemy unit died to damage on their turn, and game is stuck on Enemy turn...
    workaround: injected code that automagically reduced walls to rubble.
    Suggest adding ingame mechanism(s) to allow players to knock over walls in the future. For balance reasons there should be a material or opportunity cost (ie: increased melee wear and will end their turn)

  • (edit3:) near softlock: just got an evacuation point in a combat map where my units are trapped on an island.

suggestions:
  • the combat map already tracks hoveredHex under the mousecursor, adding a floating legend to the top-right corner of the map area identifying the tiletype
    Implement a transparent terrain legend appear that expands to an opaque popup (when the target/enemy/monster popup is not active) for windows mouse users? (( in addition to the touchscreen-specific responses onTouchStart? ))

  • button to reframe combat map view around currentUnit and hoveredHex if touch-dragging is not extendable to middle-click or modifier-key+click

  • if a situational triggers to enable specific events are eventually implemented. ABANDONing a combat map full of fire could have implications for a merc that likes to feed ‘wild’ animals. Dunno if a ‘bonus’ combat encounter or one-time companion get be more appropriate.

Workaround for Expidetion softlock: injected codeAt case "END_MISSION" Chrome can inject
if (state.combatState===null){
  state.combatState = {
    combatOver : true,
    victory    : true,
    abandoned  : false,
    enemyUnits  : [],
    playerUnits : [],
  }
};

Could be appropriate for patch to change
const cs = (state.combatState !== null) ? state.combatState : ({ combatOver:true, victory:true, abandoned:false, enemyUnits:[], playerUnits:[] });

(+1)

Thanks again for all this you're my hero. I believe I have squashed all the bugs you listed.

(+1)

I got the load time down too