Early Access version 72

Oh ok, thanks.

It should be normal from 50% not 100% imo.


How about they fire 2 times from 70% or 75% difficulty to 99% difficulty instead of jumping to 4 times at once?

I know it’s a small thing but when Special Forces appear at Double Team it moves as soon as it appears, it should move down and not do anything for a few secs then begin to move.

Can u add this:
While warping to somewhere, you cant change your spacecraft.

Wonder if sniper chicks could fire in spread in some waves

Anyone remember this issue? I think I thought of a fix:

What if the “dropping” attack phased out at, say, 70% damage instead of 75%? That would severely reduce the likelihood of the overlapping edge case, if not negate it entirely.

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This is on the Steam description, lol.
image
I wonder what’s the name of this secret 12th weapon.

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“Each upgradeable to 11 levels (plus a secret 12th)”

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oh, ok

actually, only 14 of the 15 weapons have 11 power levels + a secret 12th.

iA, what of making shockwave capacitors deal more damage to “metal” enemies, since other special weapons don’t damage them much, this would give them a special niche in the equipment roster for epic waves, clearing out a small area of stronger chickens, instead of being an awful special weapon that one should never buy.

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Not entirely true.

  1. Absolver doesn’t have a :zap:20.
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does it mean that letters will work correct now?
ش‌ر‌ط‌ی will be شرطی?
sorry for speaking with another language

can henperor’s negative laser routing appear in 30% and UP?

It doesn’t jump. It’s gradual.

I’m uncertain how much of a problem that actually is, but ok. Changed in v.73

In order to do that, I’d have to make metal enemies weak to electric damage, which would unfortunately include the Fryer.

Instead, I’ve increased the damage +50% and also made it circumvent the max-damage-per-hit certain enemies have, which should make it much more effective against Chickenauts, Slobs, Armored, Chaingun/Lasergun, Barriers, and certain bosses.

I did the same for Poultry Payback, and I’m also considering other kinds of shockwaves:

Which of these shockwaves should circumvent max-damage-per-hit (as explained above)? You can select multiple options.
  • Bird-flu Gun
  • ICBM
  • Poultry Payback
  • Bomb
0 voters

They should, but report any problems.

That could be confusing. It’s more important to behave consistently.

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I meant it fires 2 times from 70% or 75% difficulty to 99% difficulty instead of jumping from firing 0 times to firing 4 times at once.

Yes, it already does that. That’s what I mean by “gradual”.

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Oh, ok, sorry I misunderstood. Egg Cannon is from 35% to 47% difficulty, shouldn’t it have 2
attack stages instead of one?

No, two attacks is 50% to 60%

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Oh, I thought it is from 21% to 40% because I suggested before that +1 attack stage gets added every 20% difficulty but you said it already does that:

If you accept it, that way stages ordering will have more distance of appearing instead of only 10% as you mentioned above:

Because one stage of attacks until 50% is just too easy.

Oops! I just realised that Egg Cannon doesn’t appear from 0% difficulty. What difficulty doesn’t it start appearing from then?


Could you add messages saying “Please wait.” at image ? And add a message saying that you reached the end of the list when clicking image or image


At Heavy Metal wave when trying to get its pecking order you have to wait for the barriers to spin a while spin slowly again, how about you reverse the pecking order? So it be less boring to get.

IA, why when mounting the satellites on a fighter with 4 slots (encountered on a Muller M404), the top satellite slots place the satellite on the furthest satellite slot of the ship in-game?

I haven’t checked the BX-8 and Muller M408, though, since I don’t have them. BX-9 is unaffected.

Isn’t it supposed to mount them close to the spacecraft?

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So you want to make it even harder? That is kinda unfair

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