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Asteroids ++ News

Asteroids ++ 1.1.7 - Balancing and Linux!

[h2]Balance Changes[/h2]
[h3]Machine Gun[/h3]
Machine Gun had bullet limit problems and it confused too many players, so I removed them, the limit was only there to prevent having too many bullets on screen
  • Removed bullet limit
  • Reduced bullet lifetime in half

[h3]Rocket:[/h3]
Changed the rocket price to be more accessible to allow for early start loadouts
  • Starting Cost (100>80) Procedural Cost (55>60)

[h3]Recruitments:[/h3]
Same goes with recruitments
  • Starting Cost (50>40) Procedural Cost (35>40)

[h3]Pulse:[/h3]
Pulse was a very underrated weapon and pretty bad in the beginning so prices for it are now insanely cheap at the starting levels
  • Starting Cost (50>25) Procedural Cost (20>50)

[h3]Shotgun:[/h3]
Shotgun was supposed to be a weapon that acts similarly as the rifle and machine gun, so later levels will be cheaper
  • Procedural Cost (40>25)

[h3]Hook[/h3]
Hook will get a semi-overhaul, it was too good at collecting coins and made players quickly rich, unbalancing the economy when reaching a high hook level.
  • Max hooks that can be spawned on level 12 hook (12 > 4)
  • Hook Damage (0.4 + hook level
  • 0.05 > 0.8 + hook level
  • 0.1)
  • Hook Damage Cooldown (0.083s > 0.166s)
  • Starting Cost (125>100) Procedural Cost (65>30)
  • Fixed Hook EXP gain, I'll change how weapons gain EXP in a future update

[h3]Dash[/h3]
Nobody used dash, so I made it more accessible
  • Starting Cost (75>50)

[h3]Timestop[/h3]
Timestop can be exploited in various ways and while I like seeing players use various strategies, it can be too good on higher levels
  • Procedural Cost (70>80)

[h3]Quad Damage[/h3]
  • Procedural Cost (50>70)

[h3]Repair Kit[/h3]
  • Procedural Cost (20>15)

[h3]Orange Asteroids[/h3]
  • Orange Asteroids can only shoot the player if the player is nearby


Linux

- I've made some efforts to fix the linux port, let me know how it works for you (massive thanks to steventrouble, SaltyStan, Onymous, DungeonLord87, pixelpaintbush and others!)
- Texture glitches may no longer occur anymore, but further testing of this is required.

[h3]Other[/h3]
I was going to get the 1.1.7 update focused on the planet collection and planet crafting, but recently a lot of people using linux distros reported many bugs regarding the linux version so 1.1.7 is just going to be a linux fix and all of the planet stuff will be for later

If you noticed a decrease in speed of development, that is because I'm focusing a bit on myself in the recent times but the game is still being worked on! Thanks for playing ❤️

Asteroids ++ 1.1.6b

[h3]Features/Changes:[/h3]
  • When a hook breaks it will now drop coins instead of not dropping anything
  • UFOs can now take coins from the hook and destroy the hook if it has anything
  • Recruitments can also take money from the hook but the hook will not be destroyed
  • Hook procedural cost 75 > 65 (Buff)
  • Added new recruitment names
  • Added an ability for UFOs to have recruitments (yes, just casually dropping that in there)
  • UFO has different shooting sounds depending on its weapon


[h3]Fixes:[/h3]
  • Fixed bug where "BOSS" hud wouldnt appear
  • Fixed crashes for laser and hook during the final boss
  • Fixed bug where an additional hook wouldn't appear if tier 3 of the hook weapon was gathered
  • Fixed laser not being able to be used with a gamepad

Asteroids ++ 1.1.6a

[h3]Features/Changes[/h3]
  • Weekly planets can no longer be larger than 4x4, only hard planets
  • Hard planets get at least 2 extra waves
  • Quad damage now gives back 0.01s for every asteroid hit instead of 0.05s (Nerf)
  • Changed skill tree tier 3 Quad Damage to give 0.02s for every asteroid hit instead of 0.1s


[h3]Fixes[/h3]
  • Fixed crash with hard planets
  • Fixed other crashes with recruitments

Asteroids ++ 1.1.6 - NEW WEAPON - HOOK

Release ++ 1.1.6

(Note... linux isnt updated because there are issues with it, also quad damage is still busted on the final boss)
[h2]NEW WEAPON: HOOK[/h2]
  • Release to throw, hold to pull! The hook will automatically hook in asteroids, dealing damage, and then pull coins when the hook has reached full capacity. Each level gives an additional hook which gets faster, deals more damage, and can carry more coins. This weapon is supposed to be more of an idle weapon and note that it is extremely expensive.
  • There is also skill tree available for this new weapon!

[h2]NEW GAMEPLAY OPTION: Max Asteroids[/h2]
  • This has been added to address performance issues, maximum amount of asteroids can be present on the screen (256-1024, infinite will be added later), while lower numbers may make the game easier, it will take longer to beat sectors if its limited. Only use if the game performance isn't great
  • In the future, if the limit is set, asteroids wont spawn from bigger asteroids (large, huge, triplet) but instead placed in queue for normal spawning if there is too many asteroids for performance reasons, unless the setting is set to infinite.

[h3]Other[/h3]
  • Rockets will only seek enemies if it's in range (Nerf), only made to make bigger sectors a bit harder since rocket was broken in them. This also applies to UFO rockets though.
  • Recruitments will only seek and shoot at enemies if its close in range (Nerf, but this is only made to prevent lag)
  • Skill tree changes: Increased level requirement for all skill categories:

Weapons: 2.5 Levels > 3.5 Levels
Abilities: 3.5 Levels > 4.5 Levels
Utilities 4.5 Levels > 5.5 Levels
In general there is a bigger grind but if you are level 50 you shouldn't really worry about it too much.
  • Weekly planet is now perfectly in sync with all players

    Oh yeah, final thing, and big nerf here:
  • Wave skips will now award 5$ per wave instead of 10$

[h3]Fixes[/h3]
  • Fixed issue with hard planets saying it's always "June"
  • Fixed issue where its possible that the game will say that you've played before but the player launched the game for the first time
  • Improved recruitment AI so that they better avoid large and huge asteroids (havent tested with triplets, mothership or final boss)

[h3]Known issues[/h3]
Machine Gun doesn't work if UFOs with machine guns are present
The game could still crash on campaign, it's much harder to track from where since the common bugs have been fixed, thanks for reporting!

If you have any bugs to report or features to request, click here

Asteroids ++ 1.1.5e

[h3]Features/Changes[/h3]
  • Whoever has been flagged previously in the game will get banned and it will be displayed on the side of your steam profile. Unintentional cheats will also be flagged but not banned, unless strictly attempted by those to cheat leaderboards and give an unfair advantage to others which do not cheat
  • Keep in mind that I am the one who picks out users and ban them, there is no system in place which autobans people on steam, so if you have a banned label on the side, that's me. Whenever or not this is a VAC ban or not, I don't care ¯\_(ツ)_/¯
  • Idle conquering is now less efficient when having recruitments or clone on your loadout, but not completely disabled like last time
  • Idle conquering multiple sectors is now much more harder (single sector conquering is the same), still not perfect but much better than before


[h3]Fixes[/h3]
  • Fixed issue with weekly planet displaying "0 days left" instead of showing how many hours/minutes are left