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Asteroids ++ News

Asteroids ++ 1.1.7e

[h3]Features/Changes[/h3]
  • Player count will appear after 20 active players instead of 10
  • Player EXP multiplier is now capped at 2X
  • Healing asteroids can heal again despite being damaged
  • Grading now depends on player health (worse player health = worse score), however taking no hits will grant a much higher chance for a high grade
  • Added new achievement "WTF"

[h3]Changed coin rewards for wave skipping:[/h3]
  • C and worse: 1.0X
  • B: 1.1X
  • A: 1.2X
  • S: 1.3X
  • P: 1.4X
  • WTF: 1.5X
  • After reaching level 300, required exp is 50000 instead of 20000
  • After reaching level 500, required exp is 99999 instead of 50000
  • After reaching level 999, required exp is 999999 and will stay that way for infinite levels
  • The anticheat was improved to support new levels, if you have issues with the anticheat, please let me know



  • Updated steamworks api


[h3]Balance changes:[/h3]
Machine Gun
  • Level 12 dmg decreased from 5 to 4, lower levels get lower dps but not a significant decrease (so 20%, and each level has a lower % dps decrease)
Blackhole
  • Starting cost 150 > 125
  • LEVEL 1: DPS decreased by 67%
  • LEVEL 12: DPS decreased by 40%
Convince
  • Starting cost 200 > 75
  • Procedural cost 50 > 30
Nuke
  • Procedural cost 75 > 70
Quad Damage
  • Starting cost 150 > 200
  • Procedural cost 70 > 60
Shield
  • Shield recharges 3X faster when stood still


[h3]Fixes[/h3]
  • Fixed customization menu mouse input (thanks amorata604)
  • Fixed timer being inaccurate for weekly planet if beating it over 1 hour
  • Fixed shield hp




If you want more quality updates, please donate!

Asteroids ++ 1.1.7d

[h3]Features/Changes:[/h3]
  • Healing asteroids will now only heal (itself or others) if it's health is damaged
  • Healing from a healing asteroid gets worse the worse it's health is.
  • Grade now always shows at the end of the sector (unless lower than D)
  • Added new recruitment names


[h3]Fixes:[/h3]
  • Fixed issue with loading paid campaigns (thanks TheDastardlyUnicorn and mentat dragon)
  • Fixed a specific crash on the hook weapon
  • Fixed graphical bugs with the grade (being stuck/not decreasing when losing)

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