Gravity Well Rework
Gravity wells now play differently. Asteroids will now be caught its orbit, spin up to double speed over one full loop, then get slingshotted straight at your ship
Balance Changes
- Increased Armored Asteroids vulnerability to lasers. Enhanced resistance to bullets.
- Late-game asteroid variety modified. Past round 40, every asteroid used to be forced into a seeker. Now you get more varied threats instead of a pure seeker swarm.
Fixes
- Leveling up no longer looks like a hull loss. When you ascend your max hull will be reset correctly.
- Devourer asteroids now leave special variants alone. Splinters, ricochets, armored, comet-trail, and other mutant asteroids bounce off the Devourer instead of getting eaten, only plain and seeker asteroids get absorbed.
- Nebula zones have their own color. They were previously the same purple as singularities, making the two hazards hard to tell apart at a glance.
- Nebula zones keep getting harder in the late game. Previously their spawn rate and size scaling flattened out around round 22, so the back half of a run never ramped up. They now keep intensifying all the way to round 50.
- Splinter shrapnel range now scales with your screen size, so shard spread is consistent regardless of resolution instead of using a fixed pixel distance.