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1
Requests For Features / DoomRL 0.9.9.8 BETA 3
« on: February 02, 2024, 07:59 »
Beta 3 is up!
Apart from what you can read in the changelog - I adjusted and fixed some things based on the previous thread feedback, also we're starting two big features with this BETA
1) overhaul of the controls - while I don't intend to dumb down the controls (no worries, diagonals will be here FOREVER), some of the choices in terms of keybindings want their Altavista website back. SHIFT-DOT for entering the next level HAD to go. I'm also trying out a streamline here - SPACE is a universal action key - Open, Close, use Lever and Descend stairs can all be done using SPACE. The old keys DO work, but unless someone gives a valid reason I will remove them at some point. Also, use from ground has been moved to SHIFT-G (shift pickup), this includes wearing/wielding from ground, and also will trigger a lever if present.
2) overhaul of the speed and timing system - this SHOULD be fairly invisible now - if you spot anything weird, report immedately! The reason this needs to be done is so we can have smooth mouse movement and smooth animations later down the line.
Feedback on the changes, both forementioned and the ones below needed!
Raw changelog below, comments, reports and requests welcome - join us on the Discord in #doomrl!
DoomRL 0.9.9.8 BETA 3 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on the Jupiter Hell discord if you need help with that!
Apart from what you can read in the changelog - I adjusted and fixed some things based on the previous thread feedback, also we're starting two big features with this BETA
1) overhaul of the controls - while I don't intend to dumb down the controls (no worries, diagonals will be here FOREVER), some of the choices in terms of keybindings want their Altavista website back. SHIFT-DOT for entering the next level HAD to go. I'm also trying out a streamline here - SPACE is a universal action key - Open, Close, use Lever and Descend stairs can all be done using SPACE. The old keys DO work, but unless someone gives a valid reason I will remove them at some point. Also, use from ground has been moved to SHIFT-G (shift pickup), this includes wearing/wielding from ground, and also will trigger a lever if present.
2) overhaul of the speed and timing system - this SHOULD be fairly invisible now - if you spot anything weird, report immedately! The reason this needs to be done is so we can have smooth mouse movement and smooth animations later down the line.
Feedback on the changes, both forementioned and the ones below needed!
Raw changelog below, comments, reports and requests welcome - join us on the Discord in #doomrl!
DoomRL 0.9.9.8 BETA 3 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on the Jupiter Hell discord if you need help with that!
Code: [Select]
0.9.9.8 BETA 3
[new] -- BETA : WARNING - speed system rewrites!
[new] -- GH#080: keybindings updates - SPACE is action key (open, close, descend, pull)
[new] -- GH#080: keybindings updates - SHIFT-G is use/wear/wield/pull from ground
[new] -- GH#074: UnlockAll option in config.lua to unlock Challenges and Difficulties
[new] -- GH#063: WK3 available for techs at clev 12+ and allows 1 more assembly mod!
[mod] -- GH#078: increased amount of enemies on Deimos and Hell
[mod] -- GH#075: overcharging a BFG doubles dice count instead of +2 dice
[mod] -- GH#075: assembly buffs - micro launcher, tower shield, ballistic armor, env boots
[mod] -- GH#075: assembly buffs - speedloader pistol, assault rifle, mother in law
[mod] -- GH#075: buffed Gothic Arms set, slightly nerfed Inquisitor Set pieces
[mod] -- GH#075: buffed Necroarmor and translocator, changed Cybernetic Armor resistances
[mod] -- GH#063: you can still mod an assembly if you take WK2 after assembling
[mod] -- GH#070: nightmare enemies are resistant to floor effects
[mod] -- GH#078: nightmare arch-vile deals 20 plasma damage (was 25 fire)
[mod] -- GH#078: nightmare imps are 20% faster and more accurate
[mod] -- GH#059: Techs get starting mod on challenges that allow them
[mod] -- GH#053: you can now properly firestorm-mod a tristar blaster
[mod] -- GH#078: buffed danger/XP and weight for elite for/ser/cap and nightmare demons
[mod] -- GH#078: former commandos and pain elemental spawn level range increased
[mod] -- GH#078: lava elemental buffed, Erebus/Lava pits have diff dependent envirosuits
[mod] -- GH#077: swapped positions of Vaults and Cathedral, Vaults enemies buffed
[fix] -- GH#050: Containment Area conquered status only achieved by full clear
[fix] -- GH#049: Deimos Lab conquered status only achieved by killing the Shamblers
[fix] -- GH#040: fixed loud/silent sound for wall-destroying levers
[fix] - GH#052: fixed error message when attacking crates with a melee weapon on AoPc
[fix] -- BETA : fixed on-kill effects (crash with DS/BA and Beretta wins and Megabuster)
[fix] -- BETA : fixed Backpack/Schematics bug
[fix] -- BETA : fixed Ironman + Berserk granting resistance above 95%
[fix] -- BETA : Vampyre blocks Ironman
2
Requests For Features / DoomRL 0.9.9.8 BETA 2
« on: January 09, 2024, 09:11 »
Beta 2 is up!
I've reverted the unpopular change for firing out of vision, fixed most of the issues reported in the previous beta topic (see message there), and started implementing some stuff from the compilation topic. However, most important (and biggest) change to test is the invisible stuff - internally I've moved from SDL to SDL2, and from OpenGL 1.2 to OpenGL 3.3 core. Report any weird behaviour! While invisible for now, not only will this fix porting issues (hello OSX) but also will open up to several improvements in the future.
Raw changelog below, comments, reports and requests welcome - join us on the Discord in #doomrl!
DoomRL 0.9.9.8 BETA 2 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on the Jupiter Hell discord if you need help with that!
I've reverted the unpopular change for firing out of vision, fixed most of the issues reported in the previous beta topic (see message there), and started implementing some stuff from the compilation topic. However, most important (and biggest) change to test is the invisible stuff - internally I've moved from SDL to SDL2, and from OpenGL 1.2 to OpenGL 3.3 core. Report any weird behaviour! While invisible for now, not only will this fix porting issues (hello OSX) but also will open up to several improvements in the future.
Raw changelog below, comments, reports and requests welcome - join us on the Discord in #doomrl!
DoomRL 0.9.9.8 BETA 2 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on the Jupiter Hell discord if you need help with that!
Code: [Select]
0.9.9.8 BETA 2
[mod] -- GH#028: ported the game to SDL2
[mod] -- GH#048: ported the game to OpenGL 3.3 core
[mod] -- GH#062: Marines start with +20% fire/acid/plasma resistance
[mod] -- GH#062: Scout stair-sense works on regular stairs only
[mod] -- GH#062: Tech can single-mod: Cleaver, Mjollnir, Silent, Trigun,
Jackal, Jackhammer, Frag Shotgun, multi-mod Revenant Launcher
[mod] -- GH#064: Ironman adds +10% bullet/shrapnel/melee resistance per level
[mod] -- GH#064: Reloader bonus increased +20% -> +30%
[mod] -- GH#064: Intuition range reduced to Vision + 2
[mod] -- GH#064: Gunrunner - blocks Brute instead of Whizkid
[mod] -- GH#064: Army of Dead - blocks Son of a Gun instead of Finesse
[mod] -- GH#064: Bullet Dance - block Intuition instead of Eagle Eye
[mod] -- GH#067: Backpack and schematics are now indestructible
[mod] -- GH#067: doubled BFG9K and Chainsaw natural generation weight
[mod] -- GH#067: rocket boxes hold 25 rockets (up from 20)
[mod] -- GH#066: Frag Shotgun shotcost 4 -> 2
[mod] -- GH#066: Mega buster ammo consumption 5 -> 3
[mod] -- GH#066: Medical Powerarmor armor 4 -> 6
[mod] -- TR#294: MF_EXACT weapons locked to vision range
( BETA NOTE - this is the vision range REVERT, only MF_EXACT will have this restriction)
[mod] -- TR#---: pick bottom-most stack when reloading
[fix] -- TR#---: improve mouse responsiveness
[fix] -- TR#---: fix current kill spree showing best kill spree
[fix] -- GH#054: fixed error when DS/BA has no room to spawn demons
[fix] -- BETA : fixed post-mortem crash related to kill types (OT Bug #7/#8)
[fix] -- BETA : fixed kill source related crashes (OT Bug #4)
[fix] -- BETA : fixed feet resistance not respected by lava/acid (OT Bug #2)
3
Requests For Features / DoomRL 0.9.9.8 BETA 1
« on: September 01, 2023, 03:10 »
High time to start working on another release, don't you think?
There are some old changes in the repository that never were publicly tested, so I need a baseline BETA 1 tested to go further. Also this version includes changes to linux curses display (you'll need to compile it yourself to check it out). Changelog below.
DoomRL 0.9.9.8 BETA 1 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on the Jupiter Hell discord if you need help with that!
There are some old changes in the repository that never were publicly tested, so I need a baseline BETA 1 tested to go further. Also this version includes changes to linux curses display (you'll need to compile it yourself to check it out). Changelog below.
DoomRL 0.9.9.8 BETA 1 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on the Jupiter Hell discord if you need help with that!
Code: [Select]
0.9.9.8 BETA 1
[new] -- TR#307: description for badges and medals in mortem.txt
[new] -- TR#---: event added: darkness
[mod] -- TR#---: Nightmare no longer prevents saving
[mod] -- TR#---: animation engine upgrade
[mod] -- TR#294: targeting ranges use vision calculation and are locked to vision range unless the weapon specifies a different range (shark)
[mod] -- TR#310: character screen (@) shows dodge and knockback modifiers.
[mod] -- TR#---: Ao100 / AAo666 full wins now counted as such.
[mod] -- TR#---: AoOC retooled -- starting inventory changed.
[mod] -- TR#---: separte path support (separate data/score etc, esp on Linux)
[mod] -- TR#---: curses used on Linux instead of FPCVideo
[fix] -- TR#---: melee kills tracked properly AoLT and ArchAoLT now working as intended
[fix] -- TR#---: kills are only assigned to an item if the item was used to kill
[fix] -- TR#---: weapon OnKill is called only if weapon is used to kill the enemy
[fix] -- TR#154: plural items (boots) are now properly described on floor
[fix] -- TR#---: fixed mouse scrolling along map edges (shark)
[fix] -- TR#---: right click won't try to reload weapons that don't use ammo (shark)
[fix] -- TR#290: mouse targeting now respects missile range property and vision range (shark)
[fix] -- TR#290: targeting line has consistent coloring rules between console and graphics mode.
[fix] -- TR#303: SegFault from melee attacking during weapon restricted challenges fixed (shark)
[fix] -- TR#---: better timed explosion animations for weapons firing multiple shots (shark)
[fix] -- TR#---: pump action weapons that self charge or don't use ammo will allow 'r' to pump them (shark)
[fix] -- TR#---: Shottyman no longer move-reloads self charging weapons (shark)
[fix] -- TR#---: BFG10K has better scattering, and scatters at close range (shark)
[fix] -- TR#303: Fixed a crash caused by a weird interaction between the player's death, a nuke, and being OnAction hooks (shark)
[fix] -- TR#---: 'l'ooking no longer overwrites the last line of the message log (shark)
[fix] -- TR#---: Repeat level feeling command added (Shift-L by default) (shark)
[fix] -- TR#---: Hell's Armory/Deimos Lab can now generate a unique as its special item.
[fix] -- TR#311: Armory/Deimos Lab won't pick assemblies created in the current game as a schematic choice.
[fix] -- TR#---: MMB now properly performs both attacks always. (shark)
[fix] -- TR#---: Demons shouldn't freeze up any more.
[fix] -- TR#---: Vaults: Opened spaces no longer marked permanent.
[fix] -- TR#---: Deimos Lab: Schematic generation matches Armory rules.
[fix] -- TR#---: Military Base: Work around for graphics issues.
[fix] -- TR#---: Arch-Viles now take damage from acid/lava.
[fix] -- TR#---: Berserker trigger is based on Nominal HP (Iro/Marine will no longer affect it), still has minimum of 10 damage (for AoHu).
[fix] -- TR#309: AoOC now counts sacrifice and full wins properly.
[fix] -- TR#---: Technicians now get starting tech mod on challenges that were (incorrectly) removing it.
4
General Discussion / Jupiter Hell 0.9.4 - Europa - RELEASED!
« on: September 28, 2020, 11:12 »
High time to attempt (no?) landings on Europa! 0.9.4 brings visual improvements to the snow-covered moon, along with revisiting of all it's generators, improvements to lighting and a brand new branch with a new special level! Additionally we added ice fiends and hyperblasters for ultimate splatter - read all about it below!
Asterius Habitat
New Europa branch has been added - similarly to Callisto's branches two out of three will be generated, but for this patch only we made Asterius Habitat guaranteed to appear. As all branches it comes with its own special level, and apart from variations of old Habitat generators it actually has two new generator types that are currently fully unique to the branch.
Ice fiends
Europa specific strain of the fiend has been added, pretty obviously cold-themed. This gives a nice counterpart to everyone's favorite cryoreavers and cryoberi :P
Hyperblaster
The addition of the cell-powered chainfire weapon leaves us with only one basic weapon that still needs to make an appearance (no cookie for guessing which, but it will come ;) ). The hyperblaster correctly works with all chainfire related traits.
Nightmare balance
We're generally pretty happy with how Nightmare turned out, it seems that almost all Diamond badges (apart from two) have already been acquired. However, two slight changes have been added. Respawned exalted will now only give experience on the first respawn (to prevent boring exp farming on level 1). To make the earlier levels more doable and less RNG-dependent, exalted soldiers on levels before Callisto L4 will now have worse equipment. This also applies to early regular game exalted spawns.
Masters and Traits
We buffed two underpowered scout masters - Ghost now reduces Stealth cost to 15 (10 at Level 2) and Assassinate keeps your dodge value after the attack (which makes spamming it much safer). We also are looking to buff Wizard and Fireangel, the former will get stronger with the hack changes coming next patch, the latter will need to wait for Fire related changes in an upcoming status effect related patch.
Marine's Furious now also generates +1/+2 Fury on kills that gib, making it a bit more useful and interesting trait, while Running cost is now 20 Fury independent of difficulty level.
Changelog
Apart from the above we did some more balance and visual changes, full list below:
What's next?
This was a slightly thinner release as we need some time to build up background tech for upcoming releases. Next up in 3-4 weeks we'll have 0.9.5 Terminal which will bring improvements to hacking and terminals in general, stay tuned!
Asterius Habitat
New Europa branch has been added - similarly to Callisto's branches two out of three will be generated, but for this patch only we made Asterius Habitat guaranteed to appear. As all branches it comes with its own special level, and apart from variations of old Habitat generators it actually has two new generator types that are currently fully unique to the branch.
Ice fiends
Europa specific strain of the fiend has been added, pretty obviously cold-themed. This gives a nice counterpart to everyone's favorite cryoreavers and cryoberi :P
Hyperblaster
The addition of the cell-powered chainfire weapon leaves us with only one basic weapon that still needs to make an appearance (no cookie for guessing which, but it will come ;) ). The hyperblaster correctly works with all chainfire related traits.
Nightmare balance
We're generally pretty happy with how Nightmare turned out, it seems that almost all Diamond badges (apart from two) have already been acquired. However, two slight changes have been added. Respawned exalted will now only give experience on the first respawn (to prevent boring exp farming on level 1). To make the earlier levels more doable and less RNG-dependent, exalted soldiers on levels before Callisto L4 will now have worse equipment. This also applies to early regular game exalted spawns.
Masters and Traits
We buffed two underpowered scout masters - Ghost now reduces Stealth cost to 15 (10 at Level 2) and Assassinate keeps your dodge value after the attack (which makes spamming it much safer). We also are looking to buff Wizard and Fireangel, the former will get stronger with the hack changes coming next patch, the latter will need to wait for Fire related changes in an upcoming status effect related patch.
Marine's Furious now also generates +1/+2 Fury on kills that gib, making it a bit more useful and interesting trait, while Running cost is now 20 Fury independent of difficulty level.
Changelog
Apart from the above we did some more balance and visual changes, full list below:
Code: [Select]
Beta 0.9.4 - Europa - September 28, 2020
NEW #1201 - Asterius Habitat branch added to Europa!
NEW #1202 - Asterius Breach special level!
NEW #1200 - ice fiend added!
NEW #1199 - hyperblaster, and ADV hyperblaster! (plasma chain)
CHANGE #1203 - ALL Europa generators revisted, improved visuals
CHANGE #1204 - increased amount of generated lootboxes
CHANGE #1198 - Refueling Base - better (weapon based) reward
CHANGE #1198 - AoNYR - all enemies drop weapons (except respawns)
CHANGE #1198 - weaker exalted soldier weapons pre-CalL4 (N! also)
CHANGE #1198 - Nightmare - only the first respawn gives XP
CHANGE #1198 - Scout - Ghost stealth costs now 15/10
CHANGE #1198 - Scout - Assassinate buffed and keeps dodge
CHANGE #1198 - Marine - Furious now generates +1/2 Fury on gib
CHANGE #1198 - Marine - Running now costs a flat 20 Fury
CHANGE #1198 - Europa L1 - less enemies on all difficulties
CHANGE #1168 - improved Callisto mines caves lighting
FIX #1198 - Limbo - safe zone added for reaver spawn
What's next?
This was a slightly thinner release as we need some time to build up background tech for upcoming releases. Next up in 3-4 weeks we'll have 0.9.5 Terminal which will bring improvements to hacking and terminals in general, stay tuned!
5
General Discussion / Jupiter Hell 0.9.3 - Nightmare - RELEASED!
« on: September 07, 2020, 10:18 »
It's time to face the ultimate challenge in 0.9.3 Nightmare! Apart from the eponymous difficulty level, we have added Platinum and Diamond level badges, level events, gibbing (fun for everyone, life-saving in Nightmare), ADV AMPs and more - read all about it below!
Nightmare!
The borderline unfair and punishing difficulty level from DRL returns! While the balance is close to UV (and there's no accuracy boost for the enemies), each biological enemy that dies leaves a summoning circle. Leave that circle alone and out of sight for a while, and the enemy will respawn... as a progressively-stronger, exalted variant.
This difficulty is not for the faint of heart, but is beatable. Different tactics need to be applied, gibbing enemies becomes a valuable tool, and exploring all of the map might become a death trap. You've been warned!
Platinum and Diamond badges
To make your Nightmare exploits count, we added a fourth and fifth tier of the badge system. While Platinum badges can be achieved on UV difficulty for some challenges, Diamond is all about Nightmare. Platinum badges are all achievable through careful and masterful play; Diamond ones, however... well, let's say that we're interested ourselves in how many of those are actually achievable! ;)
Gibbing
Borrowing the old Doom term, gibbing might happen when, you deal enough damage in a single attack to overkill an enemy. Depending on how much overkill happens, the gibbing chance goes up (damage equal to twice their health guarantees a gib). To quickly enjoy the lovely visuals, walk up to a former human and sell him a shotgun blast into the face. Note that some weapons (explosive ones and melee) have a hidden factor that makes gibbing easier!
Level events
Probably the most interesting addition for people who're afraid of the Nightmare are level events - modifiers that might happen when entering a regular level. There's currently 8 of them, ranging from simple ones (the level has many more barrels...) to ones that expect you to do something within a turn-based time limit to gain extra experience. Not all events generate on every level branch, and we will be adding more of them in further releases of the game!
ADV AMPs
While the initial idea was to ditch the old AMP system altogether, as the first step we're introducing ADV AMPs with random stats for pistols (inlcluding SMGs), auto weapons (rifles and chainguns), and shotguns. The perk pool for them is currently quite shallow; once we improve on it, we will probably remove the old regular AMPs.
Plasma grenade
The ultimate overkill tool, packing a whopping 200 plasma damage in a single grenade. Useful in Nightmare for gibbing, and in all difficulties for making sure that big dude dies. Don't bother saving them for the summoner though (see below).
UI
The seed line below the level name has been changed. It now states the difficulty (by single letter), the challenge abbreviation (if present), and the general seed of the run. Apart from helping streamers not answer the basic questions each time, it will help us have all the needed information in a screenshot when reporting issues with level generation.
Additionally, as requested, we've added head slot durability to the UI, and removed the armor name, as usually you remember what you're wearing and you can always shift-compare with what's on the ground.
Balance changes
Summoner now has a damage gate - if you deal more than 80 damage before he takes his turn, all further damage is negated until that time. If you're faster than him, you might notice his health turning violet - don't bother shooting him then (later we'll add a nice shield effect once shields are in!).
Barrel damage has been increased - this makes for more gibbing fun, but also might prove fatal if you're not careful!
We've increased the amount of loot, too - common chests always drop at least 3 items, with special tier 1 chests and vaults appearing more often.
Finally some more minor changes and the regular supply of bugfixes which all can be summed up in the full changelog below:
Full changelog
What's next?
We're working on a bigger feature, but it's taking more time than anticipated, so in the meantime we'll do a smaller content-focused release next. In hopefully two weeks you'll get 0.9.4 Europa, with various additions to level generation and other new stuff to explore. Until then, try not to fall victim to the Nightmare!
Nightmare!
The borderline unfair and punishing difficulty level from DRL returns! While the balance is close to UV (and there's no accuracy boost for the enemies), each biological enemy that dies leaves a summoning circle. Leave that circle alone and out of sight for a while, and the enemy will respawn... as a progressively-stronger, exalted variant.
This difficulty is not for the faint of heart, but is beatable. Different tactics need to be applied, gibbing enemies becomes a valuable tool, and exploring all of the map might become a death trap. You've been warned!
Platinum and Diamond badges
To make your Nightmare exploits count, we added a fourth and fifth tier of the badge system. While Platinum badges can be achieved on UV difficulty for some challenges, Diamond is all about Nightmare. Platinum badges are all achievable through careful and masterful play; Diamond ones, however... well, let's say that we're interested ourselves in how many of those are actually achievable! ;)
Gibbing
Borrowing the old Doom term, gibbing might happen when, you deal enough damage in a single attack to overkill an enemy. Depending on how much overkill happens, the gibbing chance goes up (damage equal to twice their health guarantees a gib). To quickly enjoy the lovely visuals, walk up to a former human and sell him a shotgun blast into the face. Note that some weapons (explosive ones and melee) have a hidden factor that makes gibbing easier!
Level events
Probably the most interesting addition for people who're afraid of the Nightmare are level events - modifiers that might happen when entering a regular level. There's currently 8 of them, ranging from simple ones (the level has many more barrels...) to ones that expect you to do something within a turn-based time limit to gain extra experience. Not all events generate on every level branch, and we will be adding more of them in further releases of the game!
ADV AMPs
While the initial idea was to ditch the old AMP system altogether, as the first step we're introducing ADV AMPs with random stats for pistols (inlcluding SMGs), auto weapons (rifles and chainguns), and shotguns. The perk pool for them is currently quite shallow; once we improve on it, we will probably remove the old regular AMPs.
Plasma grenade
The ultimate overkill tool, packing a whopping 200 plasma damage in a single grenade. Useful in Nightmare for gibbing, and in all difficulties for making sure that big dude dies. Don't bother saving them for the summoner though (see below).
UI
The seed line below the level name has been changed. It now states the difficulty (by single letter), the challenge abbreviation (if present), and the general seed of the run. Apart from helping streamers not answer the basic questions each time, it will help us have all the needed information in a screenshot when reporting issues with level generation.
Additionally, as requested, we've added head slot durability to the UI, and removed the armor name, as usually you remember what you're wearing and you can always shift-compare with what's on the ground.
Balance changes
Summoner now has a damage gate - if you deal more than 80 damage before he takes his turn, all further damage is negated until that time. If you're faster than him, you might notice his health turning violet - don't bother shooting him then (later we'll add a nice shield effect once shields are in!).
Barrel damage has been increased - this makes for more gibbing fun, but also might prove fatal if you're not careful!
We've increased the amount of loot, too - common chests always drop at least 3 items, with special tier 1 chests and vaults appearing more often.
Finally some more minor changes and the regular supply of bugfixes which all can be summed up in the full changelog below:
Full changelog
Code: [Select]
Beta 0.9.3 - Nightmare - September 7, 2020
NEW #1186 - Nightmare!
NEW #1156 - Level events! 8 initial events, more to come!
NEW #1188 - Gibbing! Overkill destroys corpses (useful in N!)
NEW #1187 - Platinum and Diamond badges - requiring N!/UV
NEW #1191 - plasma grenades - when a krak is not enough
NEW #1192 - ADV AMP's - pistol, auto and shotgun
CHANGE #1194 - HUD - short armor info, added helmet info
CHANGE #1193 - challenge, diff, and world seed under level name
CHANGE #1190 - Summoner damage gate (max 80 damage between turns)
CHANGE #1188 - improved some death animation timing issues
CHANGE #1191 - increased barrel damage values (be careful!)
CHANGE #1191 - ADV helmets always have at least 3 mod capacity
CHANGE #1191 - special tier 1 chests more common
CHANGE #1191 - common chests drop at least 3 items
CHANGE #1191 - increased the frequency of vaults
CHANGE #1156 - player data skill ranks above "Captain"
FIX #1191 - CAL L1 - removed some "not enough chests" cases
FIX #1165 - Tyre Outpost headgear now properly AV3
FIX #1165 - Entrenchment now displays proper resistance values
FIX #1165 - fixed passing 100% kills for some requirements
What's next?
We're working on a bigger feature, but it's taking more time than anticipated, so in the meantime we'll do a smaller content-focused release next. In hopefully two weeks you'll get 0.9.4 Europa, with various additions to level generation and other new stuff to explore. Until then, try not to fall victim to the Nightmare!
6
General Discussion / Jupiter Hell 0.9.2 - Vision - RELEASED!
« on: July 27, 2020, 08:43 »
After a longer break (much needed since we've been crunching since launch), we present 0.9.2 Vision! The three biggest additions this time is the enabling of the head slot, with various associated items that have their ADV versions too, changing the vision range on some levels (lower or higher) and two new special levels!
Helmets, Visors and Gasmasks
The head slot is finally functional! While the base helmet just protects from critical hits (like the imp or reaver charge attack), stronger helmets carry a slight armor bonus. ADV versions come with a subset of armor perks. Visors and gasmasks however drop always ADV and have their own brand new pool of perks related to vision, scouting and hacking!
Vision range
Up until now vision range was hardcoded. Now you'll often encounter levels with reduced vision range - carry a shotgun and beware of melee enemies! Or, find a nice visor with Nightvision. Some caves have a higher vision range, giving more strength to long range weapons. Further along we might reduce the sight range of some enemies and make them operate on scent and sound alone, but that's for a future update! We took this occasion to tinker with the default camera settings too - the camera will adapt to vision range, and show stuff at a slightly better range.
New special levels
We've added one alternative level that can spawn instead of the Warehouse on Io, with a strong theme, new mechanics and an unique reward. On Europa, Refueling Base can also be swapped for a new level, The Pit. To avoid spoilers I'll end this paragraph here :).
Balancing
7.62 sidearm got a damage buff, and assault rifle got it's range nerfed a bit. We've also significantly increased the duration of the EMP effect. Also melee weapon drops are now more common.
Other changes
Drones can now actually fly over gaps, so don't be surprised if you're flanked on Callisto Spaceport :). Also, while adding helmets we noticed that green/blue/red as a descriptor is kind of boring - both armor and helmets now follow a new naming - basic (green), marine (blue), combat (red).
Full changelog
What's next?
This update is on the lighter side, the next one might be much beefier. 0.9.3 Nightmare is coming! Apart from obvious content for the high level players, we'll also add signifcant changes for everyone :). The update should land in 3-4 weeks from now.
Helmets, Visors and Gasmasks
The head slot is finally functional! While the base helmet just protects from critical hits (like the imp or reaver charge attack), stronger helmets carry a slight armor bonus. ADV versions come with a subset of armor perks. Visors and gasmasks however drop always ADV and have their own brand new pool of perks related to vision, scouting and hacking!
Vision range
Up until now vision range was hardcoded. Now you'll often encounter levels with reduced vision range - carry a shotgun and beware of melee enemies! Or, find a nice visor with Nightvision. Some caves have a higher vision range, giving more strength to long range weapons. Further along we might reduce the sight range of some enemies and make them operate on scent and sound alone, but that's for a future update! We took this occasion to tinker with the default camera settings too - the camera will adapt to vision range, and show stuff at a slightly better range.
New special levels
We've added one alternative level that can spawn instead of the Warehouse on Io, with a strong theme, new mechanics and an unique reward. On Europa, Refueling Base can also be swapped for a new level, The Pit. To avoid spoilers I'll end this paragraph here :).
Balancing
7.62 sidearm got a damage buff, and assault rifle got it's range nerfed a bit. We've also significantly increased the duration of the EMP effect. Also melee weapon drops are now more common.
Other changes
Drones can now actually fly over gaps, so don't be surprised if you're flanked on Callisto Spaceport :). Also, while adding helmets we noticed that green/blue/red as a descriptor is kind of boring - both armor and helmets now follow a new naming - basic (green), marine (blue), combat (red).
Full changelog
Code: [Select]
Beta 0.9.2 - Vision - July 27, 2020
NEW #1182 - head slot functional now!
NEW #1182 - basic/marine/combat helmets (also ADV) added
NEW #1182 - ADV gasmask added, ADV visors/headsets
NEW #1182 - ADV visors/headsets have their own new perks
NEW #0992 - new special level alternative to Warehouse
NEW #1012 - new special level alternative to Refueling Base
CHANGE #1000 - flying enemies can now fly over gaps
CHANGE #1182 - green/blue/red armor -> basic/marine/combat
CHANGE #0337 - levels may have different vision distances
CHANGE #0337 - some caves have vision 8, dark places 5-6
CHANGE #0337 - camera zooms based on vision distance
CHANGE #0337 - improved default zoom
CHANGE #1180 - 7.62 sidearm damage 10->12
CHANGE #1180 - 7.62 assault rifle max range 10->8
CHANGE #1180 - increased EMP effect duration by 66%
CHANGE #1180 - Tyre lost one special lootbox (manufacture is op)
CHANGE #1180 - increased drop rates of melee weapons
CHANGE #1170 - Mimir Habitat reward is no longer guaranteed
CHANGE #1166 - lights/lamps are destructible (no gameplay effect)
FIX #1124 - fixed visual gap in basalt levels
What's next?
This update is on the lighter side, the next one might be much beefier. 0.9.3 Nightmare is coming! Apart from obvious content for the high level players, we'll also add signifcant changes for everyone :). The update should land in 3-4 weeks from now.
7
General Discussion / 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
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!
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!
8
Announcements / Jupiter Hell 0.9.0 - Masters!
« on: April 27, 2020, 11:14 »
Jupiter Hell update 0.9.0 Masters! has been released!
![](https://jupiterhell.com/media/django-summernote/2020-04-27/155ca188-b602-4ec4-a0fd-465feadcca78.png)
Masters brings 15 (fifteen!) Master Traits (each making a significant change to playstyle), 6 new weapon types, chainfire, animation updates and more!
Read more about it here on the forum!
![](https://jupiterhell.com/media/django-summernote/2020-04-27/155ca188-b602-4ec4-a0fd-465feadcca78.png)
Masters brings 15 (fifteen!) Master Traits (each making a significant change to playstyle), 6 new weapon types, chainfire, animation updates and more!
Read more about it here on the forum!
9
General Discussion / Jupiter Hell 0.9.0 - Masters - RELEASED!
« on: April 27, 2020, 11:10 »![](https://jupiterhell.com/media/django-summernote/2020-04-27/09c26333-10db-47b5-b198-4358f109a6f0.png)
Hell, it's about time! Our most significant update yet, Jupiter Hell 0.9.0 -- a.k.a. "Masters" (of Doom? :P) -- is out, and with it, 15 (fifteen!) Master traits have been added, each bringing a unique playstyle! Read all about it below!
https://www.youtube.com/watch?v=yDJ8tvLpGUQ
But before we get to the meat, this is our most important release up to date and we want to reach with it as many people as possible! We've set the price -20% off on Steam, and would be honored if you'd help us spread the news among friends, communities and your favorite streamers! Only YOU can really help us out with this quest!
Also, if you want to discuss master builds, be sure to join our Discord Server :)
Masters!
Fifteen Master traits have been added, five per class. Some of them are generic, some of them tailored toward a particular weapon group. All of these have 3 trait levels that can be picked -- one each at level 7, 10 and 13. Contrary to prior updates, Master traits have relatively few requirements (3 or 4 traits), and do not block any other traits, for maximum build flexibility.
Marine Masters
- Onslaught - once you spool up your chain-fire weapon (see below), you can move while firing and increasing spool-up!
- Bulletstorm - adds 1 more shot per action to SMGs and pistols, and reduces their ammo consumption
- Army of Darkness - designed with Shotguns in mind, this is a generic trait that converts the Slash weapon damage type to Pierce, and maximizes their effective range
- Vampyre - Health regeneration on melee kills
- Survivor - generalist trait makes you harder to kill and provides limited regeneration capabilities
Scout Masters
- Sniper - for use with any rifle, increases ranges and provides a bonus to critical chance which scales with range to target
- Gun Kata - fan favorite -- automatically shoots both your pistols at different targets as you dance between enemies
- Gunrunner - reload weapons on move and reduces their fire time for the turn after a move, leading to a run and gun playstyle
- Assassinate - Scout's flashy melee master -- phaseshift right behind the enemy to deliver a fatal blow
- Ghost - for the sneaky among us, significantly reduces stealth costs and detects enemies before you see them
Technician Masters
- Entrenchment - hold position and start spewing bullets - automatic hunker and damage reduction when firing while remaining stationary
- Sharpshooter - for the pistol fans: increased ranges and damage bonus which scales with range to target
- Fireangel - when you want to see the world burn. Shrug off explosions and proc fire effects
- Blademaster - Tech's melee master -- wield two blades at the same time for more damage!
- Wizard - smoke screen on cooldown, buff to hacked enemies and bot summoning
Apart from that, some of the existing non-master traits have been changed or removed, and a new Eagle Eye trait is present in Scout.
Masters obviously shake up the game a lot, and we tried to compensate balance for it (see below), but generally we kept most of the traits on the overpowered side -- expect more balancing in future updates :P
New Uncommon Weapons
To provide more early-game variety and fill up some gaps in weapon types vs available ammo, we added 6 new weapons that are alternatives to current common weapons:
- 9mm combat pistol
- .44 long revolver
- 7.62 sidearm
- 7.62 assault SMG
- 7.62 sniper rifle
- CRI plasma cannon
All of the above have ADV variants (which now show their tier in the name, i.e. AV1, AV2 and AV3), and are sometimes carried by regular humanoid enemies.
Chaingun Spool-up
Chaingun has changed! To give the chaingun its own niche among other similar weapons, chaingun now ramps up to its full damage potential after two turns of uninterrupted firing, represented by audio and visual effects, and a Spool-up status effect. Pick Marine's Onslaught master trait if you want to move while mowing down enemies!
Improved Animations
Speaking of the chaingun animation, we've also made a general pass on animations in the game - the player's body now rotates separately from the legs when firing and aiming, movement is smoothed out, rotating weapons actually rotate, and other miscellaneous animations were fixed.
UI Improvements
Several minor UI improvements have been made -- health bars now show what damage was done since the last turn, required traits in trait descriptions are highlighted red or green depending on whether or not the requirements are already met, and weapon statistics have been made more compact, and now include explicit weapon-group information.
Major Balance Changes
The inclusion of Master traits caused us to take a significant pass at game balance. In general, we made early-game a bit easier (especially on Medium), and significantly buffed all late game enemies to offset the power of Master traits. Also, there are more enemies in general post-Europa (scaling with difficulty).
Oh, and remember that UV accuracy bonus for enemies? It wasn't working correctly; we've now fixed it. Expect a lot more pain on Ultraviolence ;)
Plethora of Bugfixes
Last (but certainly not least), we fixed plenty of bugs, and we eagerly anticipate fixing the ones that will inevitably popup in this release with the amount of added mechanics :P.
Changelog
That's no moon, it's a changelog!
Code: [Select]
Beta 0.9.0 - Masters - April 27, 2020
NEW #1066 - Traits - Marine chainfire master - Onslaught!
NEW #1125 - Traits - Scout rifle master - Sniper!
NEW #1126 - Traits - Tech cf/general master - Entrenchment!
NEW #1122 - Traits - Marine pistol/SMG master - Bulletstorm!
NEW #1063 - Traits - Scout pistol/SMG master - Gun Kata!
NEW #1123 - Traits - Tech pistol/SMG master - Sharpshooter!
NEW #1064 - Traits - Marine sg/rl master - Army of Darkness!
NEW #1118 - Traits - Scout sg/general master - Gunrunner!
NEW #1065 - Traits - Tech sg/general master - Fireangel!
NEW #1067 - Traits - Marine melee master - Vampyre!
NEW #1068 - Traits - Scout melee master - Assassinate!
NEW #1069 - Traits - Tech melee master - Blademaster!
NEW #1070 - Traits - Marine general master - Survivor!
NEW #1127 - Traits - Scout general master - Ghost!
NEW #1128 - Traits - Tech general master - Wizard!
NEW #1090 - 6 new uncommon base weapons with ADV variants!
NEW #0863 - chaingun now has a spool-up (4/6/8 shots)
CHANGE #1086 - UV enemy accuracy bonus was not working - fixed
CHANGE #1101 - ADV weapons now AV1, AV2 or AV3 depending on tier
CHANGE #1072 - Bloodhound and Tracking Data markers on screen
CHANGE #1128 - hacked enemies now give 1xEXP, but count kill EXP
CHANGE #1133 - UI - health bars use = to show recent damage
CHANGE #1112 - UI - required traits are highlighted red/green
CHANGE #1130 - UI - cleaned up weapon stats description
CHANGE #1130 - UI - explicit weapon groups in stats and traits
CHANGE #1130 - UI - stats now show mods line as count/capacity
CHANGE #1087 - Balance - fire fiend and drone accuracy reduced
CHANGE #1087 - Balance - Callisto sergeants deal 70% damage
CHANGE #1086 - Balance - heavies have -20% accuracy and -10% speed
CHANGE #1086 - Balance - much fewer heavies on Callisto and Europa
CHANGE #1086 - Balance - 25% fewer armored ravagers
CHANGE #1086 - Balance - +50% health to ravagers, +33% to reavers
CHANGE #1109 - Balance - more experience for ravagers and reavers
CHANGE #1109 - Balance - more health to formers post Europa
CHANGE #1109 - Balance - +60% health to all cerberi
CHANGE #1109 - Balance - x2 health for CRI marines, +50% for CRI bots
CHANGE #1109 - Balance - fewer enemies on Anomaly and Milibase
CHANGE #1086 - Balance - more enemies lategame at higher diffs
CHANGE #1088 - Balance - Scout's Dash L1 and L2 merged together
CHANGE #1088 - Balance - evasion (dodge + guard) caps at 90
CHANGE #1088 - Balance - evasion no longer halved against melee
CHANGE #1109 - Balance - Swordmaster and Summoner buffed
CHANGE #1110 - Balance - more health orbs on earlier levels
CHANGE #1099 - Traits - Marine - removed Shredder
CHANGE #1099 - Traits - Tech - removed Overkill
CHANGE #1099 - Traits - Scout - removed Shottyman
CHANGE #1099 - Traits - Scout - new Eagle Eye (+1 max distance)
CHANGE #1099 - Traits - Scout - Swashbuckler becomes a basic trait
CHANGE #1099 - Traits - Scout - Pinpoint buffed to +25%/+50%
CHANGE #1099 - Traits - Scout - Steady Shot merged into Deadly Prec
CHANGE #1108 - high HP enemies (boss, resilient) have overhealth
CHANGE #1062 - GFX - upper bodies rotate separately when aiming
CHANGE #1062 - GFX - smoother movement interpolation
CHANGE #0863 - GFX - rotating weapons now actually rotate when firing
CHANGE #1055 - GFX - improved animation and FX of ravagers
CHANGE #1102 - GFX - several fixes and improvements to lighting
CHANGE #1111 - Challenge - Carnage scavenger behaves like AoSh
FIX #1071 - "free" actions are now free, not just super short
FIX #1050 - rare enemy multi-shot crash fixed
FIX #1076 - fixed stealthing against charging fiends
FIX #1082 - fixed black tiles in industrial_01 generator
FIX #1080 - saving will be properly enabled after tutorial
FIX #1081 - melee will properly advance even if corpse removed
FIX #1077 - fixed not being able to hack bots in doorways
FIX #1098 - enemies will no longer attempt charge over lootbox
FIX #1061 - advanced bots are hackable (but expensive)
FIX #1131 - ending game with follower wont crash the next game
FIX #1136 - fixed accidental swearword on clean setting
FIX #1135 - killing mechanical enemies isn't spilling blood...
FIX #1132 - fixed a bug group related to death
What's next?
The next version, 0.9.1, will be on the lighter side in terms of content; we'll focus on balancing this update and adding more content options to early levels and their respective generators. It also might come a little later than normal, as I definitely need some Zzz.....
10
General Discussion / Jupiter Hell 0.8.11 - Berserker - RELEASED!
« on: March 31, 2020, 15:13 »
The much awaited Jupiter Hell update 0.8.11 a.k.a. Berserker is live! The theme is unsurprisingly melee combat, but new general traits have also been added and the gameplay flow of the player classes improved! Read all about it below!
Melee - Rip'n'Tear!
Apart from return of the chainsaw, we've added a couple more melee weapons (katanas in space anyone?), added melee focused traits and improved melee synergy of others.
A disclaimer first though - Jupiter Hell is a game of ranged combat - trying to play it melee only is much harder than any ranged build. That said, melee excels in late game in dishing huge amounts of damage! Right now it's almost viable to main melee late game, and once Masters hit next release this will definitely be true! Now however it's quite useful as a hybrid build - if they get too close, they're toast!
There is a new Melee help topic in the game with all the needed information! Especially if you want to try out Angel of Berserk, the obvious challenge addition for this release :)
Melee arsenal
Apart from the aformentioned chainsaw, you can find several tiers of melee weapons, some of which even have ADV variants (anyone want an ADV machete?). Bladed melee weapons are special, utilizing Melee Guard mechanic - if you're close to enemies you get an extra dodge bonus. Speaking of mechanics - you both can bump into and "F"ire a melee weapon to attack (also diagonally), and you'll move to the enemy space at kill. If you want to prevent that (i.e. not stepping out of cover), you can hold SHIFT when pressing attack to prevent that.
New traits
In the melee department, Marine gets Rip'n'Tear that generates more Fury on melee kills and provides a damage bonus based on how much current Fury you have. Tech gets Bladedancer which doubles or even triples Melee Guard values, and Scout gets Swashbuckler that instantly switches to a melee weapon if one is present on melee attack and Energy Leech that produces Energy on melee kills.
Apart from that we added new traits useful in melee builds, but also useful in general - Scout gets Dash which makes consecutive moves in a given direction be twice as fast (and a critical bonus at L2 if dashing into melee), Tech gets Juggernaut which reduces enemy damage when moving towards the targeted enemy and Powerjack that allows to siphon Power from Terminals, and Marine gets Running, similar to the now removed Scout Running, but fueled by Fury instead of once per level. Angry Motherfucker now gives bonus damage based on missing health, not pain.
Lots of smaller changes in the Changelog below, we also removed some less used traits to make room for new and future stuff.
New special level
We've removed Arena from Beyond (it was kinda boring, it might return in an improved form!), and in its place there's a hidden new special level. No spoilers :P
GFX pass
We've improved performance a bit, and also improved visual quality (esp. normal maps). Addionally we did an improvement pass on enemy animations and FX (work in progress). Finally some of you might notice the game running smoother, even within the same FPS range.
Bugfixes
And of course the regular batch of bugfixes, the major ones listed below. Two things of note is that AI will no longer without provocation perform infighting, and that the guaranteed plasma weapon drops on Io L1 will now be present on higher difficulties.
Changelog
What's next
We're slowly reaching 0.9.0 Masters - the release everyone is waiting for that will introduce Master Traits :). The release is scheduled for April 27th, but we may squeeze in a smaller 0.8.12 update before that! Keep your eyes open and tell us what you think of this new release!
Melee - Rip'n'Tear!
Apart from return of the chainsaw, we've added a couple more melee weapons (katanas in space anyone?), added melee focused traits and improved melee synergy of others.
A disclaimer first though - Jupiter Hell is a game of ranged combat - trying to play it melee only is much harder than any ranged build. That said, melee excels in late game in dishing huge amounts of damage! Right now it's almost viable to main melee late game, and once Masters hit next release this will definitely be true! Now however it's quite useful as a hybrid build - if they get too close, they're toast!
There is a new Melee help topic in the game with all the needed information! Especially if you want to try out Angel of Berserk, the obvious challenge addition for this release :)
Melee arsenal
Apart from the aformentioned chainsaw, you can find several tiers of melee weapons, some of which even have ADV variants (anyone want an ADV machete?). Bladed melee weapons are special, utilizing Melee Guard mechanic - if you're close to enemies you get an extra dodge bonus. Speaking of mechanics - you both can bump into and "F"ire a melee weapon to attack (also diagonally), and you'll move to the enemy space at kill. If you want to prevent that (i.e. not stepping out of cover), you can hold SHIFT when pressing attack to prevent that.
New traits
In the melee department, Marine gets Rip'n'Tear that generates more Fury on melee kills and provides a damage bonus based on how much current Fury you have. Tech gets Bladedancer which doubles or even triples Melee Guard values, and Scout gets Swashbuckler that instantly switches to a melee weapon if one is present on melee attack and Energy Leech that produces Energy on melee kills.
Apart from that we added new traits useful in melee builds, but also useful in general - Scout gets Dash which makes consecutive moves in a given direction be twice as fast (and a critical bonus at L2 if dashing into melee), Tech gets Juggernaut which reduces enemy damage when moving towards the targeted enemy and Powerjack that allows to siphon Power from Terminals, and Marine gets Running, similar to the now removed Scout Running, but fueled by Fury instead of once per level. Angry Motherfucker now gives bonus damage based on missing health, not pain.
Lots of smaller changes in the Changelog below, we also removed some less used traits to make room for new and future stuff.
New special level
We've removed Arena from Beyond (it was kinda boring, it might return in an improved form!), and in its place there's a hidden new special level. No spoilers :P
GFX pass
We've improved performance a bit, and also improved visual quality (esp. normal maps). Addionally we did an improvement pass on enemy animations and FX (work in progress). Finally some of you might notice the game running smoother, even within the same FPS range.
Bugfixes
And of course the regular batch of bugfixes, the major ones listed below. Two things of note is that AI will no longer without provocation perform infighting, and that the guaranteed plasma weapon drops on Io L1 will now be present on higher difficulties.
Changelog
Code: [Select]
Beta 0.8.11 - Berserker - March 31, 2020
NEW #0508 - Melee is in, Rip and Tear!
NEW #1039 - Melee - melee weapons added!
NEW #1038 - Melee - Melee guard (dodge bonus if enemies close)
NEW #1044 - Challenge - Angel of Berserk!
NEW #1054 - New hidden special level added in Beyond!
NEW #0508 - Trait - Rip and Tear for Marine (Melee)
NEW #1042 - Trait - Bladedancer for Tech (Melee)
NEW #0508 - Trait - Dash for Scout (General), loses Running
NEW #0508 - Trait - Energy Leech for Scout (Melee)
NEW #0508 - Trait - Juggernaut for Tech (Close range/Melee)
NEW #0976 - Trait - Swashbuckler for Scout (Hybrid)
NEW #1042 - Trait - Running for Marine (Fury based)
NEW #1042 - Trait - Powerjack for Tech (+30 Power/Terminal)
CHANGE #1048 - Trait - Angry Mo-fo % based on missing health
CHANGE #1042 - Tech - Extra Batteries removed, +10 per Skilled
CHANGE #1042 - Marine - high-health enemies generate 2 Fury
CHANGE #1036 - Scout - activating stealth no longer costs a turn
CHANGE #1036 - Marine loses Focused Fire
CHANGE #1036 - Scout loses Reloader (Shottyman req Gun Hoarder)
CHANGE #1036 - Tech loses TaN, Hunker Down base, GH req Packrat
CHANGE #1053 - you will no longer accidentally melee barrels
CHANGE #1059 - melee killing bots/turrets wont proc explosion
CHANGE #1059 - Dodgemaster removes dodge decay from melee
CHANGE #1059 - evasion (dodge+guard+others) caps at 95%
CHANGE #1041 - Challenge - Shotgunnery converts to current ammo
CHANGE #1054 - removed Arena from Beyond L1, might return later
CHANGE #1051 - GFX - improved animation and FX of enemies
CHANGE #1047 - GFX - improved general color/light quality
CHANGE #1047 - GFX - improved volumetric lighting
CHANGE #1047 - GFX - improved roughness (bumpiness/normals)
CHANGE #1047 - GFX - performance improvement pass
FIX #1050 - GFX - fixed animation blending with empty states
FIX #1053 - AI - unintended infighting removed
FIX #1038 - AI - enemies will no longer try impossible charges
FIX #1053 - Loot - guaranteed plasma weapons on Io L1 working
FIX #1035 - Melee - weak melee no longer damages armor
What's next
We're slowly reaching 0.9.0 Masters - the release everyone is waiting for that will introduce Master Traits :). The release is scheduled for April 27th, but we may squeeze in a smaller 0.8.12 update before that! Keep your eyes open and tell us what you think of this new release!
11
General Discussion / Jupiter Hell 0.8.10 - Explorer - RELEASED!
« on: March 09, 2020, 10:18 »
Time for Jupiter Hell update 0.8.10 a.k.a. Explorer! The main theme of this update is revisiting Special Levels (including adding a new one too), minimap (and maximap :P) improvements, basic melee to prep us for Berserker, Scout and Marine class skill buffs and a lot of minor improvements!
Special levels revisited
We made a pass on all special level rewards to make them feel... well, more special. Some of the levels have a reward drop based on your most commonly used weapon group, some have now unique items/mechanics as rewards - check the full changelog below!
Blacksite Vaults and CRI Armory red doors are now indestructible - the rewards are improved however, and there's always one red card to be found on the level. Valhalla Command has received a significant do-over along with a unique reward for fully clearing it!
Interesting unique rewards have also been added to Tyre Outpost and Containment Area. The backpack has been moved to Refueling Base.
We also introduced our first "alternative" level - instead of Military Barracks you might encounter Callisto Docking Bay - tell us what you think of it!
Also, you might notice that some places in Europa look a bit better this update :).
Our long term goal is to have each level have it's own flavored gimmick, and unique reward. Also, we plan on most levels to have at least one "alternative" later.
Minimap, megamap
To continue the theme of exploration, we finally added the option to configure minimap size - now you can choose between the old size, or two larger sizes. If you need to see the map even better, you can get a screen size map on screen (by holding "m" or left bumper on pad).
Basic melee
One of the major changes this patch was a revamp of the melee system in preparation for the upcoming Berserker update - all ranged weapons now have a melee attack, that you can use by bumping into an enemy, or forcing a melee attack with SHIFT-F (even diagonally). As there are no melee traits yet (wait for Berserker) the damage is not gonna be large, but may still be used as a ammo conserving finisher. More significantly, humanoid enemies will now always melee if in range 1 - which can be (ab)used to your advantage!
Scout and Marine class skill buff
Technician is currently the most powerfull class, and Scout the weakest, so time for some buffs!
Marine Adrenaline was the most complex skill to use, but we wanted Marine to be the "base class" - to fix that, but not lose Adrenaline's interesting mechanics, we changed it so it ALWAYS heals for a set amount of health, but heals more if convert pain. This allows it to be a panic button even if you forget to heal after the shotgun face hit, yet still awards the better player with more health if used in the proper situation.
Scout invisibility doesn't break smell tracking as opposed to techs smoke. To offset that, we're giving Scout a whopping +100% to critical chance when firing from stealth. Now those Skilled stealth shots are worth even more!
Critical hit changes
Speaking of critical hits - now everything can properly have a critical hit. Moreover, critical chance rolls over 100%. So if you have 240% crit chance with +50% critical damage, you'll do +100% damage with 40% chance to do +150%. 240% crit chance sounds impossible? Try Scout in Stealth, aiming two turns with Deadly Precision and shooting a good revolver :P. Speaking of criticals, Headshot now adds +100% crit chance instead of the plain damage bonus, but has a shorter cooldown and no accuracy penalty.
Accuracy mod pack
Accuracy mods now increase optimal range of a weapon instead of adding a flat accuracy bonus. This is actually a buff, especially in the case of weapons like SMG's or revolvers. Additionally this works for shotguns as well, increasing the distance to which you do full damage and the damage fallof starts! Additionally, ADV weapons now can roll with improved optimal distance.
Inventory size
You'll notice that the red keycards are now more important, and we've added a lot other stuff since the last inventory size upgrade, so we decided it's high time to increase default inventory size by 2 to make your exploring a bit less tedious.
Minor changes
Vaults can now have hold technical stations or the new manufacturing stations instead of the purple box. We increased the safe zone when entering the level (less near spawns), and changed the enemy amount curve a bit, reducing Callisto and Europa (to a lesser degree) enemy count. We buffed both .44 ammo exotics, did minor performance improvements, and fixed several bugs. See full list in the changelog below.
Changelog
What's next
Next version will be the long awaited Berserker update - melee weapons (not just the chainsaw :P) and non-master melee related traits! We hope to squeeze some smaller changes in too, so even if you're not a melee fan you'll have something to play with :P. And after Berserker drops, it will be full speed ahead towards the Masters update! Drop by our Discord to see stuff unfold in realtime :)
Special levels revisited
We made a pass on all special level rewards to make them feel... well, more special. Some of the levels have a reward drop based on your most commonly used weapon group, some have now unique items/mechanics as rewards - check the full changelog below!
Blacksite Vaults and CRI Armory red doors are now indestructible - the rewards are improved however, and there's always one red card to be found on the level. Valhalla Command has received a significant do-over along with a unique reward for fully clearing it!
Interesting unique rewards have also been added to Tyre Outpost and Containment Area. The backpack has been moved to Refueling Base.
We also introduced our first "alternative" level - instead of Military Barracks you might encounter Callisto Docking Bay - tell us what you think of it!
Also, you might notice that some places in Europa look a bit better this update :).
Our long term goal is to have each level have it's own flavored gimmick, and unique reward. Also, we plan on most levels to have at least one "alternative" later.
Minimap, megamap
To continue the theme of exploration, we finally added the option to configure minimap size - now you can choose between the old size, or two larger sizes. If you need to see the map even better, you can get a screen size map on screen (by holding "m" or left bumper on pad).
Basic melee
One of the major changes this patch was a revamp of the melee system in preparation for the upcoming Berserker update - all ranged weapons now have a melee attack, that you can use by bumping into an enemy, or forcing a melee attack with SHIFT-F (even diagonally). As there are no melee traits yet (wait for Berserker) the damage is not gonna be large, but may still be used as a ammo conserving finisher. More significantly, humanoid enemies will now always melee if in range 1 - which can be (ab)used to your advantage!
Scout and Marine class skill buff
Technician is currently the most powerfull class, and Scout the weakest, so time for some buffs!
Marine Adrenaline was the most complex skill to use, but we wanted Marine to be the "base class" - to fix that, but not lose Adrenaline's interesting mechanics, we changed it so it ALWAYS heals for a set amount of health, but heals more if convert pain. This allows it to be a panic button even if you forget to heal after the shotgun face hit, yet still awards the better player with more health if used in the proper situation.
Scout invisibility doesn't break smell tracking as opposed to techs smoke. To offset that, we're giving Scout a whopping +100% to critical chance when firing from stealth. Now those Skilled stealth shots are worth even more!
Critical hit changes
Speaking of critical hits - now everything can properly have a critical hit. Moreover, critical chance rolls over 100%. So if you have 240% crit chance with +50% critical damage, you'll do +100% damage with 40% chance to do +150%. 240% crit chance sounds impossible? Try Scout in Stealth, aiming two turns with Deadly Precision and shooting a good revolver :P. Speaking of criticals, Headshot now adds +100% crit chance instead of the plain damage bonus, but has a shorter cooldown and no accuracy penalty.
Accuracy mod pack
Accuracy mods now increase optimal range of a weapon instead of adding a flat accuracy bonus. This is actually a buff, especially in the case of weapons like SMG's or revolvers. Additionally this works for shotguns as well, increasing the distance to which you do full damage and the damage fallof starts! Additionally, ADV weapons now can roll with improved optimal distance.
Inventory size
You'll notice that the red keycards are now more important, and we've added a lot other stuff since the last inventory size upgrade, so we decided it's high time to increase default inventory size by 2 to make your exploring a bit less tedious.
Minor changes
Vaults can now have hold technical stations or the new manufacturing stations instead of the purple box. We increased the safe zone when entering the level (less near spawns), and changed the enemy amount curve a bit, reducing Callisto and Europa (to a lesser degree) enemy count. We buffed both .44 ammo exotics, did minor performance improvements, and fixed several bugs. See full list in the changelog below.
Changelog
Code: [Select]
Beta 0.8.10 - Explorer - March 9, 2020
NEW #1013 - Callisto Docking Bay added as Barracks alternative
NEW #1006 - basic melee - all weapons can be used in melee
NEW #1006 - melee override - use SHIFT-F to force melee attack
NEW #1028 - Scout - stealth gives +100% crit chance (stacks!)
NEW #1028 - Marine - adrenaline always heals a bit!
NEW #1004 - large map view! ("m" key or LBumper on pad)
NEW #1004 - base minimap can be made larger in configuration!
NEW #1016 - Valhalla Command revisited!
NEW #1032 - manufacturing stations, look in vaults and Tyre!
CHANGE #1029 - increased default inventory size by 2 slots
CHANGE #0905 - visual Europa upgrades
CHANGE #1029 - increased no spawn zone around player entry by 2
CHANGE #0977 - CRIArmory and BSVault doors are indestructible
CHANGE #0977 - CRIArmory and BSVault have a warden with 1 red card
CHANGE #0977 - both have "most used weapon" related rewards
CHANGE #0977 - Black Site Vault has 4 red card locked doors
CHANGE #0977 - CAnomaly has a tier 1 or 2 amp for most used weapon
CHANGE #0977 - CCommand has a adv weapon of most used weapon type
CHANGE #1022 - Tyre and Containment have a special reward!
CHANGE #1029 - improved Limbo rewards, Arena has 4 ammo boxes
CHANGE #1006 - AI - enemies with guns will now melee if in range 1
CHANGE #1006 - AI - enemies that run out of ammo will now melee
CHANGE #1001 - accuracy mod pack now increases optimal distance
CHANGE #1001 - ADV weapons may come with improved optimal distance
CHANGE #1010 - increased minimal spawn range on Io and Europa L1
CHANGE #0905 - Military Barracks - alternative layouts
CHANGE #1019 - minor optimization pass
CHANGE #1017 - vsync improvements to Vulkan version
CHANGE #1006 - exalted enemies wont engage in in-fighting
CHANGE #1026 - buffed both .44 exotic weapons
CHANGE #1027 - crit chance over 100% may proc crit damage again
CHANGE #1033 - minor difficulty scaling curve adjustment
CHANGE #1029 - Headshot now: +100% crit chance, no acc penalty, 4cd
CHANGE #1031 - vaults may now contian tech or manufacture stations
FIX #1024 - fix empty black squares on floor
FIX #1024 - fixed Io missing double door floor mesh
FIX #1024 - fixed area near L1 dropship having no physics mesh
FIX #1006 - removed free hack exploit
FIX #1004 - fixed a group of crash/exploits related to AoHubris
FIX #1003 - regenerate level if not enough elevators are created
FIX #0977 - CRI phase won't put you in a red keycard vault
FIX #1015 - untriggered telegraphs cleared on level exit
FIX #1006 - enemies will no longer target disabled bots/turrets
What's next
Next version will be the long awaited Berserker update - melee weapons (not just the chainsaw :P) and non-master melee related traits! We hope to squeeze some smaller changes in too, so even if you're not a melee fan you'll have something to play with :P. And after Berserker drops, it will be full speed ahead towards the Masters update! Drop by our Discord to see stuff unfold in realtime :)
12
General Discussion / Jupiter Hell 0.8.9 - Protocol - RELEASED!
« on: February 24, 2020, 12:22 »
Introducing Jupiter Hell update 0.8.9 a.k.a. Protocol! You asked, and we listened, now you can command your hacked bots to do something else than just aimlessly stagger around! This is more of a "lots of small stuff" release, so there's a bit to go over!
Protocol
Once you successfully hack a bot or a drone, now you can bump into it to change it's main protocol - be it to wait, follow you or actively hunt for enemies. Additionally you can swap places with it or repair it using multitools! If your dream was an army of robotic followers, Protocol got you covered!
Voice
New voice lines from Mark Meer have been added to the game! We mostly focused on adding more variety to the lines that repeat themselves and add more weapon-specific quips. We also added some rare level entry quips that you may find if playing on the higher difficulties :)
Music
If you're a fan of Roland La Goy's JH soundtrack, you'll be happy to know that 4 new tracks have been added this release! The problematic part is that they're mostly placed on the later parts of the game, especially in Beyond, so hide your pride and lower the difficulty level for a few runs :P
Damage types
All "environmental" damage types have been buffed and most of them got a bit of an overhaul. Most of the status effects now do more damage. Smoke clears gas, gas clears smoke, and both clear fire. Fire now spreads! Fire and freeze cancel each other out. Bleed has a pain addition on tick against the player, and a flat accuracy debuff against enemies. EMP has been reworked so that even weaker EMP sources has slowing effect against the stronger EMP shielded enemies (looking at you CRI bots). Acid now damages armor a lot, but as long as you have armor, damage to health is significantly lower. Speaking of armor - it now degrades linearly, not in "jumps" as before.
Telegraphed attacks
Telegraphed attacks are now more obviously marked - this currently was just the charge attack. Now however being hit by a charge deals critical damage! The base melee damage of charging enemies has been reduced a bit to compensate. Additionally siege ravagers now telegraph their attack before shooting, but have been buffed a bit to compensate for that, and made less rare.
Exalted
If you ever met a RESILENT REGEN exalted you know that it's simply not fair - well, this will no longer happen :P. There's a bit of control what keywords can spawn together, additionally we added three new keywords to the pool - HUNTER, JUGGERNAUT and UNSTABLE. Especially the last one can turn out to be quite fun! Exalted spawn a bit more often, and can come in groups of 2 or 4, depending on difficulty, and spawn further from level entry points.
Balance pass
Late game has been rebalanced a bit, should provide more consistent ammo, and definitely there's more boxes to be found in Beyond. CRI plasma pistols now shoot using 1 cell at a cost of a small range nerf.
Angel of Hubris
While this might seem like a rehash of Angel of Confidence (you start on Io) to make things more fun you start with an exotic of your choice :).
Other stuff
We added a bit of visual flair - fade-in and fade-out animations on level transitions, different look of every class (especially armor-less) and made the game work better with widescreen monitors (no more UI scaling).
Changelog
What's next
Next version (0.8.10) will be subtitled Explorer and be themed around level generation and special levels - it's expected to land in two weeks time, so stay tuned! Also, be sure to drop by our Discord, where most of the design discussion takes place :)
Protocol
Once you successfully hack a bot or a drone, now you can bump into it to change it's main protocol - be it to wait, follow you or actively hunt for enemies. Additionally you can swap places with it or repair it using multitools! If your dream was an army of robotic followers, Protocol got you covered!
Voice
New voice lines from Mark Meer have been added to the game! We mostly focused on adding more variety to the lines that repeat themselves and add more weapon-specific quips. We also added some rare level entry quips that you may find if playing on the higher difficulties :)
Music
If you're a fan of Roland La Goy's JH soundtrack, you'll be happy to know that 4 new tracks have been added this release! The problematic part is that they're mostly placed on the later parts of the game, especially in Beyond, so hide your pride and lower the difficulty level for a few runs :P
Damage types
All "environmental" damage types have been buffed and most of them got a bit of an overhaul. Most of the status effects now do more damage. Smoke clears gas, gas clears smoke, and both clear fire. Fire now spreads! Fire and freeze cancel each other out. Bleed has a pain addition on tick against the player, and a flat accuracy debuff against enemies. EMP has been reworked so that even weaker EMP sources has slowing effect against the stronger EMP shielded enemies (looking at you CRI bots). Acid now damages armor a lot, but as long as you have armor, damage to health is significantly lower. Speaking of armor - it now degrades linearly, not in "jumps" as before.
Telegraphed attacks
Telegraphed attacks are now more obviously marked - this currently was just the charge attack. Now however being hit by a charge deals critical damage! The base melee damage of charging enemies has been reduced a bit to compensate. Additionally siege ravagers now telegraph their attack before shooting, but have been buffed a bit to compensate for that, and made less rare.
Exalted
If you ever met a RESILENT REGEN exalted you know that it's simply not fair - well, this will no longer happen :P. There's a bit of control what keywords can spawn together, additionally we added three new keywords to the pool - HUNTER, JUGGERNAUT and UNSTABLE. Especially the last one can turn out to be quite fun! Exalted spawn a bit more often, and can come in groups of 2 or 4, depending on difficulty, and spawn further from level entry points.
Balance pass
Late game has been rebalanced a bit, should provide more consistent ammo, and definitely there's more boxes to be found in Beyond. CRI plasma pistols now shoot using 1 cell at a cost of a small range nerf.
Angel of Hubris
While this might seem like a rehash of Angel of Confidence (you start on Io) to make things more fun you start with an exotic of your choice :).
Other stuff
We added a bit of visual flair - fade-in and fade-out animations on level transitions, different look of every class (especially armor-less) and made the game work better with widescreen monitors (no more UI scaling).
Changelog
Code: [Select]
Beta 0.8.9 - Protocol - February 24, 2020
NEW #986 - reprogram, swap position and repair hack bots/drones!
NEW #997 - Angel or Hubris! (with exotic choice!)
NEW #989 - new voice-over lines for various events
NEW #989 - 4 new music tracks for the late-game levels!
NEW #982 - visual distinction between player classes
NEW #987 - new exalted keywords - HUNTER, JUGGERNAUT, UNSTABLE
NEW #991 - trait pick order in mortem
CHANGE #984 - health orb generated under player can be picked up
CHANGE #803 - added slight fade-in and fade-out on level transition
CHANGE #759 - better telegraphed attack indicators
CHANGE #759 - siege ravagers now have telegraphed attack
CHANGE #759 - siege rav's buffed and made more common to compensate
CHANGE #759 - charge deals critical damage! (x2 fiends, x1.5 rest)
CHANGE #988 - smoke and gas kill fire and themselves respectively
CHANGE #988 - ignite/fire has limited spreading capability
CHANGE #988 - ignite and freeze cancel each other out
CHANGE #988 - bleed - pain on tick, flat acc debuf against enemies
CHANGE #988 - gas and smoke now reset scent to 0 on every tick
CHANGE #988 - all poison damage doubled, poison lasts 4 ticks
CHANGE #988 - acid status damage increased a lot - armor protects
much better from acid, but is damaged by it a lot too
CHANGE #974 - EMP reworked: more range in levels, not binary effect
CHANGE #994 - armor protection is now linear to its damage!
CHANGE #987 - exalted no longer can spawn both RESILIENT and REGEN
CHANGE #987 - slightly increased exalted spawn rate
CHANGE #987 - exalted groups can be 2 to 4 (difficulty factors in)
CHANGE #984 - exalted spawn further away from entry points
CHANGE #985 - CRI plasma pistol shots now cost 1, mag 4, range 4/8
CHANGE #985 - less plasma ammo in the CRI branch
CHANGE #984 - turrets don't spawn near the entry elevator
CHANGE #990 - Beyond has a bit more soldiers, more of them have.44
CHANGE #990 - Beyond L2 and L3 have now guaranteed boxes
CHANGE #996 - slight buffs to underused exotics
CHANGE #997 - UI preserves aspect ratio (widescreen UI better)
FIX #504 - no more MSVC runtime dependency
FIX #983 - fixed kill reason for suicide deaths
FIX #986 - hacked bots will no longer attack new hacked bots
FIX #986 - fixed issue with ALIVE but not TARGETABLE placement
FIX #980 - restarting music from 0% volume will now always work
What's next
Next version (0.8.10) will be subtitled Explorer and be themed around level generation and special levels - it's expected to land in two weeks time, so stay tuned! Also, be sure to drop by our Discord, where most of the design discussion takes place :)
13
General Discussion / Jupiter Hell 0.8.8 - Gunslinger - RELEASED!
« on: February 03, 2020, 10:54 »
Introducing Jupiter Hell update 0.8.8 a.k.a. Gunslinger! A most requested DRL feature is making a comeback - dual wielding of pistols! Apart from that, there's new stuff to find, balance changes and bugfixes, so let's jump right in!
Gunslinger
The new Marine and Scout trait allows you to finally relive your Hollywood fantasy and run in guns blazin. With this trait you can dual wield pistols, revolvers and SMGs or any combination thereof. Game-wise this is achieved by having the trait and two consecutive slots with applicable weapons - you pick the first and it wields both! Both guns are shot at the same time, and reloaded at the same time - with a slight penalty. Not to leave Tech in the dust, we moved to him the Headshot trait (which still is very strong!). To celebrate the new trait we're bringing back the fan-favorite DRL challenge - Angel of Marksmanship!.
Health orbs
Balancing healing items has been a pain for us, until we reminded ourselves of a feature that should have been there from the start - health orbs! These are powerups that you pickup automatically when you walk over them. But fear not that you need to avoid them not to waste health points - they overheal with no penalty, so there's no reason not to pick them up on sight! Contrary to their original implementation health over 100% doesn't decay, but is reset back to max at level exit. Thanks to that we've been able to balance health drops better and it will be easier to balance health in the future as well!
Rare mods
There's new loot to be found, rare mods. Contrary to regular mods, these do not increase statistics, but bestow known ADV traits on any weapon (ADV and Exotics not excluded!) you wish that has a mod slot left. There are five of those available now, Frenzy, Loader, Vampiric, EMP and Cold - we tried to pick those trats that will make finding one of them always useful. More may come in the future. With a bit of luck you can now build some really overpowered shit :P
Callisto changes
The three most boring level generator layouts in Callisto have been improved, and all Callisto generators were fixed to drop the requested amount of loot boxes and support vaults if present. In general especially on easier levels there should be more items found in the early game.
Balance pass
Apart from balancing pistol traits due to dual wield being available, we gave a general range buff to ALL shotguns. They should feel a bit better now, without giving too much buff to those pesky sergeants. We also made a significant balance pass on late game enemy presence and a bit on stats - in general the amount of armored ravagers has been reduced, and CRI bots nerfed a little (they now come in two equally common variants, the other has a plasma rifle-like weapon). We're keeping a close eye on later game balance and will probably do more changes there next update!
Trait view
Long requested UI/UX enhancement - there's a new panel (shortcut "v" on keyboard or switch panels from inventory) with the list of all available traits - colorized and browsable with info what is already picked. Additionally you can also look up class information if you didn't pay attention on the class choice screen :)
Angel of Mercy
And finally for the masochistic among you is a Challenge of the ridiculous sort (hey, people DID beat Angel of New York Reload!), which is a variation on the Angel of Pacifism theme - each kill drains your maximum health! You get some extra experience each level to offset it a bit though - good luck, you're gonna need it!
Fixes
And finally the regular batch of fixes is in, those that weren't serious enough to be hotfixed - list in the changelog.
Changelog
What's next
Next version (0.8.9) will come out within the next few weeks. Originally we planned to do Melee next, but quite possibly we'll do a content release before that, with more generator improvements, special level improvements, overhauls and additions, a new enemy and more new stuff in general - stay tuned!
Gunslinger
The new Marine and Scout trait allows you to finally relive your Hollywood fantasy and run in guns blazin. With this trait you can dual wield pistols, revolvers and SMGs or any combination thereof. Game-wise this is achieved by having the trait and two consecutive slots with applicable weapons - you pick the first and it wields both! Both guns are shot at the same time, and reloaded at the same time - with a slight penalty. Not to leave Tech in the dust, we moved to him the Headshot trait (which still is very strong!). To celebrate the new trait we're bringing back the fan-favorite DRL challenge - Angel of Marksmanship!.
Health orbs
Balancing healing items has been a pain for us, until we reminded ourselves of a feature that should have been there from the start - health orbs! These are powerups that you pickup automatically when you walk over them. But fear not that you need to avoid them not to waste health points - they overheal with no penalty, so there's no reason not to pick them up on sight! Contrary to their original implementation health over 100% doesn't decay, but is reset back to max at level exit. Thanks to that we've been able to balance health drops better and it will be easier to balance health in the future as well!
Rare mods
There's new loot to be found, rare mods. Contrary to regular mods, these do not increase statistics, but bestow known ADV traits on any weapon (ADV and Exotics not excluded!) you wish that has a mod slot left. There are five of those available now, Frenzy, Loader, Vampiric, EMP and Cold - we tried to pick those trats that will make finding one of them always useful. More may come in the future. With a bit of luck you can now build some really overpowered shit :P
Callisto changes
The three most boring level generator layouts in Callisto have been improved, and all Callisto generators were fixed to drop the requested amount of loot boxes and support vaults if present. In general especially on easier levels there should be more items found in the early game.
Balance pass
Apart from balancing pistol traits due to dual wield being available, we gave a general range buff to ALL shotguns. They should feel a bit better now, without giving too much buff to those pesky sergeants. We also made a significant balance pass on late game enemy presence and a bit on stats - in general the amount of armored ravagers has been reduced, and CRI bots nerfed a little (they now come in two equally common variants, the other has a plasma rifle-like weapon). We're keeping a close eye on later game balance and will probably do more changes there next update!
Trait view
Long requested UI/UX enhancement - there's a new panel (shortcut "v" on keyboard or switch panels from inventory) with the list of all available traits - colorized and browsable with info what is already picked. Additionally you can also look up class information if you didn't pay attention on the class choice screen :)
Angel of Mercy
And finally for the masochistic among you is a Challenge of the ridiculous sort (hey, people DID beat Angel of New York Reload!), which is a variation on the Angel of Pacifism theme - each kill drains your maximum health! You get some extra experience each level to offset it a bit though - good luck, you're gonna need it!
Fixes
And finally the regular batch of fixes is in, those that weren't serious enough to be hotfixed - list in the changelog.
Changelog
Code: [Select]
Beta 0.8.8 - Gunslinger - February 3, 2020
NEW #962 - Trait - Marine/Scout - Gunslinger! (dual pistol/smg)
NEW #956 - UI - in-game trait view panel (also with class info)
NEW #970 - 5 new rare mods! (adding an ADV perk to weapons)
NEW #971 - Challenge - Angel of Marksmanship!
NEW #968 - Challenge - Angel of Mercy!
NEW #969 - health orb - immediate use medkit with overload!
CHANGE #969 - health over 100 (from orbs) fades on level enter
CHANGE #969 - medical boxes drop one item and possibly an orb
CHANGE #969 - all exalted packs drop an orb, orbs drop from general
CHANGE #969 - orb healing is difficulty dependent (E40-U25)
CHANGE #962 - Tech gets Headshot
CHANGE #962 - Scout loses Headshot, Marine loses Run'n'Gun
CHANGE #954 - reordering weapon slots now takes time
CHANGE #954 - Balance - reduced SoG accuracy bonus to +10%/lvl
CHANGE #933 - Balance - default stack sizes of crates ammo reduced
CHANGE #933 - Balance - increased phase kit drop rate
CHANGE #933 - Balance - increased multitool drop rate
CHANGE #963 - Balance - shotgun and double shotgun max range +1
CHANGE #963 - Balance - all exotic shotguns max range +1
CHANGE #963 - Balance - assault shotgun optimal range +1
CHANGE #966 - Angel of Confidence gets a CRI phase device
CHANGE #907 - improved Callisto dark platform level generator
CHANGE #907 - improved Callisto "4 room" level generator
CHANGE #907 - improved Callisto "inner block" level generator
CHANGE #907 - all improved generators will now spawn vault properly
CHANGE #907 - Callisto generators will more rarely underspawn boxes
CHANGE #975 - Balance - no armored ravagers on Europa except Dig
CHANGE #975 - Balance - on Io, armored ravagers appear only solo
CHANGE #975 - Balance - less armored ravagers in late game
CHANGE #975 - Balance - CRI bots reload after 3 shots, damage lower
CHANGE #975 - Balance - CRI bots appear with automatic weapons
FIX #954 - fixed tutorial tooltip for weapon/armor
FIX #958 - fixed crash on Scavenger ammo pickup without a weapon
FIX #961 - fixed hacked turrets being safe against melee enemies
FIX #955 - realigned protection values for armor
FIX #918 - poison, bleed, freeze and acid will remove on death
FIX #965 - armor on floor will no longer be receiving damage
FIX #978 - Focused Fire no longer works for out of vision enemy
FIX #953 - items given from stations/skills no longer circumvent
Lua triggers (fixes getting items on AoI)
FIX #979 - Tech - overkill blocks headshot, and vice versa. This
might be reverted at some point as its just there to
prevent 5 active skills (UX issue)
What's next
Next version (0.8.9) will come out within the next few weeks. Originally we planned to do Melee next, but quite possibly we'll do a content release before that, with more generator improvements, special level improvements, overhauls and additions, a new enemy and more new stuff in general - stay tuned!
14
General Discussion / Jupiter Hell 0.8.7 - Hellhack - RELEASED!
« on: January 13, 2020, 12:36 »
oops
15
General Discussion / Jupiter Hell forum boards
« on: December 27, 2019, 05:15 »
So discussion on the ChaosForge forums don't seem to die off easily and not everyone uses steam forums - which actually makes me happy :). As it is such, I took a moment to add the standard sub forums for Jupiter Hell - Bug Report, Request for Feature and Post Mortem. Please post the appropriate content in the proper sub-forums, and thank you for sticking with us!