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Author Topic: Jupiter Hell 0.8.1 RELEASED!  (Read 7353 times)

Kornel Kisielewicz

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Jupiter Hell 0.8.1 RELEASED!
« on: August 15, 2019, 14:31 »

Hello marines! It's time for the first content/feature update! 0.8.1 is now deployed and you should be able to download it (you might need to fully restart your store client for the update to trigger).

Please note there's no save compatibility - your previous run will be silently deleted. Your progress and statistics should stay unaffected.

We've implemented a lot of changes and features, many of them suggested by the community - you might find one you suggested in this list :).

As far as new stuff goes, you'll mostly notice the damage types - EMP, Toxic, Fire, etc. Barrels now behave differently based on color, old enemies might have new attacks, and cyroreavers and toxic reavers will introduce you gently to the new damage effects. And to turn the tables you have access to new grenades - EMP and Gas (note that the old grenades have changed colors). There's a lot new exotic (magenta) weapons too!

Speaking of weapons the cell-weapon tier has been added - rifle, pistol and shotgun (bye bye armor :P). They all do plasma damage, which mostly behaves like pierce damage.

Early game benefits from slightly different gear between classes and a new Level 1 generator that eases into a given run by providing a more balanced first level clear. We also balanced armor and health drops a bit.

We're slowly working on improving Io too - you'll find the new Blacksite special level to be something a bit different from the old ones :).

AI has been more agressive. We'll be working more on the AI later, but you should definitely be able to kite demons now.

Angel of Shotgunnery has been moved to a higher rank requirement, and Angel of Carnage (which is subjectively more fun) has been unlocked in its place instead. AoSh should be easier now though, as we allow the use of grenades (and the plasma shotgun eats armored enemies).

Tough as Nails has been reworked to reduce the accuracy penalty instead of pain, and do it on a 50%/100% level.

UI wise, we've added a item description modifier (SHIFT or LTrigger on pads), which allows you to see the stats of a weapon on the ground (and compare them to the held weapon - nicer UI improvements comming to this later!), but also allows you to use the pickup key while held to use the item immedately from the ground.

Finally some visual improvements were done - to the particle and sprite effects and icons and to the visual rendering equations.

Full changelog below!

Content updates
Code: [Select]
NEW    #682 - several new exotics added! (magenta weapons)
NEW    #524 - energy cells and plasma weaponry!
NEW    #686 - Blacksite special level!
NEW    #688 - starting gear - small med for Marine, .44 revolver
              for Scout and accuracy mod for Tech
NEW    #716 - cryoreavers and toxic reavers added
NEW    #524 - former CRI may carry plasma weapons
NEW    #715 - fire fiend sets you on fire
NEW    #540 - Barrels are now different - red ones have a larger
              explosion, blue are cryo and green are toxic
NEW    #726 - two new types of grenades - gas and EMP
NEW    #685 - Callisto 1 is now a small level with it's own generator
CHANGE #682 - exotics have same mod restrictions as advanced weapons
CHANGE #643 - Tough as Nails now reduces pain effect on accuracy
              instead of pain (by 50/100%)
CHANGE #643 - Hunker Down now requires a level of Tough as Nails
CHANGE #676 - fixed lootbox bug- much more consistent counts on HARD+
CHANGE #676 - buffed armor health a bit and repair kit rarity - added
              guaranteed armor boxes
CHANGE #716 - Containment Area has now different reavers
CHANGE #692 - AoShotgunnery now on moved to rank 3, AoCarnage rank 1
CHANGE #692 - AoShotgunnery now allows grenade usage
CHANGE #682 - slight nerf to CRI SMG, buff to JAC SMG
CHANGE #702 - slightly buffed grenades - more armor stripping to krak
              and more damage to frag
CHANGE #675 - demons no longer ignore the player if out of sight
CHANGE #675 - AI properly retalitates if fired from beyond sight
CHANGE #705 - minor changed to the boss fight
CHANGE #711 - A-mods decrese fire-time by 20%, B-mods decrease reload
              time by %20 (instead of 30%)
CHANGE #710 - minimun spawn distance from player increased by 1
CHANGE #685 - .44 ammo is more common on Valhalla Terminal
CHANGE #734 - SMG swap time reduced to 0.5
CHANGE #680 - AI groups keep patroling given area instead of walking
              around the whole map
FIX    #640 - "Mag size" instead of "Clip size"
FIX    #675 - chargers wont charge through doors anymore
FIX    #675 - AI wont get stuck behind boxes anymore
FIX    #688 - AoLT scout now properly starts with 3 slots
FIX    #710 - europa_03 sometimes missing elevators fixed

UI/Game/Visual updates
Code: [Select]
NEW    #706 - chance to restore game progress on game crash
NEW    #693 - you can now abandon a game instead of Save and Quit
NEW    #677 - hold SHIFT/LTrigger to view/compare item on floor
NEW    #678 - SHIFT/LTrigger + G/A use item from floor
NEW    #679 - option to reduce or turn-off the text typing animation
NEW    #689 - option to separately configure CRT geometric effect
NEW    #673 - What's new/Changelog screen
CHANGE #677 - grenade info is shown in SHIFT mode and inventory
CHANGE #726 - frag is now yellow, krak is red
CHANGE #695 - Enemies left on level info on character screen
CHANGE #472 - animation and move speed now dependent on ingame speed
CHANGE #471 - smoke fx upgraded
CHANGE #728 - Improved Vulkan and OpenGL init and error reporting
CHANGE #674 - added GoG Galaxy integration and achievements
CHANGE #684 - integrated MacOS version for GoG
CHANGE #737 - improved linear space color calculations for particles
              and sprites and ambient light calculation which now
              finally uses correct linear color space
FIX    #735 - fixed ui icon blending issues
FIX    #725 - improved decal rendering on curved surfaces
FIX    #724 - rendering of ammo shells on ground
FIX    #720 - potential fix for loading non existing material
FIX    #675 - potential crash when saving game on Io fixed
FIX    #472 - fixed animated particles - now starting from index 0
FIX    #472 - proper loading of status effects on player
FIX    #471 - animation fix for particles
FIX    #724 - fixed ammo shell decals on floor
FIX    #707 - minimap no longer renders over the UI

Apart from a potential bugfix release, the next update (0.8.2) probably will appear in two weeks, however it will be slightly lighter on content, as we'll be half or this period attending Gamescom. You can expect further gameplay improvements by that time though!

Thank you, and good luck!
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Kornel Kisielewicz

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Re: Jupiter Hell 0.8.1 RELEASED!
« Reply #1 on: August 30, 2019, 19:31 »

Toxic damage gave me an idea.
What if JuHeGuy be immune to toxic damage as long as his armor is at or over 100%? Or 90%. And maybe pro-rate it below that.
This should extend the decision space, and thus increase the variability of game situations.
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