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Jupiter Hell 0.8.4 - Infernal Intellect - RELEASED!

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Kornel Kisielewicz:
Time to outsmart hell itself! The major 0.8.4 update is now live and most notably introduces a full overhaul of Jupiter Hell's AI system! Enemies now can hear you, smell you and humanoids know the value of cover!

Infernal Intellect
The AI system has been completely rewritten - humanoids will now take and stay in cover if close, and most of the enemies will react to the noise you and other enemies make! To make things more interesting, fiends and ravagers can now track you by smell - there's nowhere to hide from them! The new AI increases the general difficulty, but makes (especially the early levels) the game more interesting - just standing behind cover and mashing "F" is no longer the best tactic - sometimes you need to retreat to bait the enemies to follow you, and often you'll be ambushed by enemies following you by scent, or interested in the noise you made.

Weapon Perks
The other big update is the introduction of weapon perks on ADV weapons. Take careful note of them as they might prove much better than regular modded weapons or exotics especially if the perk requirements are met. Perks for example can increase damage based on the type of enemy, your distance to them, whether they are wounded or make reloading of the weapon really fast if its empty, or even automatically reload on move! The perk list will be slowly expanded both in variety as well as adding them to other items in the future!

Quality of Life
Two "quality of life" features have been added - an audible click on wait, and highlighting the last enemies on the level on the minimap (doesn't trigger on levels with summons). We also made "swap time" actually work propely, which also changes a lot - we reduced the 200% swap time weapons as this might be a bit much, especially for seasoned players.

Balance Changes
Due to the AI changes we made some enemy nerfs - Callisto formers are less accurate, and the UV enemy buff of accuracy has been reduced to +10%. Speaking of UV, we also made it so that there are no "lucky drops" of early late game weapons - to provide for a more consistent early game.

We nerfed P-mods a bit, as they basically reduced endgame to P3-modding a rapid-fire weapon - to offset that, summoner armor has been nerfed and now everyone can single-mod ADV weapons and everyone has two levels of Whizkid. This is subject to change soon, as we'll be doing a full mod overhaul in the near future, so stay tuned!

Full Changelog

--- Code: ---NEW    #852 - ADV weapons now may have unique perks!
NEW    #812 - Major AI overhaul! (see other issues for details)
NEW    #812 - humanoids will now consider (and stay in) cover!
NEW    #841 - most enemies will hear and investigate sounds!
NEW    #840 - fiends and reavers now can follow player scent!
NEW    #850 - waiting now plays an audible click
NEW    #851 - last 3 enemies may be revealed on the minimap
CHANGE #812 - enemies will no longer ignore you if they saw you
CHANGE #839 - AI aware state resets after losing target
CHANGE #833 - UV enemy accuracy bonus reduced from 20% to 10%
CHANGE #833 - Callisto formers have even lower accuracy
CHANGE #833 - wall cover now gives 70% cover instead of 80%
CHANGE #834 - p-mods give +1 on multishot bullet weapons (smg/auto)
CHANGE #834 - nerfed summoner armor slightly
CHANGE #834 - everyone can single mod ADV items
CHANGE #834 - Technician can mod every item twice by default
CHANGE #834 - every class has two levels of Whizkid
CHANGE #835 - min depth for some items added - no early UV chainguns
CHANGE #732 - reduced the emissiveness of lava cave rocks
CHANGE #732 - improved terrain rendering performance
CHANGE #847 - crash handler will work when Vulkan device is lost
CHANGE #842 - crash handler will work when assertion fails
CHANGE #824 - Aim modifier is always lost when switching weapons
CHANGE #823 - Aim resets if loosing sight of enemy
CHANGE #852 - Point Blank now gives +80% crit chance
CHANGE #732 - optimized terrain rendering
CHANGE #845 - decreased 200% swap-times to 150% to prevent surprises:
FIX    #845 - swap time now works properly
FIX    #853 - fixed targeting related crash on level change
FIX    #732 - ADV auto rifle now uses proper sprite
FIX    #732 - minor spelling/grammar fixes
FIX    #831 - fixed crash on trying to drop with empty inventory
FIX    #849 - pad trigger will no longer lock on use from ground
FIX    #846 - 0-damage sources (smoke screen) wont "benefit" from SoB
FIX    #830 - reset enemy number after wipe (fixes enemies left)
--- End code ---
Next Update
Due to Game Industry Conference coming next weekend, the next update (0.8.5) will come in around three weeks time, although you can expect a bugfix version or two within the next few days :P

Help us out!
Please tell us what you think of the recent changes, in the comments, on the Forums or on Discord!

Also, we're launching this update with a discount, so if you're a dedicated player it's a great moment to share Jupiter Hell with your communities :)

Thanks for all your support, and see you next update!

loving the more aggressive fiends - here is a yasd of me not getting away from a few exalteds early on. however, i did get a chaingun on callisto L2, not sure if vaults/exalteds were taken into account with the drops?

Spoiler (click to show/hide)khiijol, level 3 Technician, killed on
CALLISTO L2 by a exalted fiend.

He survived for 838 turns.
The run time was 8m 36s.
He scored 207 points.

He killed 38 out of 41 enemies.

  2 turrets
  4 former grunts
  2 former commandos
  6 former soldiers
  8 security drones
  3 fiends
  4 former sergeants
  2 fire fiends
  5 former guards
  2 security bots

  Son of a Bitch L2

  Slot #1 : 12ga shotgun
  Slot #2 : chaingun
  Slot #3 : .44 hunter rifle
  Body    :  - NONE -
  Utility :  - NONE -

  12ga shell (x27)
  7.62 ammo (x36)
  .44 ammo (x49)
  9mm ammo (x100)
  9mm ammo (x26)
  accuracy mod pack

--- End code ---

new AI is definitely very hard - made it to europa only once in about a dozen runs. getting flanked by enemies or snuck up on from rooms you'd thought had been cleared is an extra challenge, and i'll have to think more strategically about room/exit placement going forward

getting closer - probably would have won if i didn't do something incredibly stupid on the arena (trying to fight multiple siege ravagers instead of just smoke screening away)

some more thoughts:

- grenades, especially gas and smoke, are a lot more useful with the ai upgrade. blocking LOS from ambushing/flanking enemies helps a lot
- likewise rockets become much more practical to use as the primary weapon in the mid-late game due to enemies tending to congregate around doors approaching you
- p-mod nerfing makes the plasma rifle a lot less powerful and about on par with the chaingun in the lategame if powered up, or less powerful if the chaingun is powered up. useful for ammo conservation but not the clear upgrade it once was
- uv enemy accuracy drop sounds on paper like it would balance out the 10% drop in cover but enemies still hit a lot more it seems, especially those with big rapid fire guns
- new adv system is really cool and does help out with weapon balance in the early to mid game

Spoiler (click to show/hide)khiijol, level 14 Technician, killed on
The Arena by a siege ravager.

He survived for 13211 turns.
The run time was 2h 22m 55s.
He scored 3948 points.

CALLISTO L3 -> Valhalla Terminal L1
Valhalla Terminal L2 -> Valhalla Command
Valhalla Command - cleared
EUROPA L2 -> Europa Dig Zone L1
Europa Dig Zone L3 -> Tyre Outpost
Tyre Outpost - cleared
IO L4 -> Io Warehouse
Io Warehouse - cleared
BEYOND L1 -> The Arena

  Explorer Ribbon (+50)
   * Visited all encountered special levels

He killed 482 out of 483 enemies.

  20 former soldiers
  50 fire fiends
  4 corrupted sergeants
  9 former CRI soldiers
  18 turrets
  18 rocket turrets
  3 corrupted heavys
  5 toxic reavers
  6 former commandos
  4 former grunts
  13 siege ravagers
  14 cryoreavers
  23 former guards
  3 military drones
  12 CRI marines
  4 former CRI commandos
  21 reavers
  6 hellish soldiers
  3 military bots
  4 plasma ravagers
  1 former CRI grunt
  36 security bots
  6 former heavys
  28 fiends
  10 security drones
  12 exalted soldiers
  23 archreavers
  1 hellish sergeant
  6 exalted ravagers
  9 exalted fiends
  40 ravagers
  15 CRI bots
  6 exalted reavers
  2 former CRI sergeants
  9 hellish commandos
  28 armored ravagers
  6 corrupted soldiers
  7 former sergeants

  Ironman L2
  Packrat L2
  Son of a Bitch L2
  Whizkid L2
  Gun hoarder
  Field Medic

  Slot #1 : ADV 12ga dual shotgun
  Slot #2 : ADV chaingun A2
  Slot #3 : CRI plasma rifle P3
  Slot #4 : ADV rocket launcher
  Body    : blue armor B
  Utility : ADV shotgun damage amp

  energy cell (x50)
  energy cell (x50)
  energy cell (x16)
  rocket (x10)
  rocket (x1)
  12ga shell (x40)
  7.62 ammo (x100)
  7.62 ammo (x100)
  7.62 ammo (x100)
  7.62 ammo (x100)
  7.62 ammo (x45)
  EMP grenade (x1)

--- End code ---

finally got a win, overall really like how challenging the new ai tweaks make the game

a few more thoughts - smoke screen is a lot less effective with fiends/reavers being able to smell you. i'm not sure if this is also the case for the scout's stealth move, but might be interesting to make gas grenades able to overpower their sense of smell, or to make the phase devices a little more common drops

Spoiler (click to show/hide)khiijol, level 14 Technician, defeated
The Summoner against all odds.
He survived for 12897 turns.
The run time was 2h 15m 33s.
He scored 6558 points.

CALLISTO L2 -> Valhalla Terminal L1
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - cleared
EUROPA L3 -> Europa Dig Zone L1
Europa Dig Zone L2 -> Tyre Outpost
Tyre Outpost - cleared
IO L4 -> Io Warehouse
Io Warehouse - cleared
BEYOND L1 -> The Arena
The Arena - cleared

  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (bronze cluster) (+25)
   * 25+ kills without taking damage
  Explorer Ribbon (+50)
   * Visited all encountered special levels
  Conqueror Ribbon (+100)
   * Completed all encountered special levels

He killed 497 out of 497 enemies.

  7 former commandos
  7 former CRI soldiers
  3 exalted ravagers
  28 fiends
  7 corrupted sergeants
  20 former soldiers
  1 summoner
  8 siege ravagers
  8 former sergeants
  6 corrupted soldiers
  19 CRI marines
  20 cryoreavers
  4 hellish commandos
  4 corrupted heavys
  2 CRI guards
  4 former CRI sergeants
  10 security drones
  9 exalted reavers
  4 plasma ravagers
  18 exalted fiends
  2 hellish sergeants
  33 armored ravagers
  44 security bots
  2 military bots
  20 turrets
  36 archreavers
  14 CRI bots
  2 hellish heavys
  2 corrupted commandos
  19 reavers
  1 former CRI grunt
  7 military drones
  46 fire fiends
  23 former guards
  4 former grunts
  23 ravagers
  4 hellish soldiers
  3 former heavys
  2 former CRI commandos
  18 rocket turrets
  2 toxic reavers
  4 former CRI guards

  Ironman L2
  Tough as Nails L1
  Packrat L2
  Son of a Bitch L2
  Whizkid L2
  Gun hoarder
  Field Medic

  Slot #1 : chaingun P2A2
  Slot #2 : ADV 12ga dual shotgun
  Slot #3 : rocket launcher PB3
  Slot #4 : CRI plasma rifle P3B
  Body    : red armor PBA
  Utility : CRI accuracy amp

  energy cell (x50)
  energy cell (x50)
  energy cell (x50)
  energy cell (x30)
  rocket (x10)
  rocket (x4)
  12ga shell (x50)
  7.62 ammo (x100)
  7.62 ammo (x55)
  repair kit (x2)
  military stimpack
  military stimpack
  large medkit

--- End code ---


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