1. The dark ones still crash the game. As I can see from terror mission I have done (with a great deal of save-loads) it is spectres or pinkyes that can cause a problem, usually when they try to bite something. it can be avoided by save at the end of each turn/load while save cheating is on.
I'll look into it... again. This faction is over year old and has bred countless problems since beginning.
2.The other thing - a autocannon have more damage then heavy cannon if i can believe to the bootypedia. Maybe it is feature of the game but it is really strange.
Compare the weights of both weapons and you might be enlightened.
3. A gals morals and first hads general characteristics force me to think I have a team of crippled hystericanl-pacifistic vegeterians that can do nothing short of whining berserking and running around in panic. As I thougt nothing with bravery lesser than 30-40 have enouth eggs to be a pirat, and "super awesome very strong and fast mutants" shold have sligtly better start stats bottom cap. Some enemyes on the other hand seems logically to be have bravery and melee stats reduced, not to make game easier but to make it more logical in details. Academitial whith moral 70-80 and melee stats the same seems to have some classes in martial arts before academy!
Not true with the melee stat, (although it is inconsequential for most enemies anyway), rarely anyone even approaches the level of 70-80 which is barely adequate for your soldiers. The high enemy bravery is simply caused by game's balance. If I dropped that by, say, 20 across the board, the enemies would be instantly panicking after you killed a few. Where's the fun in fighting enemy who can't fight back? As for the low Bravery of pirates, again - where's the fun in stats so high that they become irrelevant? That's another challenge - either learn to fight in a way that overcomes the problem (protip: keep killing enemies), or overcome it through other means (bravery screening, bravery boosting armor). Also generally higher base stats make for more boring gameplay and much less space for improvement. At top stats the gals are really killing machines. You just need to understand while their potential is great, most of them are basically teenage gangers, training-wise, when they join the ranks. They might be superhumans, but not infallible American Heroes - they still have their failings and can be killed or scared despite all their toughness.
4. Some melee weaponds that are not technically are "1 tile shoottas" like chainaxe cant hit enemy diagonally. Maby it is possible to give them 1.5 tile range or something like that?
Not possible. Integers only. This might finally become a thing of the past when melee attacks against terrain will be finally possible.
5 I think would be good to add some info in bootypedia about weapons: its loaded weight, clip size, auto bursts in auto and one/2 hands needed.
Yeah sure, and where do we put that? These articles simply won't take so much info without being completely cluttered and bereft of flavour text... Plus somebody would have to write all that. Isn't it simpler to just take the weapon for a spin and check by yourself? Plus - all this info will be available online... at some point, so no reason to despair
6. Err.. a bit bizzard question, but why muzzel loaded weapons have 3-4 charges? Only game balance concideration or sophisticated system with three charges of gunpowder and "smart" 3-position fkintlock trigger? But muskets and pistol still suks even with 3 round clip.
Either kind of unrealistic 3-round clips, or you'd be able to take only a handful of shots due to limited inventory space. I've decided it would just be overtly impractical in game terms. Oh and almost completely unusueable by AI. And self-imposed lower weight limit of 2 for all items (under the game mechanics, you can easily throw any weight 1 item into low Earth orbit). The other option - unlimited ammo - is used for bows/crossbows, but here I've decided it'd be bad.