It's like three weeks since I have written but forgot to post:
Great job on bringing abstract design into the hacker models. Though the current bug lack some walking (or whatever other form of movement) animation, and I feel the trojan buildray should be more luminous (I'd use a lightning type weapon with a twisted thick glowing beam of energy graphic.)
When looked up close, the bug turning into artillery mode animation is amazing, there's polygons smoothly appearing out of thin air, what kind of witchery have you used? However, the white jizz they throw isn't that beautiful, sure you can't spicy it up a bit? Nevertheless, that shot, and moreso the hacker turret shot and cloud, sure bring some visually cool darwinia style graphism. Remake the system's nuke explosion though, it just lacks the impressiveness and uniqueness it should have.
Good job on the new LUA hacks, likes the one creating virus, or the new deploy button, althought I didn't really tested them hard and thorough yet, so far ingame they just worked as they should.
I was quite disappointed to find out the pointer doesn't morph into another shape when using the area denial attack, and to find out the shot look almost identical when travelling.
The system turret has an ugly model.
The new security hole model is too simplistic for such an important unit, give it more polies and more volume!
I must admit that you did manage to bring the sneaky into the worm: it's not just intent and theory anymore, now, I actually perform devastating surprise worm attacks in real games. However, having worm set to off and unable to attack by default is a micro-management burden, and will also make many an unwary newcomer wonder why his worm isn't attacking. I suggest finding a way to make them not attack by themselves when cloacked, but have them automatically decloack and attack when the player use the "attack" command. I guess you could just set them to hold fire at birth, and have the cloacking happens automatically when they don't fire. Because having to use the on/off button is hampering.
While we're at the worm, right now, the worm attack has a quite an area of affect, but which is very hard to evaluate. When I see a worm streching up, I know nearby units may or may not take damage, but which exactly I cannot guess. So I suggest adding some sfx showing the area affected by the worm attack. Ideally something like that, but we have to deal with what's possible under the Spring engine so do what you can:
While I strived to make KP as accessible as possible with all-in-one installer, you went the complete opposite way by requiring the use of a Spring's weekly build and test server. Maybe I could modify my installer to use a more recent unofficial Spring and to connect to the test server by default? How bad an idea is it? Would mean I'd have to remake it each week but then you update the mod about that often. Also I'd have to add some failsafe so clueless player don't overwrite their regular Spring. But the good point is that then the lobby would be free of the TA based mods plague, and so newcomers (I still haven't dropped my plan of mass advertising KP) would stay into a friendly KP-only environnment and not dropped'n'lost into a harsh sea of B.A. I also have to check if there's any AI working with lastest Spring build and able to play KP.
As for the balance, since when we played two game in a row on marble madness same player won despite switching side
(and can't say it's just because of our skill difference as the winner wasn't the same person on the games before and after), I can't say any side is dominating.
Please refrain from adding too many micro-intensive abilities, I enjoyed Kernel Panic being based on the macro scale, where directing the streams of units mattered more than handling individual units.
The game felt jerky, despite "B" showing a FPS of around 50, and despite the jerkyness feeling the same with 3 units and 100 units. Has the new Spring introduced some step-motion in all animations? Has too much LUA eaten my CPU? Is it your new large square pixel shots that have un-smooth animation? I have yet to identify the source of that feeling.