Also @InterAction_studios, can you make the “Assignment messages” automatically deletes the assignments that have been done or exceed 2 days after the assignment was given to players?
Visualized:
Currently, there’s a trouble with metal-suit chickens (that have CI5 breed, not CI4). When I hit them with vulcan chaingun or whatever weapon, it knocks them back too much at the point that I might die because of that (ex. Magic Flute, where the enemies escape), so I would suggest reducing the knockback by -20%. What do you think? @InterAction_studios
So, what’s the Daily Top-10 scores looking like?
ik what this update didnt release but:
“The Weakest Link/The Strongest Link” wave: barriers are now indestructible (@SonicCrazyExe Idea)
“Do Not Cross”/“Lethal Connections” waves: barriers are now indestructible (@Sammarald Idea)
Please, remove the possibility of spawn keys in the modified barriers, i dont what to sufer like the pain of Both Sides Wave
He meant normal meteor waves, not 120th anniversary or whatever mission.
Rocks are not smoking. Red ones have trail because they are hot, which makes small particles evaporate from asteroid’s surface.
Currently, the inbox messages are dumb and one-way, so this is not possible.
I can’t check this now, but I’ll have a look later
Your bullets and enemy bullets are in separate lists, so this is not possible.
wave… barriers are now indestructible…at this point how about the barreirs of ‘‘Enemy Queue’’ or ‘‘Bundle o’ Chicks’'or ‘‘Satellite Fly-by’’ or ‘‘Three Stroke Engine’’ or '‘Rectangular Layouts’'make it evan those indestructible …
One question: what for?
The barriers that are getting changed all have 10x health and, for the most part, weren’t supposed to be destructible anyway. Neither of those conditions applies to the waves you’ve mentioned.
I had anoter Indestructible Barrier idea for wave. (Probably we wont have it bc we are getting kinda alot rn) (And bc the player should go for the barriers first if he want…)
Add indestructible barriers for the ‘‘Egg Billiard’’ wave… That’s all… bye.
No need for this wave, either. we only make barriers that have 10x health indestructible.
The actual difference can be shown on the 120th Anniversary scoreboard (50M+ vs 30M+), although it’s not much of a difference when it comes to weekly challenges: 130M+ compared to the average of the previous versions of 100M+ to 110M+. v50 changes would be not bad though although it will take a 100+ kill streak to bypass pecking order score.
Comparing between the versions:
Pre v50
10 kills = 2,500
50 kills = 12,500
100 kills = 25,000
200 kills = 50,000
400 kills = 100,000
Current
10 kills = 3,625
50 kills = 43,125
100 kills = 148,750
200 kills = 547,500
400 kills = 2,095,000
v51 changes
10 kills = 2,500
50 kills = 15,000
100 kills = 36,250
200 kills = 97,500
400 kills = 295,000
If d=10 instead of 25
10 kills = 2,950
50 kills = 24,750
100 kills = 74,500
200 kills = 249,000
400 kills = 898,000
See the 120th anniversary scoreboard instead.
Changed in v.51 Idea
The impact flare of corn shotgun should be white when it’s hitting a boss or a enemy, rather staying the same.
Fixed in v.51 Bug
Some suggestion for the HUD Damage Indicator. If an enemy’s remaining health is lower than the projectile damage, that enemy health value will be shown instead.
Example: Assuming a coward chicken has a health value of 500, damage indicator would be -130, -130, -130, -110 (=-500) instead of -130, -130, -130, -130 (=-520). It also helps to indicate the actual health of a specific enemy without using external programs. You can’t deplete more than the enemy have. Also, negative health wouldn’t make sense either.