Bugs or Features

A Bug is an improper working of some game mechanic that once found may be removed from the game or fixed in some manner.
A Feature is that same Bug but not removed from the game. Add your Bugs/Features here and let the Developer decide.

Blood - Noticed after getting the Skeleton Champion (Feature?): When he is stomping on a dead human body, the body bleeds and that blood continues to be collected. Extra seems to be collected if you have Golems as they also stomp the dead. Skeleton Champion and Golems continue to move after a level is complete. Zombies, Bone Collectors and Harpies remain in place.

Zombie loop (Bug?): Sometimes a Zombie(s) will get stuck in a loop without joining the rest of the horde either going around a pattern or just standing in one spot. I have seen more than one Zombie stuck in the same loop. It may be that they are just too far from a human to be triggered.

Overlapping Windows (Bug): The 'Level xx Complete' window seems to be a top-tier window above and always visible over any other display especially over 'Level Select' and 'Skeleton Champion'. 'Level Select' is also on top of 'Skeleton Champion' but as each can be opened independently this isn't an issue and you can still see if both are open. If 'Level xx Complete' were set below 'Skeleton Champion' then switching out gear could be done between levels as well as giving a full view of the 'Level Select' window.

Runesmith: Rune of Life gives the following bonuses: Blood - Damage Reduction, Brains - Health Regen /5 secs and Bones - Damage Reflection. Rune of Death gives the following bonuses: Blood - Attack Speed, Brains - Critical Chance and Bones - Critical Damage. Once you Shatter the Runes there is no way to see how those bonuses affect your Zombies or Skeleton Champion. In Shop - Complete - Plague Armor it shows Infected Damage Reduction percentage but the Damage Reduction from the Rune of Life is not included in this value. Also no way to see how your second Shattering stacks with the first as far as totals go. Perhaps an [INFO] description would do this.

Targeting Shots: It seems bullets, grenades and Spit Plague that miss the intended target do not hit or interact with any other entity they may happen to also hit. Spit Plague does fade out as the distance fired increases, i.e. becomes less likely to do damage either reducing in the chance to harm, reducing the amount of harm done or both. Bullets never harm other Humans (friendly fire), Grenades that miss don't explode at a certain limited distance (harming any in the vicinity) and Spit Plague neither harms unintended human targets nor heals Zombies it might hit accidentally (our version of friendly fire).

Negative Energy(Probably a Bug?): So, when you use "energy charge" and make the bone collectors a high number, after the energy charge is over, the number of bone collector steadily decreases until the maximum number. however, it's possible that before the number of collectors are lowered completely, they use more energy than you can make and it makes the energy go down. If you don't have enough extra energy, the number will go into the negatives.

Fake Earth Freezed Human (Definitely a bug): Sometimes, a human will stay in place and will not attack anything or run away

Reload Glitch: when you get to level 5, you can prestige and if you get the upgrade "a small investment", you can reload the page and it will count that as starting a new level

Level Swapping (probably bug?): Entering level 50, then selecting a lower level such as level 5 will result in less and smaller houses than usual causing humans to be in close clusters within the housings. The number of humans in the level will remain the same. This is more effective the lower the level is (from what I tested, 1-10 create better results)

Missing comma: In construction menu, some descriptions of different constructions in the area where it says "Required for" are missing a comma. Bone fort, Bone fortress, Bone citadel, Plague Laboratory, and Creature Factory are the only ones effected that I could find. There could be more not listed.

## Looking to the Future

These are things I (we) would like to see added to the game.

1. When I play, I have 'Zombies to Spawn' set 14 lower than maximum possible. 14 x 5 (current Zombie Energy cost) = 70 (remaining Energy after auto spawn). This allows me to cast Detonate (69 Energy) right at the end of a level to collect all the bones/brains especially if an automatic Zombie spawn has just occurred (as long as I also have at least one Bone Collector active). Thinking ahead. Now, holding Shift or Control when clicking to spawn Zombies in a particular spot uses all available Energy up to a maximum of 100 Zombies (I checked) so the only Energy left over is that extra amount between 500 (100 qty x 5 Energy per Zombie) and your current max Energy if your meter is near full. My max so far is 620. The suggestion is to let holding Shift be exactly as it currently is and have holding Control not spend the first 70 Energy (this is controlled by the difference in Zombie to Spawn numbers, set amount vs max amount times Energy per Zombie in the Graveyard). Holding Control would still have a max of 100 but would spawn 14 fewer Zombies than holding Shift with both still dependent on available Energy. In essence, I wouldn't be able to spawn any Zombies when Control clicking until my Energy level reaches 75 (70 saved and 5 to spawn first Zombie). The reasoning behind this idea is that my Skeleton Champion currently has two items which cast Gigazombie sometimes when he kills a human (or is it when he gets hit, I don't know) but having the new option would allow me to Spawn Zombies as Giga right up to the last living human and still have enough Energy to cast Detonate to retrieve both the brains and bones of my dead Zombies (I get way more Brains than the number of Zombies killed. I guess they have pockets full of Brains). Casting Detonate after the level ends only gets you the brains. Do Gigazombies/GigaZombDogs have more bones/brains than normal Zombies/Zombdogs? Something to consider as they are bigger. Any Zombies left alive/Caged can still be Sacrificed for a lesser return of resources to go into Rune crafting.
2. When setting values in the Graveyard, only Zombies to Spawn can be single clicked to either zero or max and then adjusted with the -/+ from there. Both Bone Collectors and Harpies have to be adjusted in single clicks from zero to max. Adding the single click zero/max option especially for Harpies would be most helpful on Boss fights. **Secret Boss battle technique**: I set Bone Collectors to 1 (I sometimes forget to raise it back up. Who knows how many Bones I've missed), Zombies to Spawn at max and Harpies also to their current max. Then start the battle to let the Tanks get a bit closer to the Crypt. When ready click Energy Charge, Gigazombie, Earth Freeze then madly raise Harpys to the new max that Energy Charge allows. Closer Tanks means shorter flying times. Earth Freeze keeps them from moving/harpies from missing with bombs and of course Giga for more powerful attacks. Once Energy Charge is gone so are all the extra Harpies so there is a need/want to drop the harpy numbers and raise back the Bone Collectors faster instead of single clicking both
3. A gear organization system for the skeleton. The skeleton currently can only equip 1 full set (Helmet, Chest, Legs, Boots, Gloves, Sword, Shield). My idea is for the ability to equip gear into an area where the gear isn't in effect in game but can be equipped on the skeleton in which it's stat boosts and abilities will take effect. This could be executed by putting side arrows near the skeleton's equipped armor is. Pressing either arrow can switch the current set to another set. Only the current set used is shown, and the rest are stashed in a wardrobe area that can be viewed in another tab in the skeleton's menu. These sets can be named if possible. Other ideas I have thought of were being able to 'star' items so that they don't get destroyed, sorting gear based on abilities or type (and also starred items), and being able to destroy specific types of gear.
4. Zombie cage currently becomes less useful as the game progresses (specifically because it only spawns a set amount of zombies and the sacrifice option doesn't really give many materials compared to regular grinding). Instead of the original ability, zombie cage should just always spawn the max amount of zombies it can. These zombies can be upgraded to be possibly stronger than your regular zombies/other special abilities or spells that can be casted when these zombies are spawned in order to kick start the level. Zombie cage's other ability, to sacrifice zombies to gain materials, can be added as a separate upgrade. Instead of sacrificing zombies, it can give you some blood, bones, and brains at the end of a level (maybe depending on the # of zombies left in the level.
5. Spells are pretty essential in the game, however spells could be improved on further. Unlike most things in the game, spells (their abilities) can't really be upgraded. Specifically, detonate and incinerate are extremely useless. Not to say spells are useless, but it would be nice to upgrade spells. By adding the ability to upgrade spells, spells can be very strong (albeit they already are) therefore they should start off weaker when you unlock them, but become stronger after maxing them out. In addition to this, the upgrades would be permanent and harder to obtain. Instead of using PP points, maybe another system would be more appropriate. Perhaps when a player is able to afford the upgrade, they have to wait a duration before they can get the upgrade (like researching in COC). More spells could be added to in order to create a more diverse selection of spells. Some new spells I've come up with: Big damage AOE spell (like a missile), AOE debuff spell, AOE buff spell (healing, dmg bonus, speed bonus, etc), and a spell that effects tanks in boss fights. Too many spells can be pretty OP/overwhelming so limiting the spells that can be used in a level can be nice (ex. You can 'bring' abilities with you to the level meaning you can activate those spells but not other ones).