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v.13 is now available.
Download the BETA from: https://universe.chickeninvaders.com/files/CIep5_BETA_v13_1_0.zip
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Download the BETA from: https://universe.chickeninvaders.com/files/CIep5_BETA_v13_1_0.zip
The default fuselage paintjob changed to this for whatever reason

ofcourse it happened during v12 too
Fixed in v.14
Bug
Unsure if anyone else has brought this up, but I’ll opine on it nonetheless.
A general note on difficulty, though this applies just as much to CI4:
Bosses (especially at the earlier stages) feel far too glassy and die quite fast, especially on lower difficulties, where, for example, it’s possible to defeat wave 10 before the Henterprise before it has finished its first laser attack. This seems to be the consequence of both the heightened frequency of the atoms dropping (it’s possible to reach max power within wave 20, whereas on the original it was quite difficult to reach max power in the demo) as well as CIU’s difficulty scaling being imported without any adjustments for the episodes (not that it’s bad, it’s just far more suited for the shorter missions in CIU where a sharper difficulty curve is required). On higher difficulties, a lot of the bosses don’t feel very challenging, and on lower difficulties, it does not give enough time for new players to get a feel for and get used to the boss’ attacks; combined with the heightened speed of the bosses even on lower difficulties makes it hard for newer players to learn these attacks too: this to me feels like it encourages bad tactics like trying to kill the boss as fast as possible instead of learning to dodge the attacks. Another thing I’d like to bring up is that the reworked weapons were extensively tested using and calibrated for the maxed out heatsinks in CIU, and thus they feel quite quick to overheat here- Plasma Rifle especially becomes quite an exercise in trigger discipline. It doesn’t affect game balance or anything, it’s merely a matter of feel. This is all just my opinion though: I feel this could stand to be a matter of discussion.
Bosses on lower difficulties could last longer and attack slower, while the higher difficulties feel basically fine to me, except for some earlier bosses feeling too cheesy (Except for Terror from the Deep being a bit of a difficulty spike). The unlockables feel pretty good though, they’re a lot less arduous and the medals adding keys to the final count feels pretty good and encourages players to take on challenging parts of the game. I’m unsure about requiring keys every time you want to paint your spaceship- it is fine in CIU, but here it is questionable. I like that the rocks in planetary missions kill you now- I feel it could be easy to miss for the first time, but that’s a minor complaint in the grand scheme of things.
Overall, the games feel quite good to play: if the issues with inconsistent difficulty were ironed out it could be quite polished indeed.
(i should have probably responded earlier) adding it on top of satellites rush wasnt how i imagined it, i thought it would be a new option only for those who have unlocked the full game
Remove instructions from loop 2 onwards in Endless mode(that is when in-game help in settings is on)


Why? I won 4 loops in endless mode but why doesn’t it count?


why doesn’t it count
You aren’t supposed to win an “infinity trial”.
Why? I won 4 loops in endless mode but why doesn’t it count?
Yes. This endless mode, you can’t get mission won, you will see your career in “Mission lost” and “Mission surrendered” section. I has asked developer in “Episode 2 BETA” topic.
IMO the game should only count endless run as a victory because of the original loop and nothing else. Like in Bloons Tower Defense, the game considers the original run as victory and treats other waves just as a bonus/victory lap.
In CIU, Anniversary is going to be removed, according to iA.
But i have some question:
1- Where will you put CIxU mission in CIU? I mean, the old place in Profile screen, it seem like not to be suitable in my opinion, maybe replace Anniversary?
2- Will we have the official leaderboards for each Episodes or CixU? If yes, where are they? And what’s the condition that require each players to participate in the leaderboards?
Bosses (especially at the earlier stages) feel far too glassy and die quite fast
This is worrisome. I’ve checked and I can’t see any obvious reason for this. Comparing original games and Episodes: gift/atom drop rates are the same, gift/atom limits are the same, boss enemy health is actuall twice as much as CIU.
That only leaves increased weapon damage? I could apply a fixed scaling to all enemy health, but how much?
it is fine in CIU, but here it is questionable
That’s why paint prices are 1/3 of CIU.
adding it on top of satellites rush wasnt how i imagined it
Satellites rush (as it was originally) gave a very minor boon. I think this makes it way more substantial.
Remove instructions from loop 2 onwards in Endless mode(that is when in-game help in settings is on)
Fixed in v.14
Bug
This is for both surrendered and lost games, however I’m still ambivalent whether a lost game should count as a victory.
IMO the game should only count endless run as a victory because of the original loop and nothing else
Ok, changed in v.14
Idea
Where will you put CIxU mission in CIU
Probably a dedicated DLC button on the main galaxy UI
Will we have the official leaderboards for each Episodes or CixU
Not for episodes, yes for CIU DLC.
And what’s the condition that require each players to participate in the leaderboards?
If you have bought the DLC, then you can participate.
Probably a dedicated DLC button on the main galaxy UI
Wait, if so, when Anniversary Mission is removed, the Hero Academy from that time will be… just sell things !?
gift/atom limits are the same
Weren’t they different though? I remember at least one game (CI3) only having up to two powerup drops, and if a gift has already dropped, then there wouldnt be any atoms for the rest of the wave
the Hero Academy from that time will be… just sell things !?
Yes
I remember at least one game (CI3) only having up to two powerup drops, and if a gift has already dropped, then there wouldnt be any atoms for the rest of the wave
Ah, that’s correct. In old games, atoms and gifts were bundled into the same “powerup” pool, so one dropping might block the other one from dropping. In CIU each one has its own separate category.
Hm, hm. So making drops slightly rarer might be the answer.
Yes
if it’s just gonna sell almost-useless items, then can’t you give it another gimmick/purpose? like being able to customize your spacecraft for cheaper prices
the reworked weapons were extensively tested using and calibrated for the maxed out heatsinks in CIU, and thus they feel quite quick to overheat here- Plasma Rifle especially becomes quite an exercise in trigger discipline
I consider that A Good Thing.
the consequence of both the heightened frequency of the atoms dropping (it’s possible to reach max power within wave 20, whereas on the original it was quite difficult to reach max power in the demo)
Changed in v.14
Idea
can’t you give it another gimmick/purpose
Probably. I’ll think of something. Maybe a series of specialized “training” missions.
almost-useless items
Agree, there are only “Always-On” and “Skill” things that being sold. These are one-time purchase (except Config Preset and Color Theme, but this doesn’t matter because ‘100 keys’ is cheap to buy), and noone want to sell them (mostly). So i can say if Hero Academy is used for just sell things, that will be most useless place of the galaxy (it even not true as a place where a UHF pilot was grown from).
@InterAction_studios Shall “Shockwave Capacitor” has less food requirements than other specials? (It’s a weak special and very cheap in CIU)
“Shockwave Capacitor” has less food requirements than other specials?
who’s gonna use it anyway