Had nice (although ended per-emptively, due to my mistakes - price of playing when tired) run in Bulwark, with only Ifrit (purchased in sector 1 for whopping 100 scrap) as weapon and nano repair bomb (sector 2) but supported by (self-engineered on board) ammo manufacturer. Flopped in sector 7 - just after acquiring Heavy Effector and auto laser - due to losing boarders stupid way and insisting on fighting some OP enemies, when it wasn't worth it (turret with Heavy Ion 2, , some two lasers, heavy ion drone, halberd drone, focus beam drone, cloak lvl 3 - namely). Should have show middle finger and run, it wasn't worth any amount of scrap
Without doing such mistakes, could have win without much problems - ifrit is really amazing.
Anyway, here are bugs discovered:1.
I'm glad that my idea with rationale for being unable to break truce after receiving slave got implemented
Sadly, it seems that it's called from wrong situations, too:http://s14.postimg.org/67wwho0vj/slave_ship.jpg
As you can see, it was after killing whole enemy crew. I got the "worse" random result, with "burnt bodies in hold" and one slave recovered from ship's wall. After freeing him, the thing visible on screen was my only "reward"
Nothing for looting/scraping ship. Not to mention that enemy crew wasn't in position to jump away, kind of
Enhanced Vanilla event with "Mantis war camp not far away" always got option to shot a missile, which guaranteed fight with mantis ship. It still does, but wrong event text is called - player is presented with one belonging to "try to get away while you can, but get caught and have to fight, anyway" (you try to get away, but are spotted and sirens go off, etc. Nothing about rocket and planetary defense shotting it down). (Severity: Minor
Life support on radiation zone's husks seems to be working happily:http://s7.postimg.org/jwxwhuug9/ghosts.jpg
And yes, those red dots detectable by slugs - moving into "positions", BTW - looks kinda silly. Not that it's game breaking thing, but it would indeed benefit to put them into "hidden" room, if possible.
I just run into 3 stores in Engi space, all "natural", not event-spawned:http://s1.postimg.org/dte48mxlb/3stores.jpg
No idea if it is normal? I recall reading, that 2 stores for friendly, and 1 for hostile sectors is max OK. Or, "pirated" stores add to it? One of the stores in Engi
space was "trapped" by pirates - this time, no fight with ship, just boarders. (Severity: Medium
or "It's a feature")5.
In some nebula events with auto-ships, sensor still got reset (aka- starts to work) after fight. It should affect much, but thanks to it, I was able to notice fire that was creeping through empty room towards my shields, and put it down. Without it, I would surely miss it (I know, oxygen level - but as said, I was tired
), and it would result in nasty surprise during next (also inside nebula) fight. So, I assume that in rare cases, it can have real impact on results