In this update3
Full notes
Full Astrolite update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Events
- Store
Astrolite changes
Check it out!
Leaderboards have so much potential in Astrolite, and a lot more categories that can be made and displayed depending on player suggestions!
Changes - - -- ----------------------------------
Visual
Enemies have now been recolored to a purple hue, this will help significantly with players who have color blindness.
Death Blossom now has a inherent opacity added, to help visually.
Enemy Bullets now visually layer ON TOP of Player Bullets for improved visibility.
Enemy Death Animations have been significantly sped up, to clear out of your way faster.
Gameplay
Dodge Chance Passive Upgrades now correctly stop appearing after achieving max level.
Weapon / Passive Upgrade Selection is NOW PICK-3, and Weapon Upgrades will ALWAYS have ONE choice per equipped weapon. This makes building entirely into one weapon a viable option.
Passive Upgrades now have simplified tooltips for readability.
Guardian Defeat / Planet End sequences have been improved and now reward players with gracious levels of Experience Shards.
HP Decay is significantly slower than previous, allowing sustain builds to keep a competitive over-heal.
Fixes
Gilded Skins now correctly get rewarded at level 20, instead of the previous level 50 requirement.
HP Decay now properly decays to your max hp, not max hp + 1.
Current HP no longer appears as a fraction in the pause menu stats.
Weapon Tag Damage % no longer incorrectly rounds up.
Character's power names should now correctly appear when rolling Power Capacity passive upgrades.
Source
Changelog.gg summarizes and formats this update. How we read updates.
