In this update10
Full notes
Full Astrolite update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Store
- UI and audio
- Balance
- Performance
Astrolite changes
Steam post imageLet's jump right into it.
Cool Stuff:
FULLY Interchangeable Controls
We now have an automated control scheme changing depending on what control device is touched. Want to play with your Xbox controller? Just press any key and it will automatically switch! Back to keyboard and mouse? Press any key on your keyboard and it will switch right back!
UNLOCK Pop-Ups, Achievements, and Meta Progression
Unlocking content will now be shown in the Death Screen post-game as a pop-up that gives a detailed account for what was just unlocked!
New Achievements have been added to Astrolite in a new format:
Unlocked: <- Pertains to Character / Weapon Unlocks
Challenge: <- Awarded for gameplay that isn't typically completed in a normal run
Mastery: <- Awarded for difficult feats
Conquest/Tutorial: <- Awarded for completion of planets
Achievements are now responsible for awarding new playable characters, cosmetics, and soon- weapons! Players will now have a sense of progression when playing tied directly to their accomplishments.
DETAILED Weapon and Passive Tooltips
Now when hovering over weapon and passive slots in the pause menu, a detailed info box will appear above the slot, allowing players to see all the stats of their weapons, and also the complete functionality of how their passives work.
Less-Cool Stuff:
Changes:
EXP and Level Rewards
Levelling up now costs twice as much experience points as before, passive selections are now twice as powerful per level, and weapon upgrades now only appear once every 3 levels. This means levelling up follows a 2:1 passive - weapon ratio!
Arc Weapon Change
Arc behaved strangely in the last update, so I've removed its ability to buff itself for the time being and now it functions as a infinite-pierce weapon that just fades over time.
Fixes:
WORLD Guardians
Now always spawn central to the camera regardless of player location when spawning.
Chemist Shards no longer embed schizophrenically, appearing in random spots.
Now properly begins the death sequence when hitting 0 hp as a result of bleed damage from the guardian's limbs.
Player's weapon timers now reset to zero on guardian spawn.
Drone no longer shoots and damages the boss during the Roleplay Phase.
CRASHES
Drone no longer causes crashes when the Player is dead.
Leech no longer causes crashes when the Player is dead.
BUGS
Quitting the game early no longer causes music and sfx to be distorted from slow mo effects.
Pause menu stats now properly show the players stat information.
Arc's shadow opacity is now tied to Arc's current opacity, preventing weird shadows being brighter than the weapon itself.
Source
Changelog.gg summarizes and formats this update. How we read updates.
