Full notes
Full Astral Blitz update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
Thank you to all the early play testers whose feedback has been so valuable. We’ve worked hard to make some quick changes to improve the demo base on your responses. Here is a list of all the changes in this version of the demo:
Base Weapon Changes:
The Trinity was the weakest base weapon by far, so we’ve given it some tlc
It’s firing spread has been reduced
The pray and spray upgrade now provides an extra projectile as well as
The Flak cannon was slightly too difficult to use, especially in the early stages of the game, so we’ve made it easier to handle to bring it up to standard.
Balance Changes:
Various tweaks to the wave manager and spawning rate of enemy ships to make a more difficult experience, with a smoother difficulty curve
Made the ultimate available quicker so you can get right into the good stuff
More waves added to the end of the game to allow you to play and experiment at the peak of your power level (we’ve heard it’s over 9000!)
Pick ups have an adjusted drop rate to be less abundant
Upgrade Buffs and Nerfs:
Brutal repairs - You all found this too powerful so we’ve reduced the amount of health gained from each kill
Enhanced Hull - Increased the amount of health gained
Enhanced Shields - Increased the amount of shield gained
There was not enough damage scaling as you progressed. So multiple upgrades have had their negative damage modifiers reduced. We are still keeping an eye on this, and more damage upgrades should be available in the near future
Source
Changelog.gg summarizes and formats this update. How we read updates.
