nitpicks:
-if lightning and pepper can chew up zombies and looters for breakfast, they should be assignable to the guard duty job
-would be cool if the car had a trunk or horses had saddlebags you could carry additional stuff in
-chainmail is so incredibly easy to make, both the makeshift and the more professional kind, that it requiring a sci lab and a much higher sci skill than antibiotics in the game is an instant suspension of disbelief killer.... should just cost parts, require tools/workshop, and a lot (and i do mean a lot) of time
-scroll bar on the survivor list on job board would be nice, considering how friggin many there are
-unique weapons like hackjob should show up in the uniques tab, imo. scrolling the weapons list to find them is annoying
typos
- after you pick oscar up, the next day he thanks you and one of the responses is "she'll need antibiotics for now on.
bugs:
-chicken required for chicken scoop, but without chicken scoop, chickens get killed for meat when brought to base
-when picking doors with lockpick, your cursor becomes a lockpick, if you move it onto corpses or other stuff afterwards, they are unlootable, and the cursor cannot be changed with the right button (have to target friendly, switch to a different cursor like trade, and all is good again). that is pretty annoying
-when picking doors that aren't close with lockpick in combat, your char will run to the door, unlike any other action which will just say that you are too far
-characters sometimes decide to join the party despite not being part of it or even having other duties. this has been happening since the first week demo. it also happens when you're already at party limit (i had a 5 people +1 wild dog party when attacking coyote hq because the televangelist who happened to fall sick that day and whom i've given the day off showed up for some reason too (this caused the wild dog to spawn on the same tile as my char, though there were no issues walking around, the last character's inventory also didn't update weight properly in the trade window, always showing 0.0 lbs, though it was still limited properly)
-location labels near right map border get cut off
-probably related to the chars joining party randomly: after killing the coyotes in coyote hq, marshall, sweaty dave, a coyote enforcer and a coyote brawler got added to my party on top of my own 4 chars and the wild dog the next day (which was the day regina happened to tell me where the hq that i already cleared is)... running the entire day around with a party of 9... wtf. overwrote the save, though, so only have screenies. the pathfinding issues that group caused made the game stutter a fucking lot until i disabled party following, and it causes a lot of issues with group portraits (sometimes displaying the default brian guy from the 7 days demo with 100/100hp, a red hp bar, and a gray border around the portrait area and db counter, not displaying any other portraits) and a lot of crashes when switching to other party members or opening inventories...
-fiona likes to say stuff like "i'll make you proud <charname!>". the exclamation mark in the bark seems to break the translation to the actual charname.
-sara and mia from pleasant oaks cannot be recruited via asking ben for permission. after asking ben, sara just displays the starting dialogue again
-equipping a consumable item like enrgy drinks, then using it via double instead of single click on a character that is not right next to you will crash the game because it tries to use the item consumed by the first click a second time.
map issues:
- trailer park: (with tornado survivor) the living containers are buried in the earth, instead of just being thrown on the sides
- pleasant library: some issues with floor tile coloring during combat in the small library building
- truck stop: one of the double doors in the bison building doesn't clear properly, the backdoor to the diner is indestructible and unpickable. that's just friggin stupid... just obstruct it with some furniture, like all other doors that are supposed to be impassable.
-old neighborhood: unconnected stairs in both buildings, no looting nodes.
-chunk bros factory: tough looter standing on a blocked door tile where the storage sheds/garages/whatever are.. that door cannot be opened until he is knocked down (which is when he becomes untargetable until the door is opened) or killed because it always says you're too far from all the adjacent tiles
-INDSupplyWarehouse: stairs from lower to upper level of warehouse are connected, but not the other way round. additionally, when you are on the upper level and go to the half-level on the stairs near the entrance, the roof blends in again.
-cabin in the woods: misaligned store interior with store exterior, no looting spots
-lampasas shelter: one of the zombie types is simply named d
-gated community: no loot spots
-isolated gas station: no loot spots, the cash counter in the taco place does not obstruct/people run through it
-COMAirstrip: unfinished map
-INDSupplyWarehouse2: the exit opposite the road is blocked by a locked gate that cannot be picked because the spot it is pickable from is unreachable, making the exit entirely obsolete
-120 rest stop: front double doors to the bison don't clear (one of the farmhouses in the vicinity also doesn't change light to reflect time of day properly, but i forgot which)
-dublin bar: no loot
-serpent street: one of the houses has an impassable tile right in front of the locked front door, for no reason.
-old general store: the backdoor to the building that has a front door blocked by a car does not clear.
-residential block: no enemies, stairs not connected
-old army base: stairs not connected, no loot points, one of the watchtowers has the impassable tile in front of the ladder, not behind it
-COMTheShops: there's a wall that doesn't obstruct in one of the small backrooms in the bargain owl, right next to the double backdoor, the white clothing shop adjoined to tastee ted's family restaurant is missing a chunk of the model from a back corner, so you can look inside from the outside, but not the other way round
-RESCircleOfDeath01: unfinished map, no doors and so on, additionally the house closest to where you enter (and the other one of the same type) does not display combat grid on the inside
-the equestrian stables: it's always day here, even if you visit at night (i think all the farms have that problem)
-upscale shopping plaza: always day
-diamondback hardware:passable wall tile in the office building right next to entry point
also, one of the random maps that triggers near shelter.. one with a fenced road, some car wrecks and a few zombies has a female zombie beyond the fence, and thus unreachable.