Early Access version 113

Expected. This is (perhaps the) only wave in which enemies are not created all in advance at the beginning, but gradually as the wave progresses. So anything that throws the randomizer off (such as enemies spawning from saucers) will de-sync the rest of the wave.

Apparently it does (this was not intended).
The only missions excluded are league and cup missions.

@Player “The Forge” wave: Known. This can happen if you leave the wave running for a long time, or if you have low and/or uneven framerate.

Known, but making it behave 100% correctly would complicate the code disproportionately.

It obscures enemy projectiles and makes precision maneuvering harder due to the screen shake. Most of the time this won’t kill you, until it does (especially in tight spaces)

The cloud doesn’t cool down anything, it only prevents new heat from being generated. Normal cooling mechanics still apply (e.g., when not firing, but which Absolver doesn’t have)

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