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Asteroids ++ News

Asteroids ++ 1.1.7c

[h3]Features/Changes[/h3]
  • Triplets Max HP reduced from 750 > 500, making it have 1000 hp in total, and 1500 if it's a boss
  • Triplet Damage reduced from 8 to 6
  • Pulse now deals 5X damage against green asteroids (100% > 500%)
  • Shots from asteroid bullets can now damage UFOs
  • Asteroid bullet damage scales with difficulty (but that means that deflected bullets also deal more damage)
  • Machine Gun deals less damage to yellow asteroids (300% > 200%)
  • Hooks will now get destroyed when a black hole is in contact, and also pulled, but any coins gathered by the hook will be collected by the black hole
  • Black hole now drops 67% of the coin contents instead of a full 100%. A black hole will have a better coin drop value by 3% for every level upgraded, so 100% at level 12. This means it technically can pull in "more coins" or in other words deal more damage as the limit on how many coins it can consume didn't change, but is less economically viable.
  • Due to this change, black hole is now cheaper to upgrade. Procedural cost 50 > 40
  • Dash also changed, procedural cost 50 > 20 (Buff)
  • Updated shop info, especially bouncy orbs and black hole, and also some items have a special max level description
  • Decreased UFO firerate if owning recruitments
  • Rifle and machine gun recoil is more spread out (not using irandom_range)
  • Laser now has recoil and is no longer 100% accurate, but made sure it only gets really inaccurate if having other weapons like the rifle and machine gun


[h3]Fixes[/h3]
  • Fixed all achievements that were impossible to obtain (thanks awaranoid)
  • Fixed issue where triplet wave happened before venus (there's more bugs regarding to triplets, which will be fixed later)
  • Black hole wasn't properly scaling with levels and used timestop levels
  • Black hole spawning always set timestop to level 1

Common Drops #010

12 new drops are added in the common pool!




Been a while since you've seen these.

Well today there will be a brand new common drop type, WEAPONS! Enjoy 12 level variants of the rifle weapon!

(In 1.1.8 you will be able to combine weapons and make them more powerful!)

[h3]What can I do with these items in the future?[/h3]

  • You will be able to use them in sandbox and test your loadout, higher levels allow you to choose a more powerful version
  • You will be able to make custom weapon restrictions in the future level editor update, so keep an eye on that
  • You will be able to unlock that max level for that weapon or unlock it if you don't own it


You can buy level 1 weapons here and combine them into powerful variants! It supports my game development!
Or, you can play the game to unlock them!

Asteroids ++ 1.1.7b

[h3]Features/Changes[/h3]

Laser has been pretty good for its price

  • Starting Cost 50 > 60
  • Procedural Cost 0 > 30

I'll do later changes with this weapon in a future update to bring down costs a bit, mainly introducing inaccuracy as the laser was always 100% accurate with shots

  • Changed how grading works to compensate with big sectors, this still needs a rewrite
  • UFO Recruitment health is now 50 instead of 90
  • New achievement: Space Hook'er - Have a hook bring a 69 $$$ coin


[h3]Fixes:[/h3]
  • Fixed UFO Recruitment crash
  • Fixed rare crash with the hook speed

Asteroids ++ 1.1.7a (AND 1.1.8+ NEWS)

Decided to release a part of this update because 1.1.8 is taking too long, but I am glad people still enjoy the game regardless. Apologies for slower updates, I was on vacation and had private things in my life to take care of, thanks for understanding and being awesome!

[h3]Features/Changes[/h3]
  • Added custom names in recruitments
  • You can now add custom recruitment names! Head to the modding folder in the game to add new recruitment names!
  • This file will always change in every update that I add new names, so in the future there will be a way to "select" specific mods that change recruitnment names. While we are at it, added a bunch of newer recruitment names
  • Asteroids will no longer spawn other asteroids if they have max hp (with exception for bosses, for now...)
  • Updated SteamWorks API, which introduces less lag and less latency for existing features (achievements / player count etc)
  • Updated text engine, allowing for extra effects (you can add effects to recruitment names for example)
  • Added new explosion effects and smoke effects, needs more testing
  • Changed the loading screen which hopefully causes less stutters during gameplay
  • Changed achievement Super Skip Payout to be 500 $$$ instead of 1000 $$$
  • Changed achievement Wombo Combo to be 9 sectors to beat instead of 10 required at once
  • The ??? is now accessable at level 20
  • You can pay the bills from level 40 instead of 30
  • Updated F1 menu
  • Updated credits


[h3]Bugfixes[/h3]
  • Fixed some skill tree upgrades
  • Fixed minor menu problems
  • Fixed specific crashes regarding many asteroids on screen


[h3]Known Issues[/h3]
  • Recruitments dont work when trying to target huge asteroids
  • If there are payment problems with the items, please let me know


Item Drop news!


I'll continue to bring a new type of common drops! Weapons!
When 1.1.8 comes out, 13 new drops will come out, a player spaceship (that you can use to spawn in sandbox!) and the rifle weapon with 12 levels (you can configure levels in sandbox)

Each level is more rare (level 12 weapon being non obtainable), but each weapon item can be upgradable to the next level if you combine weapons (So if you have two level 7 rifle items, you can combine them to get a level 8 rifle item)

Plans for Release 1.1.8 and beyond


[h2]Crafting![/h2]
You will be able to combine planets into previous drops and turn them into golden planets! Also asteroid crafting will be possible so you can use them in sandbox!

[h2]New Shop Stuff![/h2]
Space Gifts! - UTILITY - Dropped by UFOs or asteroids, gifts will provide small buffs like giving health or increasing a weapons/abilities/utility level temporarily. Each level from space gifts increases quantity per sector, these are useful for making the ship more powerful overtime during a sector
Wave Crunch - ABILITY - Skips 2 waves, makes the following wave harder, but if it has been "wave skipped", the payout is 5X more valuable. Each level increases payout reward.
Hydra Pods - WEAPON - Small rockets dealing mediocre damage, however unlike rockets it doesnt deal splash damage,. Has a fast firerate and seeking abilities which targets the nearest enemies
1UP - PASSIVE ABILITY - Another life! But what happens if you combine it with the clone?

[h2]General Upcoming Features[/h2]
Endless Run - Compete with friends and with the world to see who can conquer the most sectors while choosing randomized shop items!
Level Editor - Create levels, planets and solar systems and share them for free! Use planets from your inventory!
Steam Workshop - Upload your levels online and let players play and rate them!
Co-Op - Planned as local/couch co-op, gather your friends around and each ship would have a different weapon loadout!
More Asteroids - More asteroid variants and types are coming
More Bosses - Planning to add new bosses, as well as change existing ones a bit
New Music - Each asteroid type/boss gets brand new piece of music, which is added in the music kit pool and people who have the Asteroids ++ OST will get a new song for free!
More Planets and campaigns - And then introduce these new mechanics to the table with newly released content!

[h2]Fourth Shop Category[/h2]
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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 ❤️