-Mystery Missile Crate/Used Battery/Random Buffet: Don't work with Redshift. Timing problem?
Ouch, those Red Shift edge case problems can be pretty tricksy to fix...but fortunately, I seem to have found a solution. The solution is not super ideal, as you will have to progress time for the buffs to kick in, but they work at least. So we currently have the health buff that kicks in immediately, the other buffs need to have time progressed to for them to kick in. Plus, the nicety of filling the energy tank when you get an energy buff doesn't work correctly, but these are such minor issues for such a crazy mech that things are just about fine -- messing with time can cause weird things to happen I guess!
-Rogue Communicator: The size of the explosions is a bit small.
I'll leave this for Goldenwolf to take a look at.
-Random Buffet pickup: Remove empty stats space.
-Flux capacitor pickup: Remove empty stats space too.
Yeah, I'm not actually sure we can remove those without engine work (investigates)... actually we can, phew. Basically, rather than using on_pickup_grants_ship_system you need to use <modifier target="OnPickupGrantToPlayer" type="TemporarilyGrantSystem" />. Systems that use on_pickup_grants_ship_system are treated as weapons, which always have a stat block. Or something like that! Anyway...fixed!
-Reflex Amplifier pickup: Remove irrelevant stats display.
Fixed, thanks!
-Spike Switch: That new art looks like something I'd want to activate. It's perfect.
-Defense leecher pad: Also like the new look.
Nice!
-QuadPuzzle room: It auto-resolved? Don't know why.
I think I've fixed this, but it's super awkward to test, so I'll just leave my fix in and hope that it works, which it probably should.
-Crystal Beamer: Cost, 60 -> 70cr. It's just that good.
Changed, thanks. Feel free to make any credit cost adjustments your self, as I only did one pass on the costs, and any changes you want to make will probably be good.
-Jump or Jumprope room: Square -> SquareNE. More variety for SquareNE, less repetition for Square. It's win-win.
Change those from being in Square to being in SquareNE? Seems good, I don't think Draco will mind if I change that. Fixed!
-Armada (secondary): The flight sfx of the bulletships seems unnecessary and quickly leads to sound silencing.
I haven't noticed any problems with that, but if it's causing sound to cut out then, yeah, I'll remove it. Cheers!
-Paladin mech: Both the blade and the shield are wonderful to use now. Great (future) update. But the projectile part going through walls feels like overkill, even though it makes sense thematically.
I think that removing the ignoring walls is going to complicate the implementation a bit more which will cause some extra work. If it's really too much then we can look into removing it, but there aren't any mechs that start with a weapon that ignores walls so it seems like an interesting thing for the Paladin. Plus, the phantom blade projectile is actually one of the weakest starting main weapons, I think, (if you don't use it to melee with) so if a mech starting with an ignores all walls weapon is going to work, then it's most likely to work for the Paladin. So, perhaps we'll give it a bit more testing time?
Thanks for the feedback! Oh, I'll commit these changes to SVN pretty soon, probably.