Early Access version 79

Changed in v.80 :medal_sports: Idea

Darkness missions were removed from suns. They still occur in hot environments. Because you can have things that are both hot and dark :wink:

No. What if you want to extend the expiration of an insight you already have?

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I’m wondering if anything can be done about the tone effects down inconsistency, I already made a post about this but I’m not sure if iA saw it so I’m posting it here this time.

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It seems like weapons dropped by bosses (in result of taking damage, like getting hit up to 90% for example) appear under the boss’ explosion after it gets defeated, whereas weapons dropped by the boss after defeating it appear on top of them. I was just wondering if it was possible to ā€˜update’ the existing presents on the screen after the boss dies and make them appear on top of them as well. I think that should work. Of course it’s a minor thing, but it’s still possible to pick up a weapon you didn’t even see and such, also the description for the tone effects down option says that powerups are never hidden.

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iA, the one time mission surrender warning screen seems ā€œunsafeā€ because it confirms by pressing the thingy just once. How about adding one more ā€œare you sure?ā€ layer to it? (call it ā€œare you REALLY sure?ā€)

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I second this. You just never know with some people who just speed through all the things.

(And no, don’t give me a medal for this)

iA, the warp animations in Space race can be safely skipped through quitting and rejoining, and yet each animation lasts about 10-20 seconds. One can save nearly a minute and a half by skipping them. I suggest the animations be shortened for Space Race enough to discourage quit-rejoins for fairness.

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Warping animation last exactly/approximately 15 seconds and end session kicks you with 15 seconds penalty.

But the ticks between boss phase and warp phase is something.

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ā€œtime penaltyā€

double team has environment, when?

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imagine hot and cold environments together

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ironman training

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Make sense, since cold environment doesn’t make your weapon overheat slower.

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Would be possible to tone down the volume of Yolk-Star when firing lasers? It feels like it is louder than the rest. Everytime I encounter it, I must always lower the volume and this is the only instance of doing that during my game time. By firing lasers repeatedly it gets sometimes too loud.

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Even the henterprise blue ion attack too, its also too loud (even I turn down the volume)

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iA, I think that the challenges’ rng is kind of messed up on waves with UFO chicks and chickens. For example, on the first wave of Ironman, which had UFO chickens and chicks, I got Positron and Ion the first time I’ve played it, and the second time I got Photon and Laser Cannon. In my latest attempt I still got positron and ion, but with no firepower, unlike the first one.

Also, if you kill a chickenaut instantly before it fully gets onscreen it still drops no food.

add a ā€œskipā€ option
or double clicking may skip the animation by that transit effect:

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I was also wondering if it would be possible to make it so that when you pick a firepower powerup or the present of the same type as your current weapon your overdrive doesn’t get disabled, it’s just a little inconvenience having to double click again. When you’re surrounded with many enemies at once and you need to kill them quickly to avoid getting swarmed with projectiles, it can make a little difference.

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Or just skip the warping scene and instantly go to the next wave

iA, can you available the custom strobe lights when entering/leaving the orbit?

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Speaking of animation effect; when you enter to a wormhole, the fade in animation suddenly appears. Before that, the fade out animation should be added too (like stories of previous CI games).

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You can click once right after collecting the gift and the game will detect this as double-click.

1 Like