Hey rofltastic, thanks for the really detailed writeup. Honestly this list hit almost every sharp edge I'd been circling. Just pushed a patch that directly addresses every point.
Automation for overnighters
- Auto-Dismiss Events (Settings, 5 / 15 / 30 / 60s). Dismisses the popup with no pick, no reward, no penalty. Click any option to cancel and resolve normally.
- AFK Auto-Restart. If a wave stays active longer than 1 / 2 / 5 / 10 min, the run auto-ends, banks your RP, and starts fresh with your commander setup. No cap on frequency.
- Offline progress. Closed-browser time now grants RP based on your last run's RP-per-minute pace. Welcome-back toast on return.
- Wall Breached auto-retry. When AFK Auto-Restart is on, the gameover screen shows a 10s countdown and auto-restarts, so a breach doesn't stop the overnight loop either.
The wave-41 soft-lock story
- Damage upgrades are +2% of base per level now (was flat +1). Late waves finally scale properly.
- Bosses are fully immune to knockback. Cannon "concussive" and crossbow "heavy" builds can't shove bosses back faster than they advance. That was your stalemate path.
- Sell Hero button. Every filled slot gets a 50% refund button with a confirm dialog. Mid-run pivots are real.
- Priority targeting. Per-hero chip row: Closest / To Wall / Low HP / High HP / Tanks. CC-heavy builds can now explicitly focus bosses.
Commander auto-upgrade (the real fix)
- You weren't imagining the damage-dumping. There was a literal typo on the progress-reset path that silently fell commanders back to
dmg-firsteven when you'd set speed priority. Fixed. - Also rewrote the distribution: commanders now round-robin one upgrade each per cycle instead of slot 0 draining the treasury before anyone else gets a turn. Matched presets end with identical level counts.
Thanks again. Detailed feedback like this is the most useful thing a player can give a dev. Let me know if anything still feels off after the patch, especially how AFK Auto-Restart plays overnight for you.