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31
Bug Reports / Re: Attack telegraph arrows persist after enemy dies
« on: March 03, 2020, 10:06 »
Known bug, fixed in the current dev build.
32
Bug Reports / Re: Three green armors in Callisto 1
« on: March 03, 2020, 10:06 »
That's just RNG - doing a special case for "do not generate three armors" seems silly.
33
Bug Reports / Re: Crash report in Callisto
« on: February 27, 2020, 11:37 »
We have substantial issues with Vulkan drivers on this particular graphics card (Intel 620), we're investigating the issue, although it might take a bit of time (we don't have access to a 620 yet :/).
You might try playing on OpenGL in the meantime, chances are it will be more stable.
You might try playing on OpenGL in the meantime, chances are it will be more stable.
34
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 :)
35
Post Mortem / Re: [U YAVP | 92%] UAC gold
« on: February 20, 2020, 04:12 »"Both of?" I wonder who the other person is. :PMe? :P
36
Bug Reports / Re: OpenGL 4.3 compat. but won't start
« on: February 19, 2020, 13:55 »
Can you download any utility like GLinfo or GLZ and check what version it reports? Indeed seems intel HD 4400 reports now 4.3 support (although it seems this changed fairly recently, as I remember being sad that we wont support 4400 if we switch to 4.3).
37
General Discussion / Re: Jupiter Hell 0.8.8 - Gunslinger - RELEASED!
« on: February 13, 2020, 05:40 »
Both things are intended actually. The animation problem is that otherwise it would slow down gameplay, the health orb thing is because people don't want autopickup (although we probably should support manual get in that situation)
38
Post Mortem / Re: [0.8.8b|E|Sc|YAAM] - Gunslinger Is My First Love (First JH Win... Ever)
« on: February 13, 2020, 03:45 »
The weapons are treated fully separately.
39
Post Mortem / Re: [0.8.8b|E|Sc|YAAM] - Gunslinger Is My First Love (First JH Win... Ever)
« on: February 13, 2020, 02:18 »
Congrats!
Unfortunately status effect nullify each other, so if you stack a cold or emp mod over a ignite weapon, the ignite is effectively lost.
Unfortunately status effect nullify each other, so if you stack a cold or emp mod over a ignite weapon, the ignite is effectively lost.
Side point though: maybe in the next update, we can have the progression of traits chosen in the mortem like how we used to have in DRL. That way, it makes it easier for folks to learn play styles and what-not.Added to task list.
40
Bug Reports / Re: Crash in Europa
« on: February 13, 2020, 00:53 »
Uh, that's a really bad log, as it seems to have cut off during operation :/. What did you do - was it during level transition? Did the save parachute work?
41
Post Mortem / Re: [0.8.8|U|AoSh|Te|10|YASD] Shottyman Bronze
« on: February 11, 2020, 04:06 »
Actually L2 and L3 spawn Callisto and Terminal exits in random order. Barracks is always L4
42
Post Mortem / Re: [0.8.8|U|Te|AoMr|YAVP] - pistol frenzy
« on: February 06, 2020, 15:40 »Honestly, with how rare cells are overall (unless you're suicidal and brave the bot-ridden hellhole that is CRI Labs), simply giving the pistols a cell use of 1 seems like a good idea to me.I'm seriously considering that, but with the current OP Gunslinger that would make it even more OP. Maybe after I nerf Gunslinger a bit, I'll buff plasma pistols to 1 energy?
43
Post Mortem / Re: [0.8.8|H|Sc|4|YAAD] - When the game won't allow you to go on
« on: February 06, 2020, 15:39 »
Please do report such situations. The game is supposed to be hard on HARD or UV, but there should be always be a chance for a way out. Those two situations could probably be saved by a CRI Phase, maybe they should drop on Callisto?
44
Post Mortem / Re: [0.8.8|U|Te|AoMr|YAVP] - pistol frenzy
« on: February 04, 2020, 14:51 »
To be honest, the frenzy is a bug due to copying it from Angel of Shotgunnery O.o
45
Post Mortem / Re: [0.8.8|M|Sc|13|YAVP] - So Gunslinger is pretty hot.
« on: February 03, 2020, 13:13 »
The 50% max is for Pinpoint itself, so it stacks to 90% :P