Type of that mission and duration don’t matter. %100 difficulty counts as Very Hard (without using higher skills). That was a 9-wave Chicken Invasion.
There’s no penalty.
Ok
Duration does matter. When it comes to trophies, very short missions (shorter than 50% of maximum length) get penalized.
Here I go again…
I also suggest that all 4 pods of the Mullers as well as the two front winglets of the H&C can be individually customizable, so that spaceship designs for these two spaceship families can be asymmetrical like the BX series.
I have noticed that 100% difficulty special missions (comet chase, supernova, meteor storm etc., excluding boss waves) drop 3 keys. However, 100%-100% difficulty special missions seem to drop 2 keys on the first wave and 3 for the rest (excluding the boss wave), is this intentional?
I think because normal missions doesn’t start exactly at 100% difficulty:
I see, thank you
Also double team missions at max difficulty drop 13 keys per wave
That’s not a bug. That’s how plasma works
The question is not how it is, the question is how should it
If it attaches to something it can stick to it depending on both angle and distance like less distance is more angle to work with and more distance has less angle
If i say it correctly
Crab v2.0 throw faster than other space crab
This one is about Comet Chase:
I know a nerf has been suggested a couple of times, but this is my take on it.
Make a safe path always available during the wave. Doesn’t have to be extremely obvious as to where you need to move to in order to not die. (For example, having to squeeze in between two comets and then followed by a weird zig zaggy squeeze pattern as part of the path. Of course, it doesn’t have to be like this kind, but make the path not so obvious)
I hope in-app purchase special offer will be available in the next Early Access update
People have not translated that part.
If you mean the text being separated, then it’s just the lack of spacing.
Try to logout & login.
No
It’s a choice between visual correctness and functional correctness. I chose the latter. I could make it “look correct”, but the damage would still be internally dealt where you see it now. That would create even bigger problems as you would see enemies die out of thin air.
That is the plan. It’s on my list, but it turns out that it’s far from trivial to solve analytically and I still haven’t got around to thinking about it yet.
Indeed it’s a bug, and I wonder how nobody else noticed it until now It works if you log out and back in again. Still, I’ve fixed it so a logout/login is no longer necessary. Fixed in v.85
Incidentally, untranslated phrases will wrap around in this weird way (this is an unfortunate consequence of how left-to-right phrases are embedded in right-to-left phrases).