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Author Topic: Jupiter Hell 0.9.1 - Callisto - RELEASED!  (Read 7547 times)

Kornel Kisielewicz

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Jupiter Hell 0.9.1 - Callisto - RELEASED!
« on: June 02, 2020, 10:54 »

After a longer break where we stabilized 0.9 and took a bit time off it's time to get back to scheduled releases! This time we look at the first episode of the game, adding a new enemy, new tileset, new branch and new special level. Read all about it below!

But before we do that, we're happy to announce that we're running an AMA on the r/Games reddit, that will be starting exactly an hour from now (11 AM PT/8 PM CEST), be sure to check it out!

Mimir Habitat

Probably the most noticeable addition this release is the new Callisto branch, Mimir Habitat, sporting a new civilian and very retro sci-fi flavored bright visual tileset, be sure to visit it as soon as you can! Next version two branches from the current set of three will be available each run, but this version we've set Mimir to always appear so you don't have to be on the mercy of the RNG to visit it. As all branches it is finished up with a new special level that shares similarities with Valhalla Command, but has its own unique twist.

Callisto all lit up

As the initial idea behind the tileset was to make Callisto more brighter, we also took care to improve lighting on all main branch Callisto generators - this is more or less noticeable depending on the generator, but you'll definitely notice it!

Sentries

To improve early game we also have a new robotic enemy (yes, it's hackable :P), that power-wise sits in the gap between drones and security bots. As with all upcoming enemies it has variants and unique behavior twists (we'll be revisiting some old enemies later too) - speaking of the old security bots, they now slightly differ between their Callisto, Europa and Beyond variants - most importantly the Callisto ones are a bit easier to deal with.

Grenade buffs

In terms of dealing with enemies, our old friends, grenades got a very significant buff, and if you're not using them you'll be seriously missing out. Both frag and krak grenades got their damage DOUBLED, and all the other grenades got significant buffs also (be it duration, damage or strength).

Balance changes

Another set of 0.9 balance changes is also in, starting with inevitable nerfs to Wizard smoke cooldown and Entrenchment damage resistance values, but also removal of Onslaught accuracy penalty, a bugfix that significantly improves Onslaught and Gun Kata targeting and a new terminal (BTW, all terminals have a new model now) that appears rarely but also in set places that helps with ammo consumption issues. Some nasty spawn situations, like Anomaly and Containment in-your-face reavers, have been also improved.

UI improvements

When manual targeting you now see the name of the tile you're targeting and you can use SHIFT to actually see what an item is from a distance (basically doubling as a typical roguelike look mode). We'll add more enemy information to this mode at some later point in time too.

Issue with time passage and terminals/stations has also been resolved, as well as terminal and inventory no longer exiting on action (the latter only if there are no enemies in sight).

Full fixes and changes follow:

Changelog
Code: [Select]
Beta   0.9.1 - Callisto - June 2, 2020
NEW    #0947 - new enemy - Sentry bots! 3 variants
NEW    #1171 - new tileset - Callisto habitat
NEW    #1170 - new branch - Mimir Habitat
NEW    #1170 - new special level - CalSec Central!
NEW    #1179 - rare ammo manufacture stations
CHANGE #1168 - improved Callisto lighting
CHANGE #1164 - targeting acts as look mode
CHANGE #1164 - you can use SHIFT item compare while targeting
CHANGE #1163 - krak and frag grenade damage doubled
CHANGE #1163 - 50% initial damage increase to gas grenades
CHANGE #1163 - 25% more smoke time on smoke grenades
CHANGE #1163 - EMP lasts 50% longer, EMP grenade +50% damage
CHANGE #1162 - Callisto bots nerfed health and damage a bit
CHANGE #1162 - post-Europa bots more health and speed
CHANGE #1153 - you can no longer hit things beyond vision range
CHANGE #1159 - terminal/station commands pass time
CHANGE #1159 - terminals don't close after option pick
CHANGE #1160 - equipment doesn't close after drop if no enemies
CHANGE #1169 - Anomaly and Containment summons skip first turn
CHANGE #1169 - Tyre and Command minimal spawn range increased
CHANGE #1161 - Tyre station always has sidearm/sniper/katana
CHANGE #1162 - Callisto L1 enemies will spawn a bit further
CHANGE #0947 - Wizard T2 summons sentry bots
CHANGE #1168 - no more annoying corner turret
CHANGE #1167 - no Finisher and Cleaner on high-damage ADVs
CHANGE #1154 - reduced hack/disable cost of CRI bots
CHANGE #1154 - Onslaught accuracy penalty removed
CHANGE #1154 - Entrenchment DR - 30/50/70 -> 30/40/50
CHANGE #1154 - Wizard smoke screen cooldown doubled
CHANGE #1179 - new terminal model
FIX    #1178 - prevent a lot of atlas related crashes
FIX    #1175 - fixed skeleton bug (lidless boxes, dead fans)
FIX    #1172 - fixed pipe placement in gaps
FIX    #1154 - Gun Kata and Onslaught properly fire before move
FIX    #1157 - ADV plasma shotgun name was "dual"
FIX    #1155 - Angel of Marksmanship unlocks at rank 2 properly
FIX    #1158 - regenerated levels will wipe old style patches
FIX    #1159 - fixed health station pain exploit
FIX    #1159 - fixed hints not appearing on station actions
FIX    #1159 - spilling blood requirement is spilling blood

What's next

The next update might come as soon as in two weeks, tentatively it's named 0.9.2 Vision, and will have further improvements to the variety of early game and possibly an improvement pass on Europa. Stay tuned and tell us what you think of this release!
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Kornel Kisielewicz

khiijol

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Re: Jupiter Hell 0.9.1 - Callisto - RELEASED!
« Reply #1 on: June 04, 2020, 10:47 »

i think grenades might be a tad too strong - personally i think an inventory size buff (being able to carry 5 in a stack instead of 3 for example) might balance better
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khiijol

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Re: Jupiter Hell 0.9.1 - Callisto - RELEASED!
« Reply #2 on: June 22, 2020, 12:17 »

some more general feedback:
- callisto seems a little too easy on UV with the bots toned down, especially valhalla command which is now a breeze even with weak unmodded guns
- i really like the idea of bosses dropping keycards like in calsec and valhalla command, could this be implemented in cri armory/vaults too? lugging the hell staff in drl around was fine for most of the game as the inventory was much bigger, but inventory space is a lot more valuable here
- 7.62 sidearm really makes pistols feel much more balanced in the midgame
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khiijol

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Re: Jupiter Hell 0.9.1 - Callisto - RELEASED!
« Reply #3 on: July 02, 2020, 13:38 »

some odd behavior in mimir:
- desks/junk/trees sometimes spawn directly in front of doors, not sure if this is intended behavior
- for the sentries in the trap at the end of calsec, the remote hack skill doesnt always quite work when they come online
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khiijol

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Re: Jupiter Hell 0.9.1 - Callisto - RELEASED!
« Reply #4 on: July 02, 2020, 15:12 »

trap sentries also don't register as monsters but count as kills so you can get below 0 monsters remaining on the level
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