I feel like their recent curiously passive-aggressive "Daily Dev Activity" blog posts have been hinting at this dysfunction and Molyneux's lack of support.
(note: emphasis added by me)
February 4th (I have no idea what the hell is up with the Design section here)
Today Design have been weaving dreams from the ephemera of limitless imagination into a tapestry of allegory and saga
Going to be organising the localisation for the story mode
Merging the dev code to the PC stream ready for the Opt-In release next week
Ideally, we’d like to release a build on Opt-In as soon as possible, but we’re not quite ready to do it because the actual story dialogue hasn’t been finalized
Attending a meeting with Konrad and James Leech later this afternoon to finalize the Story
Hopefully we’re going to source a new Web Cam and have it up and running in the studio by next week
Getting the Feast of Roses content ready for final testing tonight so it can go live on mobile tomorrow
Currently working on the interface for the new story journal making sure everything looks and runs
We’ll also be bug fixing throughout the day
Today, we’re hoping to start putting the Test Plan together for the new Story Mode – as soon as it’s feature complete
Next, we’ll be getting a build ready for testing overnight with Feast of Roses content and ensuring that the testers know what they’re doing over night, in regards to general testing, ready for tomorrow
Going to tickets to see if there were any negative affects from the most recent update, tryig to gather as much information as possible and seeing which Platforms/Devices are being affected
Seeing if regular troubleshooting steps can help resolve some issues
Working our through the Facebook and Twitter pages and tally up the most common and wide spread issues so we’re able to effectively prioritise fixes for them
Responding to as many queries as humanly possible so if you do have a problem, please feel free drop us tweet @22cans and we’ll see what we can do for you
Helping out with our support team trying to clear out the backlog of tickets
Looking through 3rd party groups on Facebook and Reddit logging any new bugs that have popped up with the latest update
We were Hoping to have Skype call with our Webmaster later this afternoon to have a discussion about the 22cans website and forums , this has now been rescheduled for tomorrow
Uploading the first of our new daily dev blogs to website and I’ll be sharing this across all our channels
Looking into other ways to provide new and interesting content to share with our wonderful community
Setting up trigger points for story delivery in Homeworld
Organising an urgent bug fix for iOS with Pavle’s help
Making sure all the Feast of Roses content is ready to make live tonight
Trying to get Story Mode into the Opt-In branch (this may take more than 1 day)
Urgent fix of the iOS analytics
Polishing up the Story menus
Adding graphical transition from encrypted text to plain text
Organising and setting up the testing of iOS urgent bug fix
Prioritising and triaging the bugs entered from lasts nights testing
Confirming the successful merge and release of the Feast of Roses content (hopefully)
Attempting to get a version of the game with new features into test
Maintaining build stability
Going through tickets and logging instances of new bugs getting reported
Providing troubleshooting steps for players who are currently having trouble with Godus
Trying to reach the most urgent issues being report across our Facebook and Twitter pages
Helping to restore any lost progress
Having a Skype call with our Webmaster and go over the 22cans website and forum
Lastly, Creating the new Daily Dev Blog and sharing it across all our social channels
Finishing the implementation of the trigger points for story delivery in Homeworld
Taking part in the new Community video with Peter and Jack
Begin planning for the next Sprint
Continuing work on the PC story mode and getting it ready for the Opt-In branch
Finalising Story mode and translations
Trying to submit an iOS release to Apple to hotfix some analytics issues and a Facebook login bug
Planning some of the work for the next Godus sprint as well as organising resources for it
Urgent fix for Facebook login bug
Continuing to work on the transition effect from encrypted to unencrypted text
Triaging bugs entered by external test overnight
Archiving saves and logs from external test
Proof-reading and finalising test plan for story mode
Maintaining build stability
Regressing and testing possible fixes for iOS issues
Getting ready for testing over the weekend
Working through support tickets and reporting any new issues to Production and Community.
Helping players to recover their lost progress.
Continuing help players across our social media channels who have lost progression
Logging instances of bugs getting reported and prioritising them
Sat down with Peter, Jack and Konrad and filmed a new video for the community
Aiming to edit the video for later today and hopefully upload it to Youtube. (If not today, will definitely upload on Monday)
Creating the new Daily Dev blog
Attending the Godus roadmap meeting
Misc bug fixing
Story mode tutorial
Starting design for the combat system overhaul
Attending the Godus roadmap meeting, planning out what we will be working on for the next few months
Chasing story translation
More Story mode polish
Fixing android build
Making sure the story mode test plan is ready to use
Attempting to get a code complete version of the next update into test
Maintaining build stability
Triaging bugs from the weekend
Creating direction for tonight’s testing
Informing some users that a new update is available and seeing if it helped with their issue
Going through support tickets and checking out current issues in new tickets
Starting to go through all Facebook and Twitter requests that have come in over the weekend logging any new bugs.
Finish the edit of the new community video and hoping to share it later on today.
Creating the new Daily Dev blog.
tl;dr; Most of the sentences about Molyneux's actual presence or involvement were prefaced with "hopefully" or "hoping"
Something that I didn't realize when I started playing and neither did the duders in the QL was that you can bind specific parts to specific keys (and in some cases change some other settings, like wheel speed). The tutorial mentions this feature VERY briefly in passing, but the implications are SIGNIFICANT. With this ability, you can
Bind the left and right side wheels to different buttons, giving your vehicle tank controls that don't need fragile steering hinges/pivots
Make your vehicle faster by setting the wheels to spin twice as fast
Control/aim a weapon with a steering hinge or pivot that doesn't interfere with your actual steering
Set cannons into firing groups so they don't all go off at once
This is really a crucial feature that I feel is not conveyed clearly enough. Maybe you all figured it out immediately and I'm just dumb, but I wanted to mention it just in case.
The way you set the key bindings is with the little wrench icon at the top of the screen. Click on that, then click on a part. It'll bring up a menu showing the key bindings and settings for that part. With your mouse over a listed key ("Up" for example), press whatever other key you want to use for that 1 part (like "W" for WASD controls or numpad 7 for the left side wheels on a tank).
I could have sworn I came across some skills that my back row peeps couldn't use on opposing back row peeps which my front row peeps could. Not sure if they were physicals though.
I tested this with Chie and Aigis, moving both around to the front and back, and you're right. Some physical skills can hit either row when used from the front, but can only hit the front row if used from the back. In other words, they've got a range of 2 rows and can't hit something 3 rows away.