Cooee. Here'd probably be least effort so...
Can anyone explain exactly how secondary item slots granted by mutation (multiple arms/legs, two-headed) work? Can't tell how/if/when they stack up, or work at all, or whatever. Know river-wife sandels operate on the secondary leg set, but most of the time as near as I can tell not much/anything does anything except take up space in the secondary sets; even with other types of footwear. Actually clear exception being multiple arms and weapon/shields, of course, if not non-buckler items with the actual arm-instead-of-hand slots. Basically I'd really like to know when I actually am running into bugged behavior on that front, heh.
... also, turn off fly over text (blocked, cleaved -X, etc.), how? Oh gods, how? These later game fights are obscuring like half my screen unless I take fairly long pauses between each swing to let the text fade out (or at least get out the way). Alternately, being able to corral them somewhere on the screen that's not where the fight is would be pretty nice. This is especially noticable on a busy map with lots of non-PC combat when you have map wide clairvoyance going. Not just half your immediate view but basically half the entire map will be littered with crit messages and whatnot.
Is there any way to... move... the minimap? Near as I can tell if you don't have other overlay stuff up (i.e. you're using the older style sidemenu thing, which I definitely am because the overlay text is so tiny and that kind of message log drives me up about seventeen different kinds of walls regardless -- get out of my playing real estate you bloody letters!), the minimap will very, very insistently lay itself atop your status menu and refuse to do anything else, which renders both the map and the top part of the sidebar rather difficult to read.
*goes through susa, comes out* *98 stack of empty injectors* Disassemble all button? If it's not there and I missed it? It would be incredibly nice for... stuff like that.
Modded slug rifles ask to replace cell when you try to reload. Not exactly a big deal but it's another button to press for something that doesn't use energy as ammo. Might consider an option to auto-select most full (chem/identical type of) cell or somethin', if there's not one and I missed it. Shift-R instead of r, I'unno.
Seems like it'd be a planned feature, but if it isn't some kind of "keep going up" would be very nice for doing stuff like getting out of grit gate. Everything's already dead, please cart my lazy/getting-older/at-risk-for-carpel-tunnel fingers to the surface with one button.
mouse in window (with mouse et al enabled, of course) seems to default the targetting to the cursor, even if the cursor isn't currently moving -- this is very noticable on a touch pad, since about half the time you'll go to fire and aim using the keyboard (using the mouse for other things, primarily long distance movement), and the targetting line will yank itself off whatever you were intending to shoot and do a little (command buffer filling, apparently) dance between two square, causing all sorts of annoyance
Performance is... kinda' eh? Worse than the older ASCII version. Baseline, runs my CPU at ~50% at pretty much any time the main playing screen is visible (inside menus tends to be fine, though). Which makes my CPU fan kick on, unfortunately. Throttling it back ~45-50% via BES brings it down to usage my comp can tolerate. Game's still mostly pretty playable that way, but the loading and saving times are very much noticably increased. Enjoying playing, but it's also very much triggering my "bring a book instead of wait on loading to finish" reaction. Not really a criticism or anything, just a note from someone on a pretty iffy computer (that seems to particularly dislike unity, for what that's worth).
... some helmets can let you headbutt? Been attacking with a fork-horned helm, which is properly equipped in my (second) head slot. If it's not some kind of bug, it'd probably be really nice if the item description mentioned it somewhere.
Idle thought: If by means of some shenanigan or another (high level two-headed + high willpower*) you get a tenth level clarivoyance to have a CD equal or lower than its duration, either see every level forever or offer a new toggle option? *It's at the absolute least possible with will 27 and both clairvoyance and two-headed at level 10. Possibly with lower will and TH, too, but I wasn't really paying attention 'cause clairvoy wasn't full map yet. Alternatively, it'd be nice if full map clairvoyance just followed you around while it was active, so you could level transition and not have to wait to recast it. Certainly a little abusable (sit in a corner of a map, pop clair, hop into three other maps), but the convenience/quality of life improvement would meaningfully offset that, I think.
Might be a bit much, but it kinda' feels like psychometry should be picking up mods, too. Maybe at a mutation level breakpoint (5, 10?)? The mutation doesn't exactly need a buff, tbh, but it's kinda' weird it's not grabbing that part of the construction, too.
Just noticed it... kinda' looks like waiting is effected by your quickness. Is it possible to either stop that for longer waiting (specified turns, 20/100), or update/provide an option for the mutation cooldowns so they display CD time by relative rather than absolute turns? Not exactly major, but it's a persistent minor nusience to tell the game to wait 30-40 turns for a mutation/ability to go off CD, and then check the list and find it's still got some number of turns left to come back online. ... alternatively, a "rest until mutations are ready" command would be quite nice >_>
Minor note with clairvoyance, if it wasn't already known: It seems to make autoget go a little wonky. Starts registering stuff it normally wouldn't (probably because you couldn't see it and it didn't have a means to attack you, since it was on the other side of a wall or whatev') as blocking the auto pickup from kicking on. Probably not a very common thing to see unless you have hit the point of perpetual full-map clairvoyance, but once you have it becomes very noticeable.
... I have encountered 43A65-1BAAB42D7, the Legendary Chaingun Turret. I am immediately befuddled by how this became a name that spread across the land, ehehe. No one is going to remember that, not even the robots. Heabs Ibaabhzdl?
Odd. Neat, small enough it doesn't matter, but kinda' odd anyway. Apparently if two harvestable plants are sitting in the same tile, harvesting the tile gets both of them. Not even remotely complaining, but it feels like something that's somewhat bugged either on harvest's end or the map generation end, heh.
... killed by what seemed to be a non-hostile asphodelyte. ~190 hp gone in... <3 turns. Looked like it hit me with at least three seperate ~40 hp damage electrical discharges in one turn.
Akimbo should probably be a toggled ability. Sometimes you don't want to consume ammo that quickly...
What's came up so far, anyway. Haven't gotten around to checking for a known issues list, or looked at the steam discussion's bug subforum much, so it's entirely possible I'm repeating known stuff, but eh. Mostly from a fairly straightforward (if somewhat artificially powerful... I
have had a few more mutations than I probably should have >_>) run through the main questline, ended trying to clear out/figure out how to take control of the spire. Little bit at the end from a tiny bit playing a gunuslinger.