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Asteroids ++ News

Asteroids ++ 1.1.3 - Clone Rework

Release 1.1.3

[h3]Clone has been reworked because it didn't work properly at all, here are the changes for it:[/h3]
  • The clone will mimic player weapons. Leveling up the clone will make it much stronger
  • When the clone dies, you respawn instead
  • This means that if you pair a clone with a shield, a shield would respawn a second time
  • This also means that you can respawn more bouncy orbs on the screen and recruitments
  • You can now idle conquer with clones, which are more effective than recruitments

[h3]UTILITY EXP Changes:[/h3]
  • You now gain more utility exp per utility level, previously it took too long to get to further levels of anything, now that's been fixed.

[h3]Machine Gun Rework[/h3]
  • Holding shoot with the machinegun charged will deal 3X damage, then it drops quickly to 1X as it depletes (Buff)

[h3]Other[/h3]
  • Added more recruitment names
  • Added a sound when idle conquering sectors
  • Added new achievement "Your little empire"
  • Added +40 more death messages

[h2]Fixes[/h2]
  • Fixed issues with background changing in weird ways
  • Having weekly planets in your inventory will now count towards the "Planet Collector" achievement

VERY RARE GOLDEN DROPS #002

They are tied to the normal planet drops, except they are 1% chance for a drop, and you can't purchase them from the Asteroids ++ Store, making them much harder to obtain! You get them normally by playing the game, but once the 2nd drop of planets are over, these will be impossible to obtain through normal means. Good Luck!



[h2]In the golden drop:[/h2]

[h3]
  • Golden Charon
  • Golden Proxima Centauri A
  • Golden Proxima Centauri B
  • Golden Proxima Centauri C
  • Golden Proxima Centauri D
  • Golden Sun
  • Golden Nix
  • Golden Hydra
  • Golden Styx
  • Golden Kerberos
[/h3]

Asteroids ++ 1.1.2 - Controller Support

Release 1.1.2 - Controller Support




[h3]Features/Changes[/h3]
  • Added controller support :)
  • NOTE: This was only tested using an xbox controller, there are MANY PROBLEMS. Also I am not a controller person so please use your keyboard instead! But test this out regardless so I could get feedback. Keep in mind, you can't use the satellite or idle conquering YET, and shop is scuffed. But that will be added/fixed in the future.
  • Added schemes whenever a controller is connected

[h3]Fixes[/h3]
  • Fixed small issues with the main menu
  • Leaderboards should work again

ASTEROIDS ++ NOW PROPERLY ON LINUX

Asteroids ++ is now supported natively on linux, it should work with most linux configurations! So no more proton!

Keep in mind that there are still a lot of issues with this build, mainly blurriness and the fact that you can't switch windows properly, but that will be fixed ASAP. Thanks for all patience! :btd6salute:

Asteroids ++ 1.1.1c - Balance Changes

Release 1.1.1c - Balance Changes

Happy 4th of July! It's time to balance the game further!

[h2]Features/Changes[/h2]
  • Changed how dark green asteroids can reflect bullets


[h3]Sniper[/h3]
Sniper was made more expensive to act more like a secondary weapon, cost nerf it is
  • Sniper starting cost 50 > 75 (Nerf)


[h3]Shield[/h3]
Shield was just too good to use so I decided to make it a bit more expensive, but still a good option regardless

  • Shield starting cost 50 > 75 (Nerf)
  • Shield procedural cost 0 > 35 (Nerf)


[h3]Bouncy Orbs[/h3]
Bouncy orbs could be a bit more useful now with the introduction of dark green asteroids, at a procedural cost increased as you progress with leveling

  • Bouncy Orbs can now take up reflected player bullets and UFO bullets, at a cost of charge decrease (but it doesn't reset)
  • Bouncy Orbs procedural cost 0 > 25 (Nerf)


[h3]Nuke[/h3]
Nuke was dissatisfying to use compared to the black hole which could kinda do what a nuke does except its cheaper and a bit more limited, so I decided to make the nuke a bit more available while keeping okay costs on later levels. Also decreased ability cost for more infinite pierce uses

  • Nuke starting cost 300 > 200 (Buff)
  • Nuke procedural cost 125 > 75 (Buff)
  • Nuke ability cost 4000 > 3000 (Buff)
  • Nuke procedural ability cost 1000 > 750 (Buff)


[h3]Timestop[/h3]
Timestop as an getaway ability was decent enough when having a lot more going on in the screen but UFO bullets aren't stopped, so instead I've made them so they convert into player bullets with a cost
  • Timestop procedural cost 50 > 70 (Nerf)
  • Timestop turns all reflected and UFO bullets into player bullets upon use (Buff)


[h3]Repair Kit[/h3]
Nobody used this thing, so I made it cheaper

  • Repair Kit starting cost 110 > 50 (Buff)
  • Repair Kit procedural cost 40 > 20 (Buff)
  • Repair Kit will recharge machineguns ability (Buff)
  • Repair Kit ability cost 400 > 250 (Buff)
  • Repair Kit procedural ability cost 250 > 150 (Buff)


[h2]Fixes[/h2]
  • Bullets can sometimes get stuck in dark green asteroids and deal unintentional massive damage
  • Fixed wrong info when wave skipping
  • Fixed Repair Kit not working (thanks CqtnuNick)