I would suggest the enemy health increase should be increased for every enemies with the same multiplier, rather than just having seperate health multiplier for each type of enemies.
Making them seperate could lead to some enemies too easy to kill on higher difficulties.
Another way I could thinking about adjusting difficulty is to make SSH as a “main point” of the balancing, which means SSH now deals 100% damage, while on lower difficulties the damage would simply increased. We could just adjust the enemy health from that to make sure that SSH would be hard enough.
from the image, i discovered something
in some cutscenses, the ship is trying to move, which makes the effects still apply and look weird when standing
Is the issue with quitting in planets fixed? I’d rather wait until critical permanent bugs are resolved before testing as I may have to quit suddenly mid-game.
I dont know about this but there is a difference between the steam version (current) and the BETA version i noticed that the beta version shows my old status with different callsigns from the past and now
While Episode Mission is testing in BETA server, can iA add a “Skip wave” button while playing a mission? This can only be used in BETA server, that means the “Skip wave” button will be removed when the official version is released.
This button could be useful because if we want to test something inside the mission, we don’t need to waste a lot of time to reach a specified wave for our testing. A button in the game or a keyboard button, anything is fine.
Music doesn’t start until wave 72 (I can only hear breezes and thunders in wave 71). Correct me if I’m wrong - I don’t have enough CI5 experience to know every single detail.