Some problems i've found:
- Pushable objects will spawn on entry/exit points for sewers, basements, etc. This can trap Ais and the player. [Ais that start in basements may do not seem to leave, at least from what i've noticed.]
- Zombies can attack pushables that are on entry/exit points for sewers, basements, etc... BUT the player is not able to. Resulting in trapping the player, as above.
- Furniture cannot be moved from or into basements. I attepted this with a bed by pushing the bed over the stairs and pressing x to go down the stairs. I was blocked by the normally passable bed, as in the above.
- Max civilians does not go up to 100%
- Max undeads does not go up to 300%
x3
One issue that i've realised has been in the game for a long time:
- AI's will usually build barricades in broken windows that have a barricade material or other items on the square that's the same as the window. The game should ask the player wether they want to pick up the item that's on the barricade, or bash the barricade, or cancle the action.
Am I crazy, or do all the humans have glowing blue eyes now?
Those are glasses... For the 'nerd' survivors. Every zombie apocalypse needs a nerd!
[Edit - Something interesting:
The CHAR employee in the police station lockup has a full inventory of army rations. You have roughly until day 3 to reach the employee before he eats all his food. Maybe longer if he spawned the game with Light Eater, and continued to get Light Eater for each of his skill-ups.
Suggestion:
This character should start with Hauler 3 for TEN army rations, Light Eater 3, and Awake 3. This way the character will be more likely to be awake when the player comes by, will be around for longer so the player has more time to do his thing.
When this character dies from starvation or otherwise not having informed the player, the player should get a message "You feel depressed for a moment."
Also, AI's will build barricades if they have carpentry. LOOK AT THEM GO! WHEE!
]