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