"6. What is this Regen Window stat.. can't figure out what it helps with."
My guess is that it's the number of turns after you take damage that your regeneration can apply to the damage. That's a guess, though.
A couple of typos that I've noticed:
1. In the city screen, hovering over the Salvage mission brings up a mission description which says that it allows you to "restore ON health to the headquarters." I assume that "on" is supposed to be "one".
2. In the Customize Exo screen, in the tool-tip that pops up when you hover over the section that says "Hover here for more information", damage reduction is spelled "dmaage reduction".
A bug I've encountered - after a while, missions started to end as soon as I entered them, giving me either an automatic success or an automatic failure. Saving and reloading appears to correct the problem, so I'm not sure if I'll be able to come up with a save that can reproduce the issue. However, the first time it happened was for the mission to recover the advanced science exo, and the next few missions played normally, but after that it seemed to become every mission either succeeded or failed as soon as it began. I have only encountered this bug in one game so far, but then I've only really played one game so far. The bug appeared after ~1.5 hours of continuous playing, if it helps. If there are any debug files or error logs that I can provide, please tell me where to find them and I'll send them to you or put them somewhere you can find them.
Comments:
1. Some kind of tutorial would be helpful, whether it's extra tool-tips that can be disabled or a tutorial campaign map that gives more detailed mission objectives or whatever.
2. If shields and health are meant to be identical, please use only one name for it. If, on the other hand, shields are meant to be a restores-over-time health bank or something like that, please have the statistics distinguish between shields and health.
3. I have four different Mark I Stealth Generators that give different total and consecutive stealth actions per mission, ranging from +5/+3 to +15/+4 total/consecutive stealth actions. Could you make some way to distinguish between the generators (e.g. Mark I Basic Stealth Generator +5/+3, Mark I Super Ninja Stealth Generator +15/+4)?
4. I would like it a bit if more of the things which went into the "Reactor" section actually produced power rather than consuming it. Mostly because when I see "Reactor" I think that that's the section that should be powering most of my other stuff. However, until I started to find Slave Reactors, the only things I had that produced power were the couple of Power Adapters sitting wherever I happened to place them, and much of my power consumption was in the "Reactor" section.
5. The tool-tip describing the object you're installing in the customization screen tends to cover at least part of the area telling you its actual effect when installed in your vehicle. It would be nice if the description text from the tool-tip were moved over into a field either below the selection area or off to the side so that a) it would always be over there and b) it would never block any relevant information while you're trying to decide what to install on the vehicle.
6. It would be nice if the item shop carried a few more items, especially lower-tech items (which would presumably cost less). This could be done as a reward for successfully completing missions, too - since you're presumably securing more of the city (sort-of), the shop people have more area to scavenge in and therefore have a wider variety of stuff to sell you, though not all of it is necessarily an improvement on what you have.
7. It would be nice if in the customization screen I could filter for certain types of objects (e.g., show me only items with +hacking points that fit the selected slot).
8. It would be nice in the game set-up lobby if you could tell at a glance which exos and which character you'd chosen. While I understand that there are currently few enough of them that I'll learn what each of them looks like, it would be helpful if the name of the exos was displayed on or next to or under the icon for them.
9. It might be interesting if there were an "Upgrade Item" feature in the shop. Result being you'd lose access to the item being upgraded for a mission or three, but when it was returned to you it was improved in some way (higher mark, gains extra bonuses, something - but I don't think you should be able to choose how it's upgraded). It would be something you'd pay a bit for, and there could be a chance that it gets broken during the upgrade or something like that.
10. I don't know if there's something like this in the game already or not, but it might be nice if there were, say, a rechargeable powercell for energy weapons, which allowed you to pass turns to gain ammunition for the weapon it's installed in but reduces the total number of rounds available between recharges.