Got a chance to play some on Sunday. First off, I love the new theme song. I do kind of agree with the sentiment that it would make a better end theme than an opening theme, but it would be a shame to not have it heard by as many people.
Probably a good decision to cut the mercenaries. They were pretty broken. I just hope you find a way to keep the Recettear reference in the achievements
. Nice to see equipment playing a more prominent role. Is there any way to see what equipment you are using currently and what it does? If there is, it's hard to find, and if there's not, there probably should be one.
The mini feat seems really wonky to me. Maybe it's just my controller, but it seems to activate a lot when I don't want it to, and it doesn't always work when I do want it to. Anybody else having issues with it?
I like the new overlord spells, although weirdly I got snowstorm all 3 times.
I've been thinking maybe survivors should get some sort of activated class abilities to counter the new overlord abilities. Just throwing some ideas out here:
Scout:
Explore - reveal (but not purify) several tiles on the map
Forage - gain extra scrap/food from scavenging on the current turn
Warrior:
Shield - greatly increase cover for adjacent tiles for the next X turns
Charge - Move to a monster and deal damage
Skirmisher:
Snare - reduce the number of tiles a monster can move on the next turn
Dispel - remove a spell effect from a tile
Medic (possible new class):
Field healing - Remove a wounded state from a survivor on an adjacent tile
Clinic duty - Heal 2 survivors when healing from a clinic
To balance things out, the abilities would have a cool down (maybe like 4 turns), have a power cost, and would consume the survivor's action for the current turn. This would address the concerns that the classes aren't distinct enough, and that power isn't currently that important.
Not sure if it's too late to introduce this sort of thing, but it might spice up the strategic game a bit more.