CIU version 147

MAIN CHANGES

There aren’t many player-facing changes in this update. Nevertheless, a large part of the game has been reworked. As part of these reworks, all your saved Mission Config presets have been reset, so you’ll need to save them again.

Summer content is still available, but you have to manually select it at the main menu via Options → Seasonal Content.


Bug/Idea medals will be awarded later in the day. Note that your medal cannot be awarded if your in-game callsign doesn’t match your forum name (put it in your forum profile where it says “name” so I can find it).

COMPATIBILITY

You will lose:

  • any mid-mission progress
  • your language selection
  • your seasonal content setting

CHANGELOG

:new: New features – :bulb: Tweaks – :bug: Bug fixes – :gear: Internal changes

  • :gear: Deleted users who haven’t logged in during the past week and have less than 10 minutes of playtime, and also users who haven’t logged in during the past 4 weeks and have less than an hour of playtime, and also users who haven’t logged in during the last 12 months and haven’t set an e-mail. Note that users with any purchase are never deleted.

  • :gear: Stats-affecting enemies: Zero damage due to immunity of (i.e., CI5 Corn) no longer counts as “harming” enemies.

  • :gear: Unified Packet (CI3-style) and Packet6 (CIU-style) serialization. Bit representations of CIU NetAddress, RuntimeClass (variable-width) have changed to match CI3 (always 32 bits wide). UString bit representation of CI3 has changed to match CIU (removed encryption). CI5 level serialization broken (compressed on disk). Network compatibility broken. :warning: Due to this change, Mission Presets have all been cleared.

  • :bulb: “Color Themes” screen: Current color theme is now pre-selected (@TheGoldenBoss128 :medal_sports: Idea)

  • :bulb: CI2 Paratrooper chickens: Doubled fire rate (@TheGoldenBoss128 :medal_sports: Idea)

  • :bug: “Color Themes” screen: Fixed list items appearing white (@nguyenvanvu27032005g @Zlaggamer5690 :medal_sports: Bug)

  • :bug: Summer: “Henlley’s Comet” boss: Themed Damage stage and death color (@OrvilleTheOrca :medal_sports: Bug)

  • :bug: Fixed render-before-tick for “two-tone” bullets (@TPoserGaming @thatchickeneater @PlasmaX :medal_sports: Bug)

  • :gear: UVE maximum frame duration is now 100ms.

  • :bug: Anniversary mission: Themed chickens (@OrvilleTheOrca :medal_sports: Bug)

  • :gear: onCurrentProfileChanged is now correctly called even after deleting currently active profile.

  • :bulb: “Chicken Multiplicity/Exponentiality” waves: Spawned enemies now have random headings (@Knightcap :medal_sports: Idea)

  • :bulb: Changed in-game chat icon to distinguish it from forum icon (@wav3form :medal_sports: Idea)

  • :bug: Summer Edition: “Dr. Beaker” boss: Removed glass particles when transitioning between damage stages (@kAPET :medal_sports: Bug)

  • :bug: Seasonal Editions: Removed metal debris from Alien Container (safebox) (@JustDoIt :medal_sports: Bug)

  • :bug: Spacecraft is now selectable even when directly in front of a planet (@Mohamed2 @CattyCheese :medal_sports: Bug)

  • :bulb: CI5: Doubled health of first two Henterprise boss waves (@TheGoldenBoss128 :medal_sports: Idea)

  • :bulb: Summer Edition: Better centering of Henlley’s Comet hitbox (@TheGoldenBoss128 :medal_sports: Idea)

  • :bulb: Summer Edition: Recolored basic ice cream to avoid confusion with guano (@TheGoldenBoss128 :medal_sports: Idea)

v.147.2 (BETA only)

  • :bulb: Quests screen: Moved goals lower to avoid overlap with quest rank scrollbar (@neonep :medal_sports: Idea)

  • :bug: Fixed crash when trying to load CI5 planetary missions (@Sihok-Adssres :medal_sports: Bug)

  • :bug: Fixed crash when trying to display non-zero Destruction meter (@taxter789 :medal_sports: Bug)

v.147.3

  • :bulb: Tutorial mission: Made “Special weapons” tutorial dashed box wider (@Error_Bonnie :medal_sports: Idea)

  • :bug: Summer Edition: Themed CI2 large font color (@2sN :medal_sports: Bug)

17 Likes

I didn’t expect that the change cause this, when the seperated enemies can be out of the screen.
Separated enemies is already not out of the screen before v147.
1000000625

Hey, I haven’t gotten my idea medal yet, callsign is “sin pasto neonep”

Put your callsign in your profile next time


For some reason i found this screen while looking for an ironman dare

2 Likes

Idk What happened to my presets, when i was about to change my last preset that i used i found that all the presets empty with no reason

1 Like

Please, read the topic before posting.

3 Likes

Due to random headings, I suppose it’s possible for enemies to temporarily leave the screen after being ejected. But their destination is still inside the screen, correct?

Awarded.

What’s wrong with it?

7 Likes

The galaxy screen is the currently displayed screen in the background and not the league screen. That looks pretty wrong if you ask me, because normally you can only access the mission choice dialog from the latter.

Just noticed with a new mouse that if you scroll very very fast, CIU won’t let you scroll back until it handles every single scroll event (at least that’s how it looks like?). UPD: Yeah it continues to handle them because if you do that in galaxy it just doesn’t let you zoom in with buttons, the camera bounces back.

No, they stop at the outside of the screen before they come back.

Hmm… This can happen if you (a) invoke the League screen directly from your Inbox* and (b) Press ESC on the exact frame that you release the click on the “Choose dare” button.

Do you remember if you did those things ?

(* if you visit the League screen from the Profile (pilot helmet) instead, then you should see the Profile screen rather than the galalxy)

3 Likes

Yes. That’s intended (because the mouse wheel is internally handed the same way as key presses – so 6 wheel notches equal 6 separate key presses). Otherwise you risk losing wheel notches under low fps, which would be worse.

Input handling code is always messy. This comment from the relevant section of UVE should give you a rough idea about exactly how messy it can be:

// Map mouse wheel to keys. We have to do this gradually because the wheel can jump multiple notches per frame
// We treat each notch as an individual up/down event (previously, I tried extending a single event via STATE_HELD,
// however that created an inconsistency: wheel must be tested via canHandleMouse_held but other mouse buttons
// via canHandleMouse_down. The current way however means that wheel event throughput is 'slower' (one notch every two frames, rather than one per frame)
// N.B. We never explicitly set 'bUp' -- it's done automatically by the mouse-handling code above because the wheel's os_buttonState is always 'released'.
6 Likes

yes, they still come back after a while

Bro, i answered it before :skull:

Looking at the (mostly) regular release timeline, I’d like to think that the next installment of Chicken Invaders will be at least officially announced by 2026 but don’t take my word for it.

1 Like

Most people including me expecting it to be in 2026 too.

Can the game please not do this?
изображение

4 Likes

Indeed it can. FLAG_NOWRAPPING to the rescue (not to be confused with FLAG_NOW_RAPPING)

Fixed in v.148 :medal_sports: Bug

7 Likes

You’ve missed a bit when typing that in.