It just happens that I am on Linux, yes. I've not been back in the game since my OP. The error appears as red text in the upper right corner, where the message log box lives, if that helps any.
Oh, if you're on Linux then that's just a case sensitive typo type thing. I already have a report on that, so I can fix it based off that. Cheers! (fixed!)
-After victory rewards (minor, consumable & chest) often are not working for me on Gold floors.
Hmm, I'm slightly confused on how these actually work. It says on the wiki "This will appear after some rooms are complete" so does this mean that the item will appear, or the reward pedestal itself? Presumably you are seeing the reward pedestal, but no reward? Which is not the regular behaviour ( think)? You'd think I'd have learned this by now, heh.
-Skeleton key (sac item): Cannot open more than 1 KeyBlock before being spent.
Yeah, this is on the final batch of engine tweaks for Keith list.
-Cluster Grenade secondary: Explosion can push around regenerating blocks.
Hmm, that's a strange one. Fixed!
-Flux Capacitor: Not affected by Deep Blue mech energy boost ability?
I guess not. Is this a big problem? I can't imagine a solution to this at the moment. One thing I changed for the Flux Capacitor is I set it to only trigger on new rooms, so the player isn't trying to game that by going back and forth between rooms using the new room start invulnerability.
-TwoFactor challenge: Entering from the south door starts the player outside of the starting spot. Entering from the west spawns you on top of a turret for insta-damage.
Oh, yeah, that's another long standing bug for Keith to take a look at. That's the same thing that happens with the Collideascope Miniboss. What's kind of happening is that for Miniboss style rooms of medium and large size, it is still using the starting position for a standard room...or something like that!
-Defensive Shop: Offers the Hyper Protocol item (+15% damage, +15% crit). Would fit better in the weapon shop.
Yeah, I had a steam user report this to me as well, plus another item that was also seeding in the wrong place. Fixed! Also, energy capacity upgrades...Weapons or Defensive Shop?
-Robot Shop: I see regular drones on golden floor shops. Not sure if intended. Kind of a bummer to reach a golden shop just to get some Tag Team drone and Bullet drone, etc.
The current behaviour is that the familiars are added to the general pools, not specifically just for the Gold Floor...although I'm not sure on that decision. Any thoughts on this? This is similar for the Sacrifice Items although it makes a bit more sense there as sacrifice rooms are kind of their own thing, plus that saves us from needing 20 plus new sacrifice items just for Gold Floors because the items don't reseed (which would be overkill anyway).
-Too many Travelporters around. With the whistle-style teleporting, it's inconvenient that you have to jump through a bunch of useless rooms before you get to the important ones. Not sure miniboss rooms are really important enough to have one.
You could trim those down a bit yeah. I think there are two options, get rid of the ones that just randomly appear in regular rooms or get rid of the new miniboss ones. I suppose there could also be a third option, get rid of them both. Currently the general theme is that those appear in important rooms, boss rooms, shops etc, so the ones that appear in regular rooms seem a bit more out of place and aren't as predicable when you're travelporting. If it were just important rooms that had them, you could more reliably just spam teleport until you get to a particular room that you were thinking about. Personally, I would lean towards getting rid of the ones in regular rooms, although I'm not strong on it, and I think Misery would prefer leaving those in. Miniboss rooms are often at the middle of dungeons...I think, though, so with travelporters in there the player might get good coverage without needing the random ones. Any more thoughts on this?
-SpikeSwitch: Looks more like a shootable rather than a switch. And the spikes on it indicate to stay away rather than step on it. Would recommend aiming for a more button-like appearance for it.
-Defense Leecher tile: Doesn't look like a negative effect tile. Looks like a neutral mechanism, not good or bad in appearance. Visuals should convey danger more.
-Explosive rune tile: Current look is like a computer device thing that I wouldn't expect to explode when stepped on. Was more a fan of the simplicity of a menacing dark red tile wired with explosives.
-Energy Drain and Defense Leecher tiles greatly reduce the mech's visibility, which I think is a big problem. Could effects closer to the energy charger electricity be used instead to avoid messing with visibility?
Yeah, Goldenwolf is going to be taking another look at these tiles as they aren't working out at the moment.
Zephyr mech: Hard to see how close you are to running out of the Need for Speed effect and easy to miss when it turns off. (Elemental modules make it even worse.) Short story: It's too subtle. -image-
My suggestion is to forget subtlety and go for crystal clear feedback for this crucial aspect of the mech. Something similar to the early alpha system would be perfect in my opinion.
Yeah, I've put in a change so that the colour now changes gradually to red, which should makes things a lot clearer. Especially if you grab one of the Zephyr boost perks. Hopefully that does the trick, let me know if it's still too subtle. Currently you start off a bit orangey but then turn to red once you run out of power, but if you get a Zephyr boost perk you go from Yellow down to Orange and then Red. On the one hand this gives you a bit of a visual aid to see just how much boost you have left, on the other hand this is more subtle than always going from yellow to red. I can make it so that the mech starts off yellow, but then goes to red as it runs out of power, but then you lose the ability to see just how much power you have left based on the colour. This is getting a bit confusing but basically, I can make it even a bit less subtle, but then you would lose being able to more closely track how much power you have left based on the colour.
-Zeph Pistol vs Pelt Pistol: Stats don't indicate the superior range of the Zeph pistol.
Fixed!
-Crystallizer enemy: The footprint visual effect when hit by his attack sometimes become permanent. Although it looks cool, I don't think it's intended.
I think I've put in a fix in for this, although I can't actually test it properly. It's probably fixed. Probably!
-Green Crystal Beamer drone: Not actually green at all. Although I think there's another Green Beamer that's really green in addition to this one which is white.
Hmmm, I'm not actually sure what you mean here, heh. I looked at the Crystal Beamers and they seem fine. Got any more info?
Thanks for the feedback. I'll commit these changes soon, and then tackle any more feedback a bit later. Cheers!