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Asteroids ++ News

Asteroids ++ 1.0.4c

[h3]Release 1.0.4c[/h3]
    Fixes
  • Fixed issue where the rifle would stop working if you had tier 4 skill tree

Asteroids 1.0.4b - HEALING ASTEROIDS UPDATE

[h3]Release 1.0.4b - HEALING ASTEROIDS UPDATE[/h3]

Features/Changes:
  • Healing Asteroids are now 1000x more optimized. Previously for each asteroid a check was made what asteroids exist and if they have lost health, now there's a asteroid manager that keeps track of that once instead of 300 times

[h3]Healing Asteroids are nerfed:[/h3]
  • Healing Asteroids may or may not heal instantly, when spawned it will take some time to choose an asteroid
  • Small asteroids now heal 0.1 health instead of 0.15
  • Medium asteroids now heal 0.25 instead of 0.5
  • Large asteroids now heal 1 instead of 2 health
  • Huge Asteroids now heal 5 instead of 10 health
  • Triplets and Motherships stay the same


[h3]CHANGED GRADING SYSTEM[/h3]
  • It now depends on the sector you are playing, so playing easier sectors will make it easier to get a higher rating while harder sectors make it harder, please give me feedback on this as this is probably still buggy
  • Final Boss health decreased from 20000 to 10000 per health phase (so from 100000 to 50000)
  • Yellow asteroids don't give out as much grading score
  • The nuke can now target the final boss
  • Changed the starting setup screen
  • Convince is now more expensive


Fixes
  • FIXED THAT STUPID HEALING CRASH!!!!! I overhauled the entire system and I playtested it a lot so there should not be any crashes, but if there is, let me know
  • Cheaters weren't flagged for cheating properly, which caused cheated leaderboards to be uploaded, that's now fixed
  • Fixed crash when attempting to delete a save that doesn't exist
  • Fixed issue in the tutorial where money would disappear too quickly

Asteroids 1.0.4a

[h3]Release 1.0.4a[/h3]

Features/Changes:
  • Final Boss health decreased from 25000 to 20000 per health phase (so from 125000 to 100000)
  • Grades were updated with more frames! (I will overhaul them so that they make more sense later)
  • Convince is now more expensive in the shop... yes, it really is that good. I plan for this to be an utility you get late game once you start earning a lot of money so later you can buy all of the other weapons, as well it's design is to make other difficulties easier especially with items getting removed after going to the next planet
  • Tier 4 convince is no longer 20000, now it's 7500
  • Adjusted triplets wave to be easier
  • Added a new wave type, "The Big Guns", only spawns large asteroids
  • Made Earth easier
  • Made Pluto easier (2000 starting money instead of 1000 and less max waves)
  • Made Charon harder (it spawns harder normal waves)
  • Earth boss now spawns less triplets
  • Chaos Wave is now rarer


Fixes
  • Fixed bug where when completing a campaign it would delete all of your saves instead of the save that you were in
  • Fixed charon being too long
  • Fixed typos in the Asteroids ++ Store


Common Drops #002

[h2]6 new drops are out in the common pool![/h2]



[h2]Added:[/h2]

    [h3] Blue Small Asteroid
    Blue Medium Asteroid
    Blue Large Asteroid
    Blue Huge Asteroid
    Blue Triplet Asteroid
    Blue UFO (Rocket Launcher)
    [/h3]


Play the game to unlock them!

Asteroids ++ 1.0.4 - CONVINCE UTILITY

[h3]Asteroids ++ 1.0.4[/h3]

Features/Changes
  • Added Convince Utility, for each level get more money per wave skip!
  • Also added skill tree for Convince Utility.



  • Default Tier 4 cost of skill trees is now from 2500 > 3000 credits
  • Nerfed Quad Damage to no longer increase damage per activation
  • Nerfed Quad Damage to have a lower cooldown time if it is already activated
  • Nerfed Nuke to have base damage from 23 > 20
  • Nerfed Triplets Wave to spawn less triplets




[h3]Updated microtransactions:[/h3]
  • 1000 Credits is now 2000 Credits for 0.95€
  • 5000 Credits is now 10000 Credits for 3.79€
  • 15000 Credits is now 30000 Credits for 9.49€
  • 50000 Credits is now 100000 Credits for 23.79€


Fixed
  • Fixed sniper and laser disappearing during shooting
  • Asteroids Bullets are now frozen when timestop is active
  • Fixed dash not slowing down the player when not holding up, which caused dash to be much more powerful than it should've been
  • Possible cutoffs when destroying many yellow asteroids (or just in general) is fixed. This also caused problems if many audio channels were made and then the engine would repeat the music
  • Possible fix with "invalid bound top inf bottom inf left inf right inf" due to being divided by 0, causing bounding boxes to be infinite, needs more testing