| Search |
|---|
| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 5840 | 🙂 | General | Version 0.1.16573 (Oct/Nov 2025) Advanced Human Foundation is both unlocked before the material required to produce it and offers no better speed bonus than the regular Human Foundation which costs under 1/30 of the cost per tile. The Viral Pulse attack small component would make more sense being unlocked under the virus tech tree. Given that the Sensor Spike Component is both large and later in the tech tree than the Human Long-Range Radar, should it not have more range? Time Egg description should be similar to the Unit Teleporter in stating that it must be connected with other Time Eggs to operate. Under the game settings and when first encountering the blight it is described as a "corruption" yet blight adds world stability? Repair the mothership part 1-2 text and dialog no longer match. Given the new direction of more advanced components consuming previous tiers, the portable radar should use scout radars as an ingredient. Same for the Anomaly Lattice. Storage Block (24) is to the left of (8) and (16) is to the right in the build menu. Given the similar appearance, having them in ascending size order would make it less likely players will click the wrong one. The part of the space elevator story arc where the Human Explorer must be repaired in the Resimulator is partially redundant because the player will already have had to unlock and build a Small Intel Scanner and solve several human ruins to acquire the datacubes before the tutorial by HIGGS on how to do them. Given the inventory differences between the three Explorer versions, maybe the recipe should be added to the Human Resimulation core recipes on quest completion/unlocking the human faction explorer in the tech tree? Is it intentional that the human ruins tutorial quest unlocks the microscope recipe for human factories before the tech is researched? Given how late in the game the blight core has been pushed, the shield T1 to blight shield resimulation recipe is both no longer of a tactical or economic advantage given the 125 blight crystal cost for the 5 cubes vs the 5 for the manufacture of the shield. Miners when full have a tendency to cluster around the Store unit to the extent they block access for Transport Route units resulting in a gridlock. The control centre for Units feels disorganized with all units ever produced in order of production as a block. Maybe filter it by unit type similar to the Items menu for the control centre which can then be clicked on to view individuals? Compared to previous versions, Flyer drones are incredibly inactive. They do not respond to the logistics network which was their primary function in replacing Runner bots to reduce congestion and given player access to Deployers the need for full out of network construction is limited. Without added behaviours they are now mostly a waste of resources. The Symbiotech building is 3x3 in size with only a single component slot. Consider giving it a Component Efficiency bonus to make it competitive with other L building options. Plasma Bloom Component needs to include in the description that it needs blight terrain to operate. Unlike the Sentinel Ion Lance Turret which is a beam weapon with the move and fire property, the Human faction Heavy Missile Turret has lost the primary feature that made it slightly better over the other splash damage type weapons. Now it is barely a slightly longer range Photon Cannon and far inferior to the Missile Launcher component that is earlier in the tech tree. The tech order of some human foundations feels inverted in that the materials to unlock them are a full tier lower down the tech tree than the items unlocked which need them. Human Shuttles produced in the resimulator are difficult to select as they clip into the resimulator. Consider adding a rally point feature like other bot production structures for units produced by this building? The Human Factory building needs a buff processing wise. For a 3x3 structure the only recipe it does slightly better at than components that can fit in 1x1 or 1x2 buildings is Gear Boxes. By the time the player unlocks them the low power use is not a strong selling point given access to power generation components producing thousands and large numbers of other power hungry production lines. Currently Blight Gas has a problem with late game consumption since Plasma Blooms make its sole non-technological use obsolete. This makes getting rid of stockpiles a challenge. Given the three kinds of resource converter components, maybe add a recipe to convert a full stack of Blight Gas into a single unit of resources like obsidian and blight crystal. There should be a manual override for the construction inhibition when surrounded. Late game players will have flying delivery units and Item Transporters allowing maximum density construction. Potentially consider an upgrade for the radio under the Human tech tree which is a single internal component that acts as both a sender and receiver? The Bug Wave Spawner integrated component of the Large Bug Hive needs a tooltip explaining how to operate it or at least the ingredient requirements. Also mention that the spawned units have a timed life. Consider having blight requiring components default to giving a Visual if they are not on blight (when clicking something with them it already has the purple blight icon with a warning sign but their state of operation is not easily visible at a distance)? Units with a garage will automatically deploy their cargo on encountering hostiles but not wait for them to reload if the transport is targeted elsewhere meaning it can show up empty handed for the intended fight. Late game flying logistics units have a tendency to photobomb where the player is trying to click. Consider adding a hotkey that when held allows air units to be ignored when clicking. When hovering over the resimulator Stability UI it does not explain most of the perks/penalties unlocked. For example it does not say what Gateway channels are. Also if perks are cumulative consider making it a list? Other than a 300 health difference and a minor interface visual difference, the Tank Frame and Human Tank are identical. Consider removing the redundancy. At the start of the Alien History quests the text describes the anomalies as being hostile towards the aliens and the need to protect them without context given that ELAIN was previously only focused on repairing the mothership or investigating the world to overcome obstacles to the repair. Also only the virus infected resimulator bots have previously been described as the anomaly yet as the quests continue it shows the aliens in conflict with the bugs which the codex describes as the native life of the planet. The player needs more narrative explaining why there is a need to stabilize the world. Currently the Observer and Console alien structures feel like wedged in plot devices with no function beyond a brief single use to progress the mission chain meaning there is no incentive to expand their numbers or not to permanently deconstruct them. Consider giving them second functions that retain usefulness throughout the playthrough (eg. observers could link distant logistics networks for AI Behaviour Controller use or slowly generate anomaly particles and consoles could be used to manipulate events). AI Behaviour Controller behaviours should allow move commands to be issued remotely. The Peaceful Mode game setting should rather be called Enemy Behaviour. In the current state the Aggressive setting of the Peaceful Mode game setting goes through rather large early game difficulty spikes in that all nests on cliffs near the player starting location immediately dogpile the fledgeling base with the massive attack waves (starting at 16+ units) snowballing new nest spawns before players will have unlocked better weapon components or assembled a large army. On 100% difficulty continual attack waves against single points including 10+ virus laden scale worms and over 50 trilobites start when Expanded Power is researched. This tends to lead to early game base shutdown due to infection as players will not have had time to delve into the virus research tree or construct the freshly unlocked Pulse Lasers. Early game there are also periodic waves of mass expansion which infrequently try to spawn 20+ nests on a single front near the player base that diminish in frequency as playtime progresses. By the late game nest expansions reduce to producing 2-5 scattered nests in total making their clearance trivial and attack waves become infrequent. There are also rare super attack waves of several hundred units which travel vast distances to attack the base that completely stop occurring late game even without clearing their spawning nests. Maybe consider adding more game settings to scale expansion rates or limit distances from the base that nests are used for attacks? Alternatively a grace period mechanic that caps the size of early attack waves to a multiplier of the number of player units early on would also be an option. | 2025-11-22 17:40:35 |
| ID | Reply | Author | Date |
|---|---|---|---|
| 131 | Thanks for the amazing feedback! My reply is late but the team is going over it already | Admin | 2025-12-05 04:28:59 |