Jupiter Hell 0.8.7 - Hellhack!
Introducing Jupiter Hell update 0.8.7 a.k.a. Hellhack! To celerbrate the new update we're putting the game on a -20% discount for a week - perfect moment for you if you'd like to help us promote the game :). There's a lot to go through, so lets jump right into it!
Annoyed by drones getting in your way? Tired of those turrets chipping away your health? The big bad security bot giving you nightmares? Time to turn the tables!
You can hack any mechanical enemy by bumping into him. This brings up a hacking menu, where if you have enough multitools (which replaced repair kits) you can either disable the enemy (cheap) or hack it to convert it to your side (expensive). Scouts and Technicians have access to the Hacking trait which dramatically reduces the cost of bot disabling and hacking. Finally technician only has access to an Active trait that can perform a hack remotely!
Both a successful disable and hack gives you the enemies experience (hack twice as much!) and the items he had. The hacked enemies continue their previous wandering - later we'll probably introduce a way to make them follow you or even take more direct control :).
Terminals now appear not only on levels that have a vault. The reveal map option has been boosted, and marks stations and loot boxes on the level. A new option allows you to download tracking data, permanently revealing the enemies on the minimap. Finally through a terminal you can remotely mass disable/hack the turrets on a given level!
Dismantling is no longer reserved to the Technician, anyone can perfectly dismantle a modded weapon as a new option in tech stations. Additionally you can extract the new multitools from them.
As an option for the utility slot you can find a Backpack raising your inventory space. So does (although to a lesser degree) a new perk for armors!
Each class gets its own scouting trait - which reveals more info on the minimap. The Technician has one to sense terminals and stations, the Scout has one to sense loot chests, and the Marine gets Bloodhound, allowing it to regain minimap info on enemies he already saw (useful for baiting!).
We've done quite a bit of minor UI improvements (full list in the changelog). Most notably you can ESC-exit out of most in-game menus now, and items created are put directly into your inventory if space is available. You can also reorder your weapons on the Equipment screen!
Not to leave the trusty Marine underpowered due to all those hacking changes, we've given him Ironman back, and moved to him the Field Medic perk!
We've done a significant balance pass that should make EASY and MEDIUM difficulties easier. We've also buffed SMG's and pistols and made cells stack up to 100. Ammo found in boxes is in larger stacks, and gray lootboxes drop more stuff!
There haven't been many bugs introduced in the last update but we still nailed a few :)
Beta 0.8.7 - January 13, 2020 NEW #015 - bot hacking! - you can disable or hack bots, drones and turrets using multitools (bump into them) NEW #015 - Trait - Hack skill for Scout/Tech reducing hack cost NEW #015 - Remote Hacking active skill for Technician NEW #894 - multitools - replace repair kits, used also for hack NEW #946 - Music - new menu theme NEW #939 - technical stations allow anyone to dismantle modded items for the cost of 2 charges NEW #938 - revealed stations and terminals marked on the minimap NEW #938 - revealed unopened lootboxes marked on the minimap NEW #949 - Trait - Marine - Bloodhound (track met enemies) NEW #949 - Trait - Scout - Golddigger (reveal loot boxes) NEW #949 - Trait - Tech - Networking (reveal terminals/stations) NEW #579 - CRI backpack! To be found randomly, but maybe Tyre... NEW #579 - Compartments perk for armor (+2 inv capacity) NEW #950 - Terminals - can enable tracking for enemies (3multi) NEW #015 - Terminals - can mass hack/disable turrets NEW #015 - Terminals - appear on non-vault maps NEW #894 - Terminals - you can extract tools from tech stations NEW #770 - UI - you can rebind UI keybindings NEW #935 - UI - Home, End, PgUp and PgDown keys work CHANGE #926 - UI - you can ESC out of a mod or dismantle menu CHANGE #926 - UI - you can ESC out of a station or terminal menu CHANGE #926 - UI - items created by stations are put to inv if space CHANGE #937 - UI - SHIFT-view of stacked items shows stack/carried CHANGE #937 - UI - character screen kills moved to bottom CHANGE #937 - UI - damage is colored if affected by target health CHANGE #937 - UI - use weapon slot key to reorder weapons in equip CHANGE #937 - UI - default minimap size a bit larger (config later) CHANGE #950 - Terminal map reveal costs 1 multitool (0 with hacking) CHANGE #950 - Terminal map reveal reveals chests and stations CHANGE #940 - Trait - Marine has Ironman back (possibly temporarily) CHANGE #940 - Trait - Field Medic is now a Marine trait (50%->30%) CHANGE #940 - Trait - Marine loses Spray'n'Pray CHANGE #015 - Technician starts with 3 multitools instead of mod CHANGE #937 - vault doors now magenta, red card doors now red CHANGE #936 - audio feedback on weapon swap CHANGE #907 - more walls on the Callisto platform generator CHANGE #907 - changed one Europa generator to doublewidth corridor CHANGE #943 - Balance - removed accuracy penalties from most SMGs CHANGE #942 - Balance - reduced amount of enemies on Europa L1 CHANGE #940 - Balance - slightly reduced amount of enemies CHANGE #940 - Balance - reduced accuracy of Callisto/Europa formers CHANGE #940 - Balance - slightly reduced health of C/E formers CHANGE #940 - Balance - bumped pistol and revolver damage +2 CHANGE #940 - Balance - Son of a Gun gives +20% accuracy and crit/lv CHANGE #933 - Balance - more ammo per stack from boxes CHANGE #933 - Balance - cells stack now up to 100 CHANGE #933 - Balance - general boxes drop 1 more, ammo boxes 1 less CHANGE #944 - Balance - ravager melee is now pierce FIX #941 - fixed visibility of poison, freeze, disable effects FIX #932 - fixed "Sustained" status being too long FIX #940 - Tyre Outpost reward list is now stable FIX #948 - fixed terminal visuals
Next version should drop at the end of the month (or beginning of the next), and will either be about Melee or Dualgunning :). We want to wrap those two up, so before February ends we can finally implement a long awaited feature - Master Traits! If need be, hotfixes will be deployed within the next days. See you next version, and help us spread the word :)