All 5 Episodes have been released on Steam, IA website, and Android.
Changes in this update:
EpisodeServer v.24.3
Fixed server crash when exporting a purchase from episodes to CIU in cases where first attempt XML was not yet acknowledged, but subsequent attempts were.
Episodes v.25.1.0
Android: Compiled with 16KB page size (ELF alignment) [change correctly applied from v.155/v.23]
Android: Uses BASS v.2.4.17.44 [change correctly applied from v.155/v.23]
Mission HUD: Infinite lives/specials/power unlockables now show infinity symbol (@Luna Idea)
Improved display of high-priority messages (all messages in queue are now shown/previewed at once)
CI4 “Shoot the Core” wave: Added damage/impact sound to boss.
CI3 Striptease boss (“Sweater Chicken”): Boss progressively becomes more blue in Christmas Edition or frozen environments (but not hot environments)
CI3 Striptease boss (“Sweater Chicken”): Boss progressively becomes more red in hot environments (regardless of Edition)
Reworked how “Ignore all joypads” is handled.
Refactored DX12 changes into UveGraphics
“Gameplay” and “Customize Keyboard” screens: Moved UI further down to avoid clipping glow.
JoypadTextEntry can now be correctly navigated using joypad.
Keyboard/joypad menu navigation: Up/down/left/right now autorepeat.
Keyboard/joypad menu navigation: Mouse pointer is now hidden. Current selection is indicated by pulsing glow instead. Newly hovering over UI elements causes them to wobble.
Translations: CONTROLSHINT changed.
Translations: “Joypad” references changed to “gamepad”
Episode 1: Added movement/firing tutorial text to first wave (to match all other episodes)
Moved “high-contrast text” from Graphics to Gameplay → Accessibility
Keyboard/joypad menu navigation: Initialized bSpaceshipFollowsCursor appropriately to prevent spaceship from flying to top of screen when starting mission.
HSB editing: Corrected overlap between text and sliders when using certain fonts. Controls to increase/decrease are now shown whenever editing.
Keyboard/joypad menu navigation: Hotspots now have dimensions (avoids cases where wide UI elements would be counter-intuitively skipped over)
Keyboard/joypad navigation: Spacecraft is now placed halfway down the screen when mission starts (previously was center of screen)
Added “Kenney Input Prompts” TTF with Xbox input icons. Replaced key descriptions with icon equivalents.
Tutorial mission is now automatically started (if appropriate) after “Play” is selected on main menu (was previously started even before main menu).
Tutorial mission is now per-profile (previously was per-installation), i.e. creating a new profile will re-launch tutorial.
Backported from Xbox: ProfileManager is now a pointer.
.OPT file is now saved per-device (was previously “on the cloud”)
Removed curly quotes from WAVEBIRTHDAY and WAVEKITES
Android: Compiled with NDK r29
Episodes v.25.1.4
CI1 and CI2: All HUD helpers are now premium (i.e., require purchasing/unlocking of full game, instead of being unlocked with keys) (@PlasmaX Bug)
CI3: “HUD Destruction Meter” is now premium (i.e., require purchasing/unlocking of full game, instead of being unlocked with keys) (@OrvilleTheOrca Bug)
Millenium Hatchling & Legacy spacecraft are now correctly drawn as grayscale when player becomes a zombie (@Pinanas Bug)
Infinity symbol now correctly appears next when to weapon power when “Infinite weapon power” is active (@Arnav Bug)
Episodes v.25.1.5
Gamepad left and right triggers are now detected separately (note: In DirectInput, both triggers are merged so they can’t be used simultaneously. Xbox/Xinput uses separate triggers).
I’m on CIep5 Android v25 after CIep1 is available in Google Play, the Download button for Episode 1 in “More Chickens” is still grayed out and it says “Coming soon!”.
Oops, forgot to change that. Changed in v.25.1.6 Bug
This is only meant as an upsell screen. If a player has other games installed, they can just launch them directly. No need for a shortcut.
There’s a problem on iOS because the old games are still available for sale, and Apple has a policy against “spam” (a few years ago, they considered the seasonal editions as spam and removed them). I fear that they might consider the Episodes as spam, too.
did you make the seasonal content switchable within the ‘episodes’ themselves (with an update), similar to chicken invaders universe, instead of releasing them as separate DLCs?
In the old games, seasonal editions were separate games, and were listed separately in app stores. Built-in seasonal editions are a recent feature and are only supported in the Episodes. I can’t easily back-port it to the original games.
ci2 meteors should award points depending on size (idea btw)
i don’t understand the option to buy the game when you haven’t even played the tutorial
if you keep shooting after a wave ends in the tutorial mission (with something like lightning fryer) the weapon sfx will continue playing during the tutorial screen (tested with ci3, don’t know if it works with the others)
credits are in high contrast even with the setting off
(ci2) the fact that og music is an unlockable not a feature is a crime, like imagine going through a ssh playthrough just for that (only stated this after not having infinite keys from the beta)
after updating to v.25 i can’t see a detailed overview of my stats, idk if this is intended
just finished a run in ci2, i finished with .188 milliseconds but the results showed .199 seconds (from what i remember i may be delusional)
(ci3) prologue chicken dies too fast (rookie) back then it took a bit of time to kill, but i just killed it in 3.5s, needs more hp
(universal) when the tutorial explains special weapons, add the fact that they can be jammed
(all episodes) premium unlockables should have a free try feature (each feature has a limit of 121 waves)
(all episodes) “Collect food items to get missiles”, substitute “missiles” with “specials”
I know Chicken Invaders 1 legacy/remastered is free, the InterAction studios website should have “Buy Episodic version” without having to manually search in the store