Another bug I found: if you use Chateau's belly slam and stun a target who had prey in them, and the prey knocked out of the target block Chateau's path, then the game just stops progressing, presumably because she's trying to eat the stunned target but unable to move to them.
ConstantErasing
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a line of villagers in the 4th row, placed down as early as can be safely done, with 3 rows of archers behind them and shield bros 2 rows ahead of the villagers (leaving a row open for late game wizards) does the trick. You can use mines to protect vs the first girl, then archers with 3 attack upgrades can take out any additional girls before they take out a villager so long as you drop them promptly. From there it's just a matter of steadily adding archers and shield bros until you are all set up and filling in the wizards, with barrel bombs for the big waves and mines if ever needed.
Had a bit of a weird bug. An enemy shrodinger who ate an enemy covenant through a vial effect after enemy covenant digested an enemy shrodinger (mission 4) got stunned and released the covenant, but just as the animation started it went to my next units turn and interrupted the animation, leaving the shrodinger in the middle of the screen. Then when I went to attack the ejected covenant it played the animation of the enemy shrodinger ejecting the covenant (except the shrodinger had no face) then started the attack animation but with no dialogue and no way to progress it, forcing me to quit to lobby.
This new difficulty is fairer, but I actually somewhat enjoyed the original difficulty of the late 2 levels on their initial release. They took a few tries, but if you payed attention to what lanes were the problem and adjusted accordingly they were plenty doable. Since there is a normal mode atm, I wouldn't mind seeing a hard mode with a few levels of that difficulty in the future. That or maybe a few of the late game levels have a similar difficulty level. Just so long as its difficulty that can be beaten with strategy and not just grinding unit upgrades.
Also it seems like your ranking is based on exclusively how many units you lose and scales in flat amounts (0=S, 1-3=A, etc.) when it should probably be adjusted on a level by level basis. Losing just 3 units in 2-10 is a lot more impressive than in 2-1 after all.