MAIN CHANGES
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Electric, hot, and massive mission environments now actually affect gameplay in a significant way.
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Added “Feather Fields” missions and “Feather Brain” boss.
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Weekly missions are now classified as “hybrid”: 4th and 8th stages are randomly selected from other types of missions.
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Thorough weapon overhaul based on @GgWw1175’s suggestions.
Bug/Idea medals will be awarded later in the day (even after your medal is awarded, you’ll need to re-connect to see it). Your medal cannot be awarded if your in-game callsign doesn’t match your forum name (send it to me in a private message).
COMPATIBILITY
You will lose:
- any in-mission progress
- any graphics options you have configured (under particular circumstances, all menu options could be lost)
CHANGELOG
New features –
Tweaks –
Bug fixes –
Internal changes
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Deleted users that haven’t logged in in the past 4 weeks and have less than an hour of playtime.
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Profile screen: Reordered “Customize” and “Mission Config” buttons (@ScarletCuboids
Idea)
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“Asteroids – no, really” wave: Fixed placement of safe zone (@xXmlgDiegoXx
Bug)
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Fixed bug: Some bosses don’t display “HUD enemy health bars” (@minasam123
Bug)
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Separated foreground effects and UI-related (=topmost) lists (@trueuser @minasam123
Bug)
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“Chicken Highway” wave: Barriers now vanish after all enemies are killed (@Rabbit_Dude
Bug)
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Added sound to bomb vanishing (@Fractorial
Bug)
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“Cloudy With a Chance of Eggs” wave: Prevented Slobs from spawning (@SonicCrazyExe
Bug)
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Spacecraft painting: Added “Hide other customizations” button (@SA-GoldenBoss128
Idea)
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“The Fortress” wave: Replaced barriers with “sphere/orb” barriers from CI4 (@Fractorial
Idea)
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Remastered “Shoot the Core” (attacking) barrier (@Tailsko_COTDS
Idea)
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“Panzer Strike” wave: Now uses sphere barriers.
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Mission generator: Skills no longer affect wave types (@Fractorial
Idea)
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“Windshield Wipers” wave: Replaced endpoint egg barriers with sphere barriers.
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“Three-stroke Engine” wave: Made barriers indestructible (@gabytzu
Idea)
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“Merry-go-round” wave: Added second danger zone (@Edd
Idea)
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In-mission pause menu now also shows current wave title (@gabytzu
Idea)
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Corrected waves where bombs would not vanish if left remaining at the end (“Soft in the Middle”, “Bundle o’ Chicks/Chickens”, “Chicken Roulette/Wheel of Fortune” “Chicken Fractals/Complex Fractals”) (@Fractorial
Bug)
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Missions in electric environments: Deadly lightning strikes appear randomly (@kokokokos
Idea)
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Missions in hot environments: Weapons overheat 20% faster (@kokokokos
Idea)
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Missions around massive planets: Fighters move slower (bombers not affected) (@kokokokos
Idea)
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Tweaked lucrative boost factors: frozen +15%, hot +20%, electric +25%, massive +30%
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“Invulnerability Extension” now only takes effect after being destroyed (@EmeraldBirb
Idea)
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“HUD Enemy Health Indicator” removed bars from most bosses and enemies that already have alternate bars (Gatling, Barriers) (@minasam123 @trueuser @xXmlgDiegoXx
Bug)
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“Weapons Training” missions: Starting weapon power is 0/2/4 (easy/intermediate/hard) (@Stardrone
Idea)
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Daily missions: Easy is forced to Rookie skill, Intermediate to Veteran, Hard to SSH (@Akemisora
Idea)
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Added “Massive” icon to mission UI (@Fractorial
Idea)
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Added “Hybrid” missions (user-inaccessible).
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Weekly Challenge: 4th and 8th stages now have a chance of being replaced with another type of mission. Weights: Invasion 100, Comet Chase 100, Supernova 100, Meteor Storm 100, Feather Fields 100, Boss Rush 12.5
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Photon Swarm: Corrected outdated store description (@harakat
Bug)
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Feathers generated by bosses now have a consistent screen-space size (i.e., wave zoom is cancelled out).
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Added “Feather Fields” missions.
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Added “Feather Brain” boss.
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“Weapons Training” missions: Reduced appearance probability to 1/4 (from 1/3).
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“Weapons Training” missions: Prevented consecutive waves from having the same weapon.
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All weapons: Firing interval and time-to-overheat values can now vary by power level (previously, certain weapons had fixed values).
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Chainable/splittable weapons: Exposed “time-to-extend-chain” and “penalty-for-multihit” values in Excel.
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Darkness missions: Limited to max 3 stages (was 4) (@gabytzu
Idea)
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Absolver Beam: Firing interval is now correctly enforced (was previously ignored)
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Cowards now hold their position until damaged (return to position after 3 seconds), never attack when damaged at 100% health (@Akemisora
Idea)
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Re-introduced Cowards on waves that they were disabled because they messed up the pattern/formation (but are still disabled on waves with limited maneuvering space or where enemies must hold positions due to other constraints).
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Absolver: Exposed “damageSharing”, “timeToCharge”, “initialHeatCost”, and “heatDrainRate” in Excel.
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Beam splitting mechanic now staggers each beam split to enhance impression of “progressively spreading out”.
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Chaining weapons (Lightning): Fixed bug where a 4-node chain would momentarily render an unconnected tail whenever the 2nd node (enemy) in the chain was killed.
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Reworked weapons. See WBP: further weapon balance suggestions (+ test excel sheets) - #4 by InterAction_studios for details. (@GgWw1175
Idea )
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Remastered giant feather (white/black).
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Absolver now pushes feathers 3x more strongly.
BACKUPS
You are reminded that during Early Access you are responsible for backing up your own progress. Make a copy of everything under C:\ProgramData\InterAction studios\CIU
(including all sub-folders). Never rename files or move them from one version folder to another. Simply make a copy and then later put it back exactly where you found it.