CIU version 138 BETA

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.

Can we not? (look at the health indicator)


I don’t want to kill chickens in the ground

In v138 BETA the fonts is clear.

but in chapter digits did not translated.
ice_screenshot_٢٠٢٣٠٩٠٣-٢٢٤٤٢٨

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Same in Persian

This is why regular enemies have up to five times more health, and most other enemies with up to three times more.

And I would prefer not to make bosses take way longer than needed. Especially the Henterprise.

That’s pretty much just your earlier damage reduction suggestion, but reversed.

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.

it was fixed as seen in the known bugs & new features thread

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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

(version 137 (current) steam) ^
Screenshot 2023-09-03 221208 (version 138 (BETA) from .ZIP file) <<<-----

i dont know if IA or anybody sees this (and the CI5 gameplay is awesome and brings it back)

what about adding CI4 gameplay mode in the next update :slight_smile:

Okay thanks. Not checking all this in great detail but mildly curious

its an older snapshot of the server

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wait…
image
the weapon went through him and… he flew away

why that egg on christmas unfortunaly from ci2,ci4 and ci5 dead animations
egg
egg2

as I thought huh =)…

This explains the “rollback”.

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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.

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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.

That’s CI5 it is.

Intended. That’s how it is in the original 5.