Found the issue, 0.40.1 has the fix
Jack Chance
Creator of
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This one is borne from my inexperience as a mobile developer. I think I have a fix coming out in 0.39.1 that will enable a virtual keyboard on mobile devices, but in case it doesn't work there's also a random button that uses the same method as the random mercenary names. I'm very interested in hearing back on this one as to whether the virtual keyboard works or not.
Strange. In my local build I'm able to buy the same skill bonus priv multiple times. I'll put some testing around this to figure out if it's an edge case, limited to specific skill bonus type or platform specific. It's fully intended that you be able to buy as many levels in any skill bonus you'd like, though.
There's a bit of randomness involved in the opponent's skills, but after the Meat Heads (first opponent) it shouldn't be possible for skills to hit 1 anymore as of 0.36.3, and if it is then there's probably a bug. I'll dig a bit deeper and make sure everything is working as expected.
EDIT: The changes that make that impossible are in the current build, not 0.36.3 so it's fully possible for the first two enemies to spawn with 1 in a skill and the 3rd could spawn with 2. I'll still be investigating, just in case something was miswired.
Yeah, the current build has a bug where street thugs are being generated for even high end jobs that I've solved in the latest build, but I can't release until I finish making Projects functional without unwinding everything I did there. The fix was incidental to the new project territory system that is coming.
Root cause is street thugs have a max combat skill because I didn't want the world to feel like it just infinitely scaled with you - I wanted players to know that when they got better things that might have been a challenge in the past are now cake walks. But the higher level corporate enemies do scale infinitely because they have the same access to training, gear and cybernetics you do plus the advantage of a patron so they should always feel like a challenge. And there was just a typo in a data file that was making street thugs the default for a bunch of opponents.
Update is scheduled for release either late today (in about 17ish hours) or early tomorrow, and I'd love your feedback on how the balance feels when it comes out.
I'd rather have bugs come in through any possible channel than try to enforce "github only", so thanks for putting it in.
There should have been no change, so this is some sort of regression. The Talents tab might allow you to earn TP still without the Become Legend button appearing, Retire button never gave TP, but that would be at best a workaround the issue if it still works.
This is going into the bug tracker and will be a high priority.
Thank you for the feedback. You're absolutely correct in that the difficulty curve has shifted too far and that there isn't enough decision making with missions currently. I'm testing a patch now that will give more decision making power to the player pre-mission and should demystify the systems at play a bit. Part of my goal is to make missions more strategic and less tactical, to better fit the genre, but as this effort towards 1.0 continues I'll be bringing mercenaries back and giving you more tools on how to approach missions in general.
Because I don't want to have a conversation about my game on someone else's comment section, and i can't find a way to DM you, and it is killing me that the feature you mentioned actually already exists but isn't well explained I'm replying here: You earn TP based on the maximum reputation of your best run during that legend loop. Every 150 max reputation gives you 1 TP with no upper limit (diminishing returns through the natural difficulty curve of higher rep resulting in harder missions).
My major take-away from your comment is that I need to put some work into explaining mechanics in game, and it's been put on my backlog to address!
This is a remarkably uplifting and encouraging review. Thank you for your kindness. You've already spotted the direction I want to take the community building aspects in the future - fixing the dystopic elements (through struggle, of course) to build a better world, or exacerbating them to make a worse world where you benefit more. It means a lot to me that my vision for the game is coming through in the mechanics clearly enough that strangers can pick up on them.
