CIU version 155

In the ‘Ferris Wheel’ and ‘Biohazard’ waves, I wonder if the gear can stay near the top or bottom edge longer before moving to the other edge at a mission with lower difficulty; shorter and move a bit faster with higher difficulty.

Based of the wave name, it will always be laser chick, no matter what

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I’m wondering why opacity isn’t working here and when I turn off high-contrast text in setting, the text and its background almost blend together making it hard to see

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There’s someone is hacker pause/resume to everyone multiplayer rooms
Callsign : Adham
When I hosting, and I paused the game, Adham hacked resume my multiplayer room 20 times
I paused, resume, paused, resumed, paused, resumed…
Everyone report this callsign, because of hacker pause/resume all of time


IA, i hope you see this

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I’ve already reported this feature bug before.

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Changed in v.156 :medal_sports: Idea

Changed in v.156 :medal_sports: Idea

Changed in v.156 :medal_sports: Idea

Spawner isn’t that flexible.

Changed in v.156 :medal_sports: Idea

There’s no handicap in those waves

Changed in v.156

Changed in v.156 :medal_sports: Idea

Tried, but non-instantaneous projectiles make this wave almost impossible.

You mean quieter? It’s probably your speakers/headphones. Can anyone else confirm that this is happening?

As I said, the vanishing effect is applied to all bubbles on all waves. But they need to vanish, not simply disappear.

Then you would not be able to kill the enemies it spawns.

Changed in v.156 :medal_sports: Idea

Because I need a solid background to draw the text on, otherwise the layer below will show through and might confuse the player.

I’m going to make this change anyway, but test it in v.156 with low GUI opacities (Even zero).

Fixed in v.156 :medal_sports: Bug

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I think the culprit is ‘‘Stereo Panning’’ being turned on in the Sound settings.

Was S.H.D supposed to get the medal? he didn’t report the bug.

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No, I did report it, but in a private message.
As you can see

I sent the message
yesterday

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After I removed my driver’s app and trying a few missions I think it’s fixed but(maybe) gets a little louder at the middle. Are sounds supposed to get louder or quieter in some screen positions if Stereo Panning option in checked?

I can if I shoot the gear barrier to spin it.

Well, yes, but if you have a nicely balanced speaker setup, then left and right should be symmetric.

When an enemy is all the way to the left of the screen, sound comes out at 100% of the left speaker but only 50% from the right speaker. In the middle, both speakers are 100% on. At the far right side of the screen, the right speaker emits at 100% but the left one only 50%.

[ :warning: UPDATE: I am uncertain whether this is default BASS behaviour and/or whether it’s affected by Windows Sound Settings. I am also uncertain if differs on iOS and Android.]

So, the middle of the screen is technically louder. But in practice it would not be noticeable.

That would be an awkward break in the action, especially if you have to do it twice.

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That was happened to me and Osama Kun, yesterday

Alright but if you don’t know I currently sometimes have to shoot the gear twice depending on wave variation because the other 2 portals that are not facing the player at the beginning are randomized of which one spawns enemies before the other.

Ah, didn’t realize.

Changed in v.156 :medal_sports: Idea

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Can you also add The Onion, The Oval Office, Flower Power, Chicken Roulette, Wheel of Fortune, The Butterfly Effect, The Fortress & It’s Your Birthday waves? Actually can you reduce enemy difficulty handicap for the rest of the waves that has handicap?

Well as information I play on pc and use speakers. Also if I unchecked Stereo Panning option sounds will play the same in all positions correct?

Update: now sounds are louder at the middle and gets quieter/lowered at both left & right sides.

Dive Bombers wave: sometimes I see chick heave gun fire one time and sometimes it fires 3 times. According to what it does that? Also I know that the middle one acts differently than the ones on the sides.

Let’s Go Fly a Kite: can wave have mirrored variation where the first kite can also come from the right?

Also what graphic card driver type do you recommend using to play CIU that would make it run smooth and not lag at all(e.g. What’s the Time? wave full of phoenix)?

These two waves in the current version do not need to be added. Because I have encountered the epic wave “Wheel of Fortune” with 25 Chickenaut and 5 Armored Chicken in one wave.

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i don’t think those ones have handicap, i mean i still see minibosses spawned in those wave.

wait, do the bubbles in “Bubble Bath” wave completely vanish or just temporally disappear?

also do the bubbles in “Gashapon Machine” wave act differently from the old-series waves like “Bubble Bath” wave?, i’ve seen that:

  1. the chickens can be damaged by not only Beam, but all player’s weapons when the wave just starts.

  2. slob isn’t inside the bubble while appearing (it is slower behind).

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first, it’s not a wave supposed to appear at high difficulty, second, iA denied “Chickens n’ Chicks” wave in my suggestion so there’s no way this wave will be applied.

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I’ve made a pass and made some slight adjustments. I did not change most of them, because there is a reason for some enemies to be easier (e.g. on “It’s Your Birthday”, the ribbon is made out of easier enemies to stand out.)

Yes

That makes no sense. If there’s no stereo panning, then sounds should sound exactly the same wherever on the screen they are.

Wing guns are either Gatling or Laser, and they always fire 3 times.

The pilot is a random enemy from the miniboss pool. If it’s a Gatling it fires 3 times, and if it’s a Laser 1 time.

Changed in v.156 :medal_sports: Idea

That’s not easy to answer. My 17-year-old GTX260 can handle this just fine, but I suspect there could be more recent integrated GPUs that have worse performance even though they’re much newer. I estimate that any discrete GPU made in the last 10 years should have no problem. But the only way to know is to actually test it on that particular CPU.

Also consider that on waves with many enemies and a lot of projectiles, collision checks might take up a significant amount of the time, so the frame rate much actually be CPU-bound rather than GPU-bound.

They disappear.

Bubbles vanish whenever there are still bubbles but no enemies remaining (the same rule applies to Barriers)

Bubbles disappear whenever the enemy/enemies they “protect” are all killed. They also disappear if they are on a periodic timer (e.g. Bubble Rings)

Note that a bubble can “protect” an enemy even if that enemy is visually outside the bubble. On “Bubble Bath”, the bubbles actually protect the ring of chickens outside them (as well as the enemy inside them)

Yes. Due to the wave’s construction, the bubbles must form straight lines when placed side-to-side rather than being placed perfectly centered on the enemy (centering would cause bubbles on Saucers to appear higher up than other bubbles). So they can’t perfectly inherit the enemy’s position, which can cause the enemy to move outside them.

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