It’s not about finding a place for it. It’s also about tying it in with the rest of the UI (e.g. disabling it when you don’t have enough money or max level is reached, updating left column and the blueprint with the new upgrade level each time it’s upgraded). Also, I purchasing stuff is complicated due to all the anti-cheat checks, the client’s inventory must be updated (regardless of UI), and the client must ask the server for the price each time, which seems inefficient. So, no.
All this functionality is way too advanced for the current system. Not a priority.
I see what the problem is now. It’s not that the boss was made resistant to Utensil, but that Utensil changed damage category from “Special” to “Metal”. So if I make the boss weak to “Metal”, it will also affect Moron/Boron/Riddler/Microgun. This is a larger change than I’m willing to make right now, so no.
That would require a lot of additional collision checks (slowing the game down) for very little benefit. No.
I recall looking into this before, but I can’t change it due to how the enemies spawn on that wave…
how about making the default color style have a more translucent mission overlay
might be easier
Oh yeah, I wanted to suggest this:
If you have more than 4 bonuses (the notifs below your score. More than 4 means there’s more bonuses queued to be displayed), they scroll by 2x or 3x faster.
might be good for waves with a huge amount of pecks like “The Replacements”, “Treble Trouble”, and “Raise the Curtain”
Resurfacing an earlier tweak from me and @ChickenGaming: Should the Large fuel pack be repriced to 180 keys to make it more convenient than Medium pack?
Can the barren rocks prevented from being too dark or their trail too faded? Looking for them is very painful, almost invisible like wormholes though I think they shouldn’t be that difficult. They are too small as well, requiring more zoom in to slightly see them. Without hints from infos overlay, players can miss them and it affect the galaxy exploration.