Glettkin:
Shops interface:
Perhaps there's something wrong in Mac version but it's not at all the same in JAF and WL2:
- In JAF the shop is more than 1/3 of the screen width, almost full screen height, there's 3 columns and 4 rows, it's just huge.
- In WL2 the shop is more than 1/4 of the screen, and only half of screen height, there's 8 rows and 6 columns. Ok some items use different space but only some. It's still not only smaller in the screen but there''s also two time more rows and colums.
Morever in JAF the clean graphic style of JAF makes look those huge items a bit weird. I don't have the same feeling at all in WL2 (that I have but haven't played much yet).
Finally eventually I would agree that WL2 shops aren't that cool, overall it's ok, but it's like there's too much place unused and the armor zoomed is far to be that cool. It's not because the game get good reviews that those reviews pinpointed the shops as great or even well designed.
Beside missing tabs I would add that it is missing ammo type for weapons. Otherwise I agree the sell back is cool, as is cool to be able to sell stuff, and it's meaning something in first parts of the game. Later I doubt it will be more than just a cooler and more handy way to clean inventory instead of putting stuff into a container.
Gameplay for new shops:
Otherwise from a gameplay point of view. I stopped my current replay (was anyway at end in last area and will play it later) and started a new game. So despite in general I like less shops with random stuff and prefer shops with tuned contents, for now (entering main island) I changed my mind from this replay experience, and I found it works quite well. It generates a good scarcity that adds management and random variation that reinforce the general random of the game and its replay value from this random. I'm more interogative for a first play point of view, but this one is far in my back, could work anyway even for a first play. Beside creating additonal random, it also improves the mood of the first parts of the game. Overall a quite good change and I don't mean only the more classical interface but the gameplay design change.
Loot and containers:
From my replay I confirm it's all stuff that was already in 1.0.5, good job in general, but there's just almost no work on it for the more common area. I hadn't saw startup area during my previous play with 1.0.5, I suppose it was already in 1.0.5 but I can't garanty.
For this first area they almost did too much, but it's cool for a welciome in the game and it generates a random dropping significant enough to add some variations to first steps. For this first area it's not only better containers design and many added, but also the area has been redone a lot and is much better.
Stealth:
What you describe was already in 1.0.5, not sure for 1.0.4. It was already possible to detect enemy and not be detected if you didn't shoot, stay hidden or move prone/crouch. But it's more easy now and this is a significant change and now you can play by using it, when before it was feeling more like luck and hard to exploit. For sure that it's more easy makes it less obstruse but it's still not that clear. The game should show more clearly when the enemy hear you or not and when they see you or not.
The skill increase is rather (too) fast and it brings xp. When I sneak multiple time in first combats, at third (farm) I had already level up to 3 and my Stealth had increase of multiple points. I know Stealth increase xp because I had level up just when moving.
Eventually the idea is good and I admit it was fun that it was that fast, but from a ballance point of view, it's too much I think.
In general skill increase also increase xp seems new and look like a quite good idea, it just need be tuned a bit. Overall that stealth is much more easy is also a good idea but I feel it would be better to have some visual hint on what happen. The game should show more clearly when the enemy hear you or not and when they see you or not.
Mercenary stop when they see an enemy:
I confirm that despite what you wrote it was already working like that with no exception, perhaps Mac version or 1.0.5 but I think it was already like that in 1.0.4 not sure. For me the game added a bug with 1.0.6 (tiny one) When the team has already spot an enemy, a mercenary can see and aim him, if he moves and enter in a range to spot this same enemy, now he stops his movement despite it's pointless as the enemy is already seen.
Select all and movements:
Now you explain, I think it's because you didn't played much 1.0.5. This 1.0.5 version already improved the pathfinding. It's not perfect but much better than before. And in 1.0.6 as in 1.0.5 sometimes not the whole group will go as close than possible to destination point. Exactely the same glitch and excatly the same improved but not perfect pathfinding.
For select all the error is to require include the mercenaies fully in the drag select, just touch them would have been better but anywway a button would be a cool addition.
Moving items in global map:
Well if it's linked to perf I can't say, I already play at lowest setting since some time. For me it's fine in term of perf, but perhaps it's not.
Bugs I listed:
Yeah Im' pretty sure the first is not in Windows, I would have seen it in let's play and there would be a lot of complain. :-) It's not a big deal but it's weird.
I quoted a new one, never seen with 1.0.5 and plenty hours played, seems that when you select the whole team and then save, when you load the team is selected, ok it's good, but then if you select a mercenary it's doesn't work the whole team is still selected and the only way is to use the protraits which will break the bug. Otherwise select mercenaries work in general as in previous version, that is ok overall but sometimes some glitches.