And, jankily, if you've already moved and have an ability selected that you now can't unselect, you can set your facing by hovering over a highlighted tile then awkwardly dodging the others with your mouse on the way to the End Turn button.
Both of these mean if you want to face towards the edge of the map while standing at the edge, it's impossible aside from ending movement by taking a step towards it. So don't fuck with it at that point.
I think they said they're thinking about movement currently so this might change.
That's why I usually use necromancers only when I have a Bird Head item (and some other leech gear usually).
If they get it naturally when you lock in then cool, it can go to a squadmate instead for even more linking.
Another hot "probably obvious" tip is you can click an empty tile during your cats' turns in combat (without any targeting active) to change which direction they're facing, including after actions but before ending turn, like a normal tactics game.
Also worth noting that this is stupidly important and honestly McMillen probably should've added a retard-proof tooltip for it
Cannot tell you how many times adjusting my positioning has saved a cat from death. The stupid frying pan hat becomes so much better once you can conveniently position yourself so that enemies only aim for your ass.
On an unrelated note, my run is still a chaotic hellscape. I now have a gaydar that allows me to spot the numerous faggots shitting up my house, and it's made me realize that I'm going to have to double the size of my gay tranny hell jail because I have more gay cats than not. And only like three hermaphrodites to breed them with. Gay tranny hell jail is in the attic.
I only just cleared out Act II's second stages, I can't start relying on strays with 3-4s in most stats now! Am I just going to have to send the fags off to Act I Side Quest purgatory until I can afford better Appeal furniture?
I don't want to fight Dybbuk again, man. And I've heard the Sewers/Caves themes so many times that I can't sleep without them looping in my head anymore. Genuinely what do I do, I cannot survive solely on gay cats and 18 year old hermaphrodites
So is the Junkyard/Graveyard combo the harder path of the two in Act 1? I'm unsure if I'm just bad at this, or the gimmicks in both junkyard and graveyard are just that infinitely more annoying than the Sewers/Caves combo.
Havent done this one yet but Id think taking more simple classes like Tank (or hell even multiple tanks) is probably the way to go. Maybe get ADHD as well so you can double dip
Have you ever had something happen during a run where it made you just stare at the screen flabbergasted? I just had a tank get munched by a Daddy Shark because he had the passive that moved it towards enemies that hurt an ally. I had a fly familiar kamikaze itself and my tank moved right in front of the shark and got vored as well
So is the Junkyard/Graveyard combo the harder path of the two in Act 1? I'm unsure if I'm just bad at this, or the gimmicks in both junkyard and graveyard are just that infinitely more annoying than the Sewers/Caves combo.
I think it's "more complex" (as in more moving parts) more than it's "harder," more attrition and enemies that punish specific things. Sewers and Caves are more just Fight Stuff with less shenanigans, and you can win with whatever as long as you can beat a DPS check, but I think the enemies in that route are overall a hair more dangerous/aggressive/fighty to make up for lack of Tricks. The boneyard boss, Dybbuk, illustrates this well, where it's not hard at all to think of situations where it becomes essentially impossible to kill, if you're down a couple of guys, or simply just don't have a way to pin it in a corner or immobilize it or hit it at all. The reviving skeletons, also, where sometimes your guys' turn order and available abilities and etc just Line Up Badly and make them total AIDS to fight.
I think it pretty much always comes down to your cats. Any route with undead or low-HP gimmick dudes becomes kinda trivial if you have certain clean-up abilities or multi-hits, the kind of thing I prioritise. Meanwhile the only Act 1 thing that ever throws me a curveball sometimes is like, Sewers hard path I think?
Dybbuk's a joke if you simply don't attack him for a couple of turns.
Just walk everybody up to him. You are mean kitties. It's menacing.
Rubber bullets (bullets bounce to another enemy within 3 tiles) + Upgraded Animal Control (basic attack causes enemies to attack another within range. Upgraded version allows basic attacks to heal allies) is such a crazy combo. I just won a run with it. My hunter out healed my cleric.
I'm starting to do desert runs. I hope it's not that bad. I'm a little scared that I'm progressing too fast because my home isn't that leveled up.
Just lost half my team due to gearing up my catbots too well
Stupid ass catbots pushed Megahitler 3000's carcass by bashing him with logs and a bunch of cats that should have been safe got caught in the nuke blast
got done with Act 2. Must say, Cleric really is a goat class in the game. Like it is one class I personally think you always need in a run. unless you have good items and rng that can keep your other cats sustainable. When I look back at the runs I failed, I noticed it's cause I didn't bring a cleric and pray for good skills for my other cats to survive.
I was talking shit about needing a cleric every run, but I somehow got the crater on my first try with Tank, Archer, Mage, and Tinker. I unlocked tinker prior and was worried how good it be cause people made it sound meh. However, I think I got lucky with rng, that I got nurse drones and turret skills early on.
I guess Tinker can be a good healer too if you get good rng with the skills.
It's surprisingly easy, you have 5 seconds per decision. So every time you do something with a cat the timer resets. I think I only had the AI take over twice.
But mine wasn't in the caves, I think I had to clear the core.
Mage on my last run turned out to be a better healer than my last 5 clerics. Which is great since he was a mage so he obviously wasn't going to accomplish fucking anything else.
Clerics are reliable, but outside of getting a cleanse to enable certain fuckeries on your other cats they often feel a little wasted unless you also need a tank. Their healing usually isn't actually amazing so unless you have a strategy that needs fixing a lot of chip damage, you can typically get away with using some of those 50 sardines and cat food cans you picked up on a run to fix any major fuckups unless they happen right before a boss where you really want your trinkets equipped.
But they're solid and a good option for your first time through an area.
I've only had one bad Tinkerer. Even if they're mediocre they usually end up pulling off some cool shit at some point.
Dont stand directly in front of it and hit it, preferably with backstabs, until it cycles into the "insta-kills the thing in front of it" move then all you need to deal with is trample and its slash move