Ask and you shall receive.

New major version is almost ready for testing. A *HUGE* amount of enhancements and fixes with this one -- including the intended opposition levels for enemies, especially in Stage 1.
The starting area is now MUCH less boring, but not overpowered either. I test on 'Hard' difficulty to make sure it's how it should be. I've re-implemented the 'hit-and-run tactics' paradigm, and the player MUST use that tactic to survive.
I really *really* (and I mean
really ) want any and all ideas for more missions and things to do concerning the Main Map. According to my estimates, we're using roughly 70% of the map thus far for missions. I'd like to increase that number to around 90%. I also want to make the missions more non-linear.. For example, during the M5 stage, it's possible to alert Nexus before you're really ready for it; and in so doing, the attack upon the player occurs sooner. I have added some new triggers to get things happening in a more reactive fashion. I'm going to make a separate test build after this release (planned for New Years' Eve) where the area trigger checks are started during the CALL_GAME_INIT loop. That way the game experience isn't as static as we're used to. I'm also re-adding the old M5 sub-mission for the northeast corner as part of M2 (since there's a base camping Transport Two now).
So yeah -- LOTS of stuff happening. Sorry it's been so slow this time, folks. Real-life tends to kick you in the teeth when you least need it to.
And thanks for the bug report, Milo. Looks like a missing trigger for that group -- easily fixed.