Known. Dynamically-generated enemies (such as the pilots ejected from saucers) cannot participate in the repeateable RNG (because their spawn order varies depending on which one you kill first)
Interestingly, this was not possible for many years due to how firepower upgrade was implemented: your old weapon was deleted, and a new (more powerful) weapon was created in its place. This made it impossible to transfer some values (such as overdrive) between the two weapons. I have now bit the bullet and changed how it works – the same weapon is kept, which means what you are asking for became possible automatically. Changed in v.80 Idea
Parking lights are different than strobe lights. Using strobe lights instead is fairly easy – however, it’s much harder to keep them in sync as you customize them mid-session, so I decided to skip that feature
Yes. Any food spawned outside the screen gets immediately removed (well, not exactly, but it’s an accurate simplification). So if the center of the chickenaut is outside the screen…
I’d rather it be strobe lights that don’t update until I fly a mission or something than just generic white lights. But I may be alone in that, and I suppose it could cause unnecessary confusion. Just my two cents.
While we’re at it, what about the ambient sound of UFO Chick’s and Chickens?
En masse, they’re irritatingly loud.
Conversely, can the slob attacks be louder? A slob’s ring of poop is actually worthy of attention, and the current sound is often drowned out by other sound effects.
iA how about add score for early bird based on difficulty
start at 50%
each 10% will add score by 1000
(note:if someone already suggested this please tell me)
Suggestion for a quip:“IA, please nerf!”
Appears on infamous waves like pulsating grid, wormhole, roulette and whatever other wave I might have missed(since I’ve been away for a while, maybe more epic waves came by in the meantime that I don’t know of), including all their variants. Should only appear on high difficulty(80% and above? Maybe 100% and above?), after the wave is over, and only if the player lost at least one life(optional). @InterAction_studios