The Power Level Reset can be annoying after clearing 2nd Loop Prologue.
Especially when the chickens can be more powerful after each loops.
Changed in v.13 Idea
Suggest for Episodes:
Move âNo Boosterâ setting inside that âBoosterâ setting for more simple setting. You can understand that i want âNo Boosterâ is an option of âBoosterâ setting, instead of seperating two setting.
Speaking about combine 2 mission-settings for more simple, âExtra satelite slotâ can also be combined to one line. Use to mark as âturned onâ. Iâm just suggest for this, not for other mission setting, because we can add two extra slots, instead of one, others are just one and they are also the special settings, which no necessary to change to a square box.
I think someone already suggested this. But let me remind one thing that this stat isnât necessary in âStatsâ screen in Episodes, since there are no multiplayer in Episodes (Ignore this, i tested it again after i read replies below, sorry everyone)
This type of coin is already used in CI2U/Episode 2. Why didnât we use it for CI1U/Episode 1? And also make the asteroids (1+2) and eggshell (2 only) drop that type of coin too, instead of using the coin from the future episodes (unless there is an option in mission setting, which requires unlockable games)
CI2 only: A setting that can allow Meteor enviroment to appear from the first wave of the mission, instead of playing until Chapter 9. I have a question that will you add this enviroment to CIU some days?
I didnât remember the tutorial mission from Episode 1 or Episode 2 but⌠there is one tutorial mission that the health of the boss is higher than my thought. And can you reduce one more phase for âSurfing the waveâ? I think 2 phases is enough for players to do their guidance.
CI4 only: I thought you kept Milenium Hatchling as a thing that require both unlocking the game and keys? That was reasonable, why did you change like this?
Score multiplier: I have two things to say about this.
- âNo atomsâ: After a while for me to think, i decide to suggest to change this from â+20%â to â+25%â, which as hard as âNo boosterâ setting. (well, if possible, donât change this for Episode 1 and 2 only)
- âOne lifeâ setting: For some players that they have a good skill, this doesnât matter. However, this number isnât high as we think, players can lose some lives even on Rookie or Tourist. So⌠change â+10%â to "+15% maybe reasonable. Sometimes my mind is starting to be scared while iâm playing a mission with this setting (because i have to be careful by any costs).
Well, allow me to remind you that you can and still will be able to start missions from chapters other than the first one and complete it, resulting in a partial mission. Thus, it is not completely unnecessary.
The Millenium Hatchling never required an unlocked game in this Episode, but I suppose it could be changed.
- Unlocked game
- Keys (original behavior)
- Both
Something i found after playing Episodes with âEndlessâ option:
- Weapon spawn is reseted when a new loop is started
- BETA only: Canât use
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and>
in the villain wave. - HUD mission progress is reseted to 1 (0 for CI3). It should be 121 (or 111 if it is CI2). This is also happened with the name of waves.
- Was Endless supposed to keep the story scene from loop 2 above?
- CI3 only: After finishing wave 120, the scene that after the player defeat the first boss (Prologue) is appeared, and then we played Prologue once again. After that and the scene after that, weâre starting loop 2 (wave 1) with 0 powers
- We can cancel the mission from wave 1 of loop 2
- There should have a âLoop xâ text in-mission, so player can know where they are exactly. Maybe put it on top the HUD progress wave, where the Wave insight use to appear in CIU.
- Wrong scene before starting wave 121 (wave 111 for CI2) (wave 1 of new loop) from other Episodes.
- I donât know if this is wrong or not but⌠seem like the speed of the enemies didnât increase from loop 2 (itâs reseted instead). I need someone test this. (The speed of enemies, not the their projectiles they shoot)
Note: I know some people reported some issues before me. Iâm just sum up anything i saw when i turn on âEndlessâ setting in one post. Well, i didnât expect that weâre going to play an endless mission in Episode 2-5
But chapter select exist
Only while you are selecting chapter >1, if not select the first chapter. And you will get partial mission.
Suggestion 6 (probably it will apply with later episodes excluding episode 1 and episode 2 because they are identical the same for legacy spacecraft icons):
Is it just me or ci1/tnw spacecraft icons for legacy spacecraft is being used in later episodes? (episodes 3, 4, 5)
it shouldâve recreated the legacy spacecrafts icons for later episodes like as seen in in-game that was intented to be and it fits really perfectly. (please keep the legacy spacecraft icons for episode 1 and episode 2 leave it as it was)
I hope iA doesnât âAllowâ this, it looks very out of place
I considered it, but then it wouldnât be clear that it also helps scoring.
Changed in v.13 Idea
Added in v.13 Idea
Unlikely. CI2 waves are all the same. CIU has a lot more variation (different zooms, different directions) so it wouldnât work as well
That never happened. I just said originally unlocking the game would not automatically give you all unlockables â youâd still have to buy them.
Iâd rather keep these values consistent across all episodes.
Extra lives are still a thing⌠Although, âone lifeâ could also disable extra lives. That would make it a lot more lucrative (in terms of scoring)
Changed in v.13 Idea
Known.
No, numbering should restart. These are still the same waves.
Already fixed.
Fixed in v.13 Bug
Clutter. Youâre not meant to survive more than 2 loops anyway (famous last words?)
Already fixed.
Enemy speed is not changed by loops. Only projectile speed.
Intended. The legacy icons for 3/4/5 would otherwise look too similar to the âcurrentâ icons (5 especially would look identical).
from doing CIep5 3rd loop, there is no notable changes from projectile speed, some still rely on skill level. (Only thing I could notice was the jellyfishâs projectiles being much faster than usual)
(Then again, the pliot chickenâs projectiles are still slow as ever after loop 2.)
(NOTE: I was playing on rookie difficulty.)
What the⌠I distinctly remember this working. Fixed in v.13 Bug
By multiple of�
Yes, itâs multiplied by the loop number
well, tough mode: on xd
small question, how much does the HP globally increase from each loop?
uh, I didnât mean the limit, I meant how much does it scale per loop.
iA decided to no. speed projectiles are increased so yes?
perhaps scale limit 500 or 1000 hp increase every loop.
Yes, itâs multiplied by the loop number
so let me get this straight, for example, you need 3m points to get a life on ssh, does that mean you need 9m points for a life if youâre on letâs say loop 3? (3m (requirement for a life) x 3 (the loop youâre in = 9m))
Suggestion 7 (applies with all of the episodes):
Um, turns out while using legacy spacecraft in each of the episodes then the charity is red for no reason. (footage is from episode 4)