Hooray! As for the wall crawlers I'm a bit dismayed to hear that, though; I spent hours and hours on them yesterday and did not see any glitches by the time I was done, through several areas and levels.
Them going slightly into the air on angled slopes on ceilings is by design, by the way. That one thing is known and minor and unlikely to change. Beyond that I really wonder what you've found..
Well, they get stuck on boxes, for one thing. Every single time they've hit a crate, they get stuck. They even stop animating. Havent seen any actually crawl on crates from any direction.
Also, if you've got an incline that goes into a vertical wall, the thing goes up the incline, right, but instead of going UP the wall, it... sorta bounces off of it, goes backwards a bit, and then repeats this, over and over. Can be a definite problem when some of the stronger crawlers get stuck like that.
They also can get really weird when dealing with a one block wide gap between somewhere that they're standing on, and another platform. Theoretically they should just go through the gap, right, but relatively often they'll instead walk across the gap as if it were another block; this could be in any direction at all, depending on where that nearby other platform is in relation to them.
There was a fourth glitch, but I suddenly cant remember what it was.
I'll copy/paste this into Mantis as well.
http://www.arcengames.com/mantisbt/view.php?id=10447Now, on the note of the rest of the game.....
Since the terrible Monster Heap Glitches of Doom were finally removed, I sat down and had a nice long session with it tonight. The platforming bits are coming along wonderfully; the huge variety of enemies, and the huge variety of tactics you need to employ to defeat them, are going to be a big selling point for the game, I think. There arent that many spells now that are genuinely useless, even the charge shots now have a decent use (really good for popping crawlers of any sort as they come around a corner for some quick heavy damage). There is of course still plenty of balance issues with the different classes, mostly though that's all numbers that need tweaking and all of that fun stuff. Whips are still too weak, and those exploding bomb types really need a much larger explosion sprite; I can see them as being useful against a variety of ground foes, but they're REALLY hard to hit with, against all but the absolute slowest of monsters. They should have their damage boosted as well. Ammo spells all seem very useful, though I think some will need their costs tweaked a bit; the Insect Orb one is one in particular I can think of. Some ammo spells are a little hard to use, but still very strong. No duds or useless spells among those.... at least, those that I've seen so far.
And the enemy designs really are excellent. Both in terms of the way they look (the art is REALLY good on many of these), and also in the way they act and their attack patterns..... really not a dud among them. I cant think of any that feel unfair currently; though, I'm playing currently on Skilled; Hero and higher are likely to still have the problem of some enemies becoming unfair (due to attacks being undodgeable) because they tend to just increase their fire rate rather than change up the actual patterns. Bosses are still a mess. I do notice that the Abandoned Town areas seem rather dramatically more difficult than most other area types. Also those things that look like little airplanes, those might be the new Goddamn Bats now.
The perk system is pretty much perfect, it's very definitely always worth going for perk tokens when you can (and caves are muuuuuuch better now, though still quite hard). The Featherfall perk is the only one I never really use for anything, of the perks I've seen.
And the strategic game is also coming along wonderfully. Alot of depth here, and once again, every single tile on the map actually matters in some way. I've no complaints about this. And giving Demonaica other abilities was one of the best ideas of all, as was the whole thing with there being 3 classes of survivors. Not only is there now good reason to GET more survivors in the first place, but there's good reason to choose carefully about just which ones you rescue, and when. This has also made dealing with the, er, "wall" tiles alot more interesting.
I noticed one thing though: Demonaica seems to be unable to stomp certain things? Ran right over warehouses, a castle, and a pyramid without doing anything at all to them.
Oh, and about the survivors.... some things on their priority list of things that they do and in what order might need to be altered a little bit. I had one point where I needed to get another clinic up quickly, and there was only one viable spot at the time based on where I'd purified, but once I got a guy heading up there.... it took FOUR turns before the thing was down and he was actually working it, this being because he did other stuff first.... perhaps if survivors are actually wounded, working the clinic becomes a higher priority? I just know that it definitely was a bit of a problem there.