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JUPITER HELL NEWS

Jupiter Hell 0.8.6 - Fury, Energy, Power!

Jupiter Hell 0.8.6 - Fury, Energy, Power!

Last release of the year brings you class-specific resources, new traits, a mod capacity system, a new challenge and more!

Class resources

Each class has now it's own resource - Fury for Marines, Energy for Scouts and Power for Techs. Using a class skill now isn't limited to one use per level, but controlled by usage of this resource. Each class has a different way to replenish that resource - Marine needs kills, Scout opening chests and Tech gathers power dropped by mechanical and semi-mechanical enemies. The cost of class skill usage is lower than the capacity of the resource and you can invest traits in increasing capacity too - possibly having two skill uses back to back! The system will be expanded with additional resource use possibilities and balancing in further updates, so stay tuned!

Sustained Fire and Pinpoint

Speaking of traits, apart from the new resource traits we also removed the overpowered Son of a Bitch, and substituted it with a more proactive trait - Sustained Fire for Marine/Tech and Pinpoint for Scouts - check them out!

Mod capacity and Dismantle

Moding has also gone some changes - now mod capacity is an item trait instead of being controlled by Whizkid. This allows us to balance the capacity by weapon - most of them have capacity of what you'd have at old Whizkid 2, but some have higher capacity. Also ADV weapons may now come with more mod slots! Closing out this change, you might also enjoy the new Tech active skill - Dismantle, that allows you to destroy an item and get one random mod it had back (or more if you're Skilled enough!).

Callisto L1 and New York Reload

To make early game a bit more varied we also added two layouts for Callisto 1. For veterans we added Angel of New York Reload - despite ridiculous rules we checked it's beatable on Easy, no idea if it's beatable on higher levels - if you do, please tell us!

Full Changelog

NEW    #929 - ALL classes have a different class resource - this
              resource is used instead of "once per level" CD
NEW    #929 - Marine has Fury, regeneated by kills
NEW    #929 - Scout has Energy, regeneated by opening chests
NEW    #929 - Tech has Power, regeneated by power orbs
NEW    #929 - Marine gets Furious trait, that increases Fury
NEW    #929 - Tech gets Extra Batteries trait increasing Power
NEW    #925 - max mod amount is controlled by item mod capacity
NEW    #925 - new Technician active class skill - Dismantle!
NEW    #928 - Technician and Marine get Sustained Fire trait!
NEW    #928 - Scout gets Pinpoint trait!
NEW    #906 - two new layouts for Callisto L1
NEW    #927 - Angel of New York!
CHANGE #929 - stimpacks regenerate class resource
CHANGE #929 - removed perks allowing extra class skill use
CHANGE #929 - Ironman and Son of a Bitch traits removed
CHANGE #925 - WhizKid now controls max mod level of the same type
CHANGE #930 - updated MoltenVK, performance gain on MacOS
FIX    #923 - fixed border calculations for atlas packer
FIX    #916 - removed duplicated scissor and viewport setup for shadow pass
FIX    #913 - stabilised Vulkan implementation in terms of ALT+TAB ( fullscreen switching ) and resolution changes
                - added support for suboptimal KHR
                - added support for single, double and tripple buffering 
                - on low end gfx cards single buffering is default 
FIX    #921 - fixed broken status effects on ADV rifles and SMGs
FIX    #167 - fixed a TON of ragdoll issues
FIX    #167 - fixed hit animation issues
FIX    #167 - fixed walk and attack animation timing
FIX    #167 - hit ragdoll wont trigger at low FPS values
FIX    #914 - you can no longer gain aim bonus without a target

Future Updates

The real work that went into this release however is as yet not apparent. We fully rewrote the animation and ragdoll system in preparation for much anticipated future features - Melee and Dualgunner. These two are also essential to bring you the most anticipated feature - Master Traits. Nuff to say that in upcoming updates things will get interesting :). That said, the immedately next update might be more a love letter to the Technician, stay tuned!

Next version should appear somewhere in the middle of January.

Finally, from us at ChaosForge, we wish you a Merry Christmas and a Happy New Year (full of great Jupiter Hell updates :P)!

Last release of the year brings you class-specific resources, new traits, a mod capacity system, a new challenge and more!

Class resources

Each class has now it's own resource - Fury for Marines, Energy for Scouts and Power for Techs. Using a class skill now isn't limited to one use per level, but controlled by usage of this resource. Each class has a different way to replenish that resource - Marine needs kills, Scout opening chests and Tech gathers power dropped by mechanical and semi-mechanical enemies. The cost of class skill usage is lower than the capacity of the resource and you can invest traits in increasing capacity too - possibly having two skill uses back to back! The system will be expanded with additional resource use possibilities and balancing in further updates, so stay tuned!

Sustained Fire and Pinpoint

Speaking of traits, apart from the new resource traits we also removed the overpowered Son of a Bitch, and substituted it with a more proactive trait - Sustained Fire for Marine/Tech and Pinpoint for Scouts - check them out!

Mod capacity and Dismantle

Moding has also gone some changes - now mod capacity is an item trait instead of being controlled by Whizkid. This allows us to balance the capacity by weapon - most of them have capacity of what you'd have at old Whizkid 2, but some have higher capacity. Also ADV weapons may now come with more mod slots! Closing out this change, you might also enjoy the new Tech active skill - Dismantle, that allows you to destroy an item and get one random mod it had back (or more if you're Skilled enough!).

Callisto L1 and New York Reload

To make early game a bit more varied we also added two layouts for Callisto 1. For veterans we added Angel of New York Reload - despite ridiculous rules we checked it's beatable on Easy, no idea if it's beatable on higher levels - if you do, please tell us!

Full Changelog

NEW    #929 - ALL classes have a different class resource - this
              resource is used instead of "once per level" CD
NEW    #929 - Marine has Fury, regeneated by kills
NEW    #929 - Scout has Energy, regeneated by opening chests
NEW    #929 - Tech has Power, regeneated by power orbs
NEW    #929 - Marine gets Furious trait, that increases Fury
NEW    #929 - Tech gets Extra Batteries trait increasing Power
NEW    #925 - max mod amount is controlled by item mod capacity
NEW    #925 - new Technician active class skill - Dismantle!
NEW    #928 - Technician and Marine get Sustained Fire trait!
NEW    #928 - Scout gets Pinpoint trait!
NEW    #906 - two new layouts for Callisto L1
NEW    #927 - Angel of New York!
CHANGE #929 - stimpacks regenerate class resource
CHANGE #929 - removed perks allowing extra class skill use
CHANGE #929 - Ironman and Son of a Bitch traits removed
CHANGE #925 - WhizKid now controls max mod level of the same type
CHANGE #930 - updated MoltenVK, performance gain on MacOS
FIX    #923 - fixed border calculations for atlas packer
FIX    #916 - removed duplicated scissor and viewport setup for shadow pass
FIX    #913 - stabilised Vulkan implementation in terms of ALT+TAB ( fullscreen switching ) and resolution changes
                - added support for suboptimal KHR
                - added support for single, double and tripple buffering 
                - on low end gfx cards single buffering is default 
FIX    #921 - fixed broken status effects on ADV rifles and SMGs
FIX    #167 - fixed a TON of ragdoll issues
FIX    #167 - fixed hit animation issues
FIX    #167 - fixed walk and attack animation timing
FIX    #167 - hit ragdoll wont trigger at low FPS values
FIX    #914 - you can no longer gain aim bonus without a target

Future Updates

The real work that went into this release however is as yet not apparent. We fully rewrote the animation and ragdoll system in preparation for much anticipated future features - Melee and Dualgunner. These two are also essential to bring you the most anticipated feature - Master Traits. Nuff to say that in upcoming updates things will get interesting :). That said, the immedately next update might be more a love letter to the Technician, stay tuned!

Next version should appear somewhere in the middle of January.

Finally, from us at ChaosForge, we wish you a Merry Christmas and a Happy New Year (full of great Jupiter Hell updates :P)!

Jupiter Hell 0.8.5 - Hounds of Hell!

Jupiter Hell 0.8.5 - Hounds of Hell!

Here we are again, a bit late due to conferences and cats, but Hounds of Hell are live!

Kerberos

As the name implies one of the major additions is kerberos - a huge hound-like late game enemy. Don't be deceived - it comes in many variants, and only the basic one is a melee enemy! Apart from elemental versions it also comes with an enrage ability - if you kill it, kill it fast!

Beyond

The second part of this versions name implies a tileset remaster of the Beyond levels - aside from the regular lava/rocks we rock a new basalt-themed visual tileset, especially for beyond. To celebrate, we gave the Summoner boss-fight a significant revamp :).

Perks

While not in the name itself, the third change might be the most significant - and definitely the most fun! We significantly expanded on the weapon perks feature from the previous update, added several new perks and added perks for armor too - among them of special interest are the class perks - which give boosts to your class skills, or an extra charge to your once-per-level ability! Due to the bigger pool every ADV weapon now comes with at least one perk! Moreover, energy weapons (pistols, rifles and shotguns) have their ADV versions added. To not let exotic weapons fall too much behind, we've added a perk to most of them too!

Item drops

Speaking of ADV weapons, we modified the item drop system - item level is now independent of difficulty (and less dependent on where it drops) - however a seperate mechanic controls the drop "tier". Special boxes (magenta) are now tiered - regular ones are Tier 1, vault and exalted drops are now Tier 2, and special levels can have one or more Tier 3 drops. These control mostly the quality of ADV weapons - Tier 3 weapons and armor will have 2 perks guaranteed!

Dodge and traits

Regarding armor it now has a negative dodge modifier - the heavier the armor, the bigger the penalty. Do not worry too much though, as base dodge was increased to compensate, and armor has been made significantly more durable (a common request).

To top off, two new traits are added Dodgemaster for Scout and Incoming! for Marine and Technician, to help with survivability.

Finally

Finally (among a plethora of bugfixes) we added a new challenge - Angel of Doom - let us know what you think about it :).

Full changelog below, we really can't wait for your feedback on this release, be it on the forums or on Discord :D

Happy hunting!

Beta  0.8.5 - November 18
NEW    #867 - new enemy - kerberos! (with several variants)
NEW    #871 - ADV armor now rolls with perks!
NEW    #873 - ADV armor can have class perks (ability modifing)
NEW    #869 - new weapon ADV perks - Frenzy, Vampiric and elemental!
NEW    #869 - new rocket launcher ADV perks - Toxic and Haze
NEW    #869 - ADV energy pistol, rifle and shotgun added
NEW    #868 - ADV tiers - regular t1, vault/exalted t2, special t3
NEW    #880 - new Scout trait - Dodgemaster
NEW    #882 - new Marine/Tech trait - Incoming!
NEW    #866 - new beyond basalt rocks tileset
NEW    #866 - expanded summoner boss-fight
NEW    #797 - Angel of Doom added!
CHANGE #797 - AoSh adds 3xEMP grenade and a special Frenzy trait
CHANGE #883 - most exotic weapons have perks added from the ADV pool
CHANGE #882 - Marine gets Shredder back (experimental)
CHANGE #869 - ADV launchers and shotguns always have perks
CHANGE #876 - armor has dodge penalties, base dodge increased
CHANGE #868 - item drop quality is no longer increased by difficulty
CHANGE #870 - improved armor durability, especially ADV armor 
CHANGE #870 - swapped level 2 guaranteed extra medbox for armor box
CHANGE #872 - increased SHIFT-compare window
CHANGE #872 - increased player info screen size
CHANGE #865 - new, faster and more precise, fire line algorithm
CHANGE #880 - reloader has just 2 levels now (might be removed)
CHANGE #889 - added SHIFT, wait, hunker and aim info to Tutorial
FIX    #872 - armor no longer show description in SHIFT compare
FIX    #870 - toxic enemies no longer take poison damage
FIX    #865 - enemies will no longer waste ammo on 0% shots
FIX    #865 - if you see it you have non-zero chance to hit
FIX    #875 - fixed landing craft - now is cover instead of block
FIX    #888 - CRI phase checks if destination is reachable
FIX    #888 - fix for rare case of player dissapearing after phase
FIX    #890 - fixed chroma effect on Vulkan (now matches OpenGL)
FIX    #885 - potential fix for alt-tab issues

Next version (0.8.6) will be out in 2-3 weeks and will feature terminal/technician changes, telegraphed attack improvements, new content, and hopefully the first effects of the animation system upgrades that we're planning for this period. 'Till next!

Here we are again, a bit late due to conferences and cats, but Hounds of Hell are live!

Kerberos

As the name implies one of the major additions is kerberos - a huge hound-like late game enemy. Don't be deceived - it comes in many variants, and only the basic one is a melee enemy! Apart from elemental versions it also comes with an enrage ability - if you kill it, kill it fast!

Beyond

The second part of this versions name implies a tileset remaster of the Beyond levels - aside from the regular lava/rocks we rock a new basalt-themed visual tileset, especially for beyond. To celebrate, we gave the Summoner boss-fight a significant revamp :).

Perks

While not in the name itself, the third change might be the most significant - and definitely the most fun! We significantly expanded on the weapon perks feature from the previous update, added several new perks and added perks for armor too - among them of special interest are the class perks - which give boosts to your class skills, or an extra charge to your once-per-level ability! Due to the bigger pool every ADV weapon now comes with at least one perk! Moreover, energy weapons (pistols, rifles and shotguns) have their ADV versions added. To not let exotic weapons fall too much behind, we've added a perk to most of them too!

Item drops

Speaking of ADV weapons, we modified the item drop system - item level is now independent of difficulty (and less dependent on where it drops) - however a seperate mechanic controls the drop "tier". Special boxes (magenta) are now tiered - regular ones are Tier 1, vault and exalted drops are now Tier 2, and special levels can have one or more Tier 3 drops. These control mostly the quality of ADV weapons - Tier 3 weapons and armor will have 2 perks guaranteed!

Dodge and traits

Regarding armor it now has a negative dodge modifier - the heavier the armor, the bigger the penalty. Do not worry too much though, as base dodge was increased to compensate, and armor has been made significantly more durable (a common request).

To top off, two new traits are added Dodgemaster for Scout and Incoming! for Marine and Technician, to help with survivability.

Finally

Finally (among a plethora of bugfixes) we added a new challenge - Angel of Doom - let us know what you think about it :).

Full changelog below, we really can't wait for your feedback on this release, be it on the forums or on Discord :D

Happy hunting!

Beta  0.8.5 - November 18
NEW    #867 - new enemy - kerberos! (with several variants)
NEW    #871 - ADV armor now rolls with perks!
NEW    #873 - ADV armor can have class perks (ability modifing)
NEW    #869 - new weapon ADV perks - Frenzy, Vampiric and elemental!
NEW    #869 - new rocket launcher ADV perks - Toxic and Haze
NEW    #869 - ADV energy pistol, rifle and shotgun added
NEW    #868 - ADV tiers - regular t1, vault/exalted t2, special t3
NEW    #880 - new Scout trait - Dodgemaster
NEW    #882 - new Marine/Tech trait - Incoming!
NEW    #866 - new beyond basalt rocks tileset
NEW    #866 - expanded summoner boss-fight
NEW    #797 - Angel of Doom added!
CHANGE #797 - AoSh adds 3xEMP grenade and a special Frenzy trait
CHANGE #883 - most exotic weapons have perks added from the ADV pool
CHANGE #882 - Marine gets Shredder back (experimental)
CHANGE #869 - ADV launchers and shotguns always have perks
CHANGE #876 - armor has dodge penalties, base dodge increased
CHANGE #868 - item drop quality is no longer increased by difficulty
CHANGE #870 - improved armor durability, especially ADV armor 
CHANGE #870 - swapped level 2 guaranteed extra medbox for armor box
CHANGE #872 - increased SHIFT-compare window
CHANGE #872 - increased player info screen size
CHANGE #865 - new, faster and more precise, fire line algorithm
CHANGE #880 - reloader has just 2 levels now (might be removed)
CHANGE #889 - added SHIFT, wait, hunker and aim info to Tutorial
FIX    #872 - armor no longer show description in SHIFT compare
FIX    #870 - toxic enemies no longer take poison damage
FIX    #865 - enemies will no longer waste ammo on 0% shots
FIX    #865 - if you see it you have non-zero chance to hit
FIX    #875 - fixed landing craft - now is cover instead of block
FIX    #888 - CRI phase checks if destination is reachable
FIX    #888 - fix for rare case of player dissapearing after phase
FIX    #890 - fixed chroma effect on Vulkan (now matches OpenGL)
FIX    #885 - potential fix for alt-tab issues

Next version (0.8.6) will be out in 2-3 weeks and will feature terminal/technician changes, telegraphed attack improvements, new content, and hopefully the first effects of the animation system upgrades that we're planning for this period. 'Till next!

Jupiter Hell 0.8.4 - Infernal Intellect!

Jupiter Hell 0.8.4 - Infernal Intellect!

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

Infernal Intellect

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

Weapon Perks

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

Quality of Life

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

Balance Changes

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

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

Full Changelog

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

Next Update

Due to Game Industry Conference coming next weekend, the next update (0.8.5) will come in around three weeks time, although you can expect a bugfix version or two within the next few days :P

Help us out!

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

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

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

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

Infernal Intellect

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

Weapon Perks

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

Quality of Life

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

Balance Changes

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

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

Full Changelog

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

Next Update

Due to Game Industry Conference coming next weekend, the next update (0.8.5) will come in around three weeks time, although you can expect a bugfix version or two within the next few days :P

Help us out!

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

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

Thanks for all your support, and see you next update!
Jupiter Hell 0.8.3!

Jupiter Hell 0.8.3!

It's update time again!

This release has some significant gameplay changes that will shake the meta! The tl;dr: we removed Eagle Eye, added Aim action and new traits, revisited and improved "transition" levels (first and last levels of a moon), improved manual targeting, balanced a shitload of stuff and added plasma ravagers. A more detailed description follows!

Accuracy

We've rewrote the accuracy calculations and decided it's time for a significant changes in this territory. Following our design goal of not having traits just increase numbers, we've removed Eagle Eye. In turn we added a new basic action, Aim, activated by waiting (the same as hunker - you can have both now!). It gives a whopping +50% to accuracy (up to 100% after two waits). But there's more - several new traits have been added instead! Marine got Focused fire (+10% accuracy to every next successive shot if only shooting), Scout got Deadly precision (your Aim bonus is also a bonus to critical chance) and both Scout and Marine got Steady shot (retain the aim bonus after shot). Technician already benefits much from Aim synergy with Hunker, so we gave him a different trait - Tinkerer (+2 charges on stations).

Looking at aim we obviously looked at cover too, now accuracy always helps to avoid cover properly - this fixes a few wierd behaviours too! At the same time we noticed problems with shotgun damage vs cover. Movable cover was taken into account, but wall cover wasnt. We decided to go halfway - cover affects damage, but only half as it affects accuracy of weapons. To offset shotgun stopping power, we increased basic shotgun damage.

Ranges

Following that we took a look at ranges and noticed that they're not to clear. The minimum range was tweaked so now it's the minimum range at which you have full accuracy, and the max range is the range at which you still have any base accuracy. We tweaked some values to a couple weapons, see CHANGELOG below for details - most notably chaingun has now minimum range 3.

Manual targeting

Accuracy also made us take a look at manual targeting. Now the last manual target is remembered unless you move, and as a bonus you can see the health of inanimate objects! I hear rejoicing from blind fire abusers, but hold your horses - aiming at stuff you don't see no longer takes accuracy into account (how can you aim at what you cannot see?) and has the standard -50% to hit penalty against things that are not targeted.

Weapon/Armor mods

Further on the balance train we also took a look at modding. We decided to reduce the mod capacity increase of Whizkid to +1, but to offset that we decided to allow everybody to mod exotic (magenta) weapons with one mod. The idea is that due to overmodded basic weapons there was no place for exotics or ADVs in the meta unless you were a Technician (who can still multi-mod them).

Balance

A small change that might not immediately pop from the list - enemies are now more aggressive, especially in their optimal range. They will more likely shoot instead of moving, especially at the higher difficulties.

We hope that some of the balance changes will introduce more weapon variety viability as well as make mid-late game harder (e.g. we buffed the armor of post-Callisto formers and Summoner). The latter goal is still in the works though (in the meantime play around with plasma ravagers). In general we hope that Scout got a general buff in this release to make him as viable as the other classes - between Deadly precision, Aim and the stealth vs melee improvement.

Transition levels

However, the most immediately visible change is the transition levels! No longer will people ask us how do you take an elevator from Callisto to Europa :P. We took the occasion to add some balancing too - e.g. you have all three energy weapons guarantee to appear on Io early levels.

Visual

Finally there are visual improvements with shadows and smoke effects. The former being a side effect of FINALLY fixing the Iris Pro shadow bug!

Full changelog below!

Changelog

NEW #792 - Callisto L1 upgraded!
NEW #772 - Aim action added (use Wait to add +50% to hit)
NEW #777 - new trait - Steady shot (retain your aim between shots)
NEW #777 - new trait - Focused fire (successive shots +10% acc)
NEW #777 - new trait - Deadly precision (Aim bonus -> crit chance)
NEW #790 - new trait - Tinkerer (+2 charges on stations)
NEW #780 - manual targeting remembers targets until you move
NEW #779 - new setting - turning off "idle" voice quips
NEW #771 - settings now in categories
NEW #780 - targeting doors or other destructible objects shows hp
NEW #690 - weapon range and accuracy topics added to Help
NEW #796 - plasma ravagers added
CHANGE #800 - Valhalla Spaceport updated
CHANGE #801 - Europa L1 - smaller "intro" level with own generator
CHANGE #804 - Europa Central Dig revisited
CHANGE #805 - Io L1 - intro level with guaranteed energy weapons
CHANGE #796 - Whizkid gives +1 mod capacity per level
CHANGE #796 - everyone can mod exotics once
CHANGE #798 - min distance now correctly shows the minimum distance
at which the tohit chance is full while max distance
shows the maximum distance at which it is possible to
hit the enemy (consistency) - all values updated by 1
CHANGE #789 - stealth gives 150% evasion (so -75% melee to-hit)
CHANGE #777 - removed Eagle Eye
CHANGE #781 - shotgun damage properly depends on cover
CHANGE #781 - increased shotgun damage to compensate
CHANGE #777 - removed EE from Marine and Scout, both get Steady shot
Marine gets Focused fire, Scout gets Deadly precision
CHANGE #776 - accuracy calculations refactored!
CHANGE #776 - accuracy now always helps to not hit cover
CHANGE #780 - vault, keydoors have now armor instead of shitload hp
CHANGE #769 - cannot aim at something you cannot see (blindfire -50%)
CHANGE #796 - most demonic melee enemies now cause Bleeding
CHANGE #805 - you can now compare amps on floor
CHANGE #788 - balance - hunter rifle min distance raised by 1
CHANGE #796 - balance - rocket launchers have min dist 2
CHANGE #796 - balance - chaingun min and opt ranges raised by 1
CHANGE #796 - balance - reduced auto, assault, energy max range by 1
CHANGE #788 - balance - non-ammo using enemy ammo drops made more
consistent, with a guaranteed amount
CHANGE #796 - balance - revolver max distance raised by 1
CHANGE #796 - balance - turret max distance decreased (-acc on long)
CHANGE #796 - balance - enemies more likely to attack in opt range
CHANGE #799 - balance - europa+ formers have slightly better armor
CHANGE #799 - balance - CRI marines have better armor
CHANGE #799 - balance - summoner armor buffed
CHANGE #633 - improved shadow quality
CHANGE #807 - improved smoke rendering
FIX #633 - Intel Iris Pro (esp macOS) - fixed shadow rendering
FIX #776 - fixed hitting enemy in cover by firing at enemy behind
FIX #776 - fixed high accuracy display and real chance mismatch
FIX #778 - fixed repeating no ammo quip on reload dance
FIX #781 - fixed mismatch of shotgun damage between world and UI
FIX #768 - explosion range in targeting no longer reveals enemies
FIX #796 - fixed advanced SMG's sometimes having no stats
FIX #792 - fixed yet another case of lootbox in tight corridor
FIX #805 - fixed display for armor value 10 and over
FIX #774 - fixed rare cases of running out of texture space


A traditional bugfix release will probably follow. Next update will probably be 0.9.0 (note that the scheme we use moves to 0.10.0 afterwards, so it's NOT 90% ). It will probably be out at the beginning of October!

Thank you, and good luck!

It's update time again!

This release has some significant gameplay changes that will shake the meta! The tl;dr: we removed Eagle Eye, added Aim action and new traits, revisited and improved "transition" levels (first and last levels of a moon), improved manual targeting, balanced a shitload of stuff and added plasma ravagers. A more detailed description follows!

Accuracy

We've rewrote the accuracy calculations and decided it's time for a significant changes in this territory. Following our design goal of not having traits just increase numbers, we've removed Eagle Eye. In turn we added a new basic action, Aim, activated by waiting (the same as hunker - you can have both now!). It gives a whopping +50% to accuracy (up to 100% after two waits). But there's more - several new traits have been added instead! Marine got Focused fire (+10% accuracy to every next successive shot if only shooting), Scout got Deadly precision (your Aim bonus is also a bonus to critical chance) and both Scout and Marine got Steady shot (retain the aim bonus after shot). Technician already benefits much from Aim synergy with Hunker, so we gave him a different trait - Tinkerer (+2 charges on stations).

Looking at aim we obviously looked at cover too, now accuracy always helps to avoid cover properly - this fixes a few wierd behaviours too! At the same time we noticed problems with shotgun damage vs cover. Movable cover was taken into account, but wall cover wasnt. We decided to go halfway - cover affects damage, but only half as it affects accuracy of weapons. To offset shotgun stopping power, we increased basic shotgun damage.

Ranges

Following that we took a look at ranges and noticed that they're not to clear. The minimum range was tweaked so now it's the minimum range at which you have full accuracy, and the max range is the range at which you still have any base accuracy. We tweaked some values to a couple weapons, see CHANGELOG below for details - most notably chaingun has now minimum range 3.

Manual targeting

Accuracy also made us take a look at manual targeting. Now the last manual target is remembered unless you move, and as a bonus you can see the health of inanimate objects! I hear rejoicing from blind fire abusers, but hold your horses - aiming at stuff you don't see no longer takes accuracy into account (how can you aim at what you cannot see?) and has the standard -50% to hit penalty against things that are not targeted.

Weapon/Armor mods

Further on the balance train we also took a look at modding. We decided to reduce the mod capacity increase of Whizkid to +1, but to offset that we decided to allow everybody to mod exotic (magenta) weapons with one mod. The idea is that due to overmodded basic weapons there was no place for exotics or ADVs in the meta unless you were a Technician (who can still multi-mod them).

Balance

A small change that might not immediately pop from the list - enemies are now more aggressive, especially in their optimal range. They will more likely shoot instead of moving, especially at the higher difficulties.

We hope that some of the balance changes will introduce more weapon variety viability as well as make mid-late game harder (e.g. we buffed the armor of post-Callisto formers and Summoner). The latter goal is still in the works though (in the meantime play around with plasma ravagers). In general we hope that Scout got a general buff in this release to make him as viable as the other classes - between Deadly precision, Aim and the stealth vs melee improvement.

Transition levels

However, the most immediately visible change is the transition levels! No longer will people ask us how do you take an elevator from Callisto to Europa :P. We took the occasion to add some balancing too - e.g. you have all three energy weapons guarantee to appear on Io early levels.

Visual

Finally there are visual improvements with shadows and smoke effects. The former being a side effect of FINALLY fixing the Iris Pro shadow bug!

Full changelog below!

Changelog

NEW #792 - Callisto L1 upgraded!
NEW #772 - Aim action added (use Wait to add +50% to hit)
NEW #777 - new trait - Steady shot (retain your aim between shots)
NEW #777 - new trait - Focused fire (successive shots +10% acc)
NEW #777 - new trait - Deadly precision (Aim bonus -> crit chance)
NEW #790 - new trait - Tinkerer (+2 charges on stations)
NEW #780 - manual targeting remembers targets until you move
NEW #779 - new setting - turning off "idle" voice quips
NEW #771 - settings now in categories
NEW #780 - targeting doors or other destructible objects shows hp
NEW #690 - weapon range and accuracy topics added to Help
NEW #796 - plasma ravagers added
CHANGE #800 - Valhalla Spaceport updated
CHANGE #801 - Europa L1 - smaller "intro" level with own generator
CHANGE #804 - Europa Central Dig revisited
CHANGE #805 - Io L1 - intro level with guaranteed energy weapons
CHANGE #796 - Whizkid gives +1 mod capacity per level
CHANGE #796 - everyone can mod exotics once
CHANGE #798 - min distance now correctly shows the minimum distance
at which the tohit chance is full while max distance
shows the maximum distance at which it is possible to
hit the enemy (consistency) - all values updated by 1
CHANGE #789 - stealth gives 150% evasion (so -75% melee to-hit)
CHANGE #777 - removed Eagle Eye
CHANGE #781 - shotgun damage properly depends on cover
CHANGE #781 - increased shotgun damage to compensate
CHANGE #777 - removed EE from Marine and Scout, both get Steady shot
Marine gets Focused fire, Scout gets Deadly precision
CHANGE #776 - accuracy calculations refactored!
CHANGE #776 - accuracy now always helps to not hit cover
CHANGE #780 - vault, keydoors have now armor instead of shitload hp
CHANGE #769 - cannot aim at something you cannot see (blindfire -50%)
CHANGE #796 - most demonic melee enemies now cause Bleeding
CHANGE #805 - you can now compare amps on floor
CHANGE #788 - balance - hunter rifle min distance raised by 1
CHANGE #796 - balance - rocket launchers have min dist 2
CHANGE #796 - balance - chaingun min and opt ranges raised by 1
CHANGE #796 - balance - reduced auto, assault, energy max range by 1
CHANGE #788 - balance - non-ammo using enemy ammo drops made more
consistent, with a guaranteed amount
CHANGE #796 - balance - revolver max distance raised by 1
CHANGE #796 - balance - turret max distance decreased (-acc on long)
CHANGE #796 - balance - enemies more likely to attack in opt range
CHANGE #799 - balance - europa+ formers have slightly better armor
CHANGE #799 - balance - CRI marines have better armor
CHANGE #799 - balance - summoner armor buffed
CHANGE #633 - improved shadow quality
CHANGE #807 - improved smoke rendering
FIX #633 - Intel Iris Pro (esp macOS) - fixed shadow rendering
FIX #776 - fixed hitting enemy in cover by firing at enemy behind
FIX #776 - fixed high accuracy display and real chance mismatch
FIX #778 - fixed repeating no ammo quip on reload dance
FIX #781 - fixed mismatch of shotgun damage between world and UI
FIX #768 - explosion range in targeting no longer reveals enemies
FIX #796 - fixed advanced SMG's sometimes having no stats
FIX #792 - fixed yet another case of lootbox in tight corridor
FIX #805 - fixed display for armor value 10 and over
FIX #774 - fixed rare cases of running out of texture space


A traditional bugfix release will probably follow. Next update will probably be 0.9.0 (note that the scheme we use moves to 0.10.0 afterwards, so it's NOT 90% ). It will probably be out at the beginning of October!

Thank you, and good luck!

Jupiter Hell 0.8.2!

Jupiter Hell 0.8.2!

Hello marines, time for a content update! 0.8.2 is deployed and you can download it now (you might need to fully restart your client to trigger the update).

Please note there's no save compatibility - your previous run will be silently deleted. Your progress and statistics should stay unaffected.

Most notable change is the addition of the second Io branch - CRI Laboratories! It comes with its own special level - CRI Armory. We'll leave you to discover its secrets for yourself, although prepare as you would for Blacksite Vaults :P.

Second biggest change is Medical and Technical stations. They are carefully placed in terms of randomness (the bulk that you'll find is guaranteed), and allow for some control over your run. With Medical terminals you can either use them as stationary healing, extract a medkit out of them - a combination of both or even more :). Technical stations will allow you to better control your mod supply, or/and repair your armor.

Third topic of 0.8.2 is acid. You'll meet it both as a new barrel type, as well as in the furious hands of the archreavers. Due to the fact that this makes Anomaly even more deadly, we addressed the Friendly Neighbourhood Reaver issue, and guaranteed that those cozy creatures don't spawn right in your face.

Speaking of special levels, we've revisited some and improved the rewards for most of Callisto and Europa special levels. Among them you may find the newly added ADV rocket launchers and chainguns to even your chances out!

There are several smaller changes and bugfixes, most notably killing the fiend burn crash bug (hopefully for good!) and making Io and Boss Reavers not count to the 100% clear count (which should make some of you really happy).

Full changelog below!

Content updates

NEW    #496 - new branch - CRI Laboratories!
NEW #496 - new special level - CRI Armory!
NEW #563 - Medical and Technical stations added!
NEW #753 - archreaver attack now with acid
NEW #753 - added acid barrels
NEW #761 - added additional generator to Callisto
NEW #762 - ADV chainguns and ADV rocket launchers added
CHANGE #753 - Anomaly archreavers will no longer summon beside you
CHANGE #747 - Gateway and boss reavers don't count to max kills
CHANGE #750 - No more "alpha-strike" on Valhalla Command
CHANGE #750 - Valhalla Command improved (enemies and rewards)
CHANGE #563 - Ironman has now just 2 levels
CHANGE #563 - swapped armor and weapon position on UI
CHANGE #760 - Angel of Light Travel grants +20% move speed
CHANGE #752 - nerfed Summoner regeneration by half
CHANGE #752 - nerfed calibrated pistol and auto/pistiol amps a bit
CHANGE #761 - improved Callisto and Europa special level rewards
FIX #749 - fixed ridiculous to-hit chance when targeting
FIX #748 - fixed another burning death crash (hopefully the last!)
FIX #755 - Angel of Confidence has 9mm ammo again
FIX #761 - potential dead area fixed- industrial_wide_02 generator
FIX #761 - fixed two cases of unopenable vaults

It is quite possible that a bugfix release will follow, as our point tester is on vacation :P. Next update (0.8.3) should appear September 12th and should be more content heavy than this one!

Thank you, and good luck!

Hello marines, time for a content update! 0.8.2 is deployed and you can download it now (you might need to fully restart your client to trigger the update).

Please note there's no save compatibility - your previous run will be silently deleted. Your progress and statistics should stay unaffected.

Most notable change is the addition of the second Io branch - CRI Laboratories! It comes with its own special level - CRI Armory. We'll leave you to discover its secrets for yourself, although prepare as you would for Blacksite Vaults :P.

Second biggest change is Medical and Technical stations. They are carefully placed in terms of randomness (the bulk that you'll find is guaranteed), and allow for some control over your run. With Medical terminals you can either use them as stationary healing, extract a medkit out of them - a combination of both or even more :). Technical stations will allow you to better control your mod supply, or/and repair your armor.

Third topic of 0.8.2 is acid. You'll meet it both as a new barrel type, as well as in the furious hands of the archreavers. Due to the fact that this makes Anomaly even more deadly, we addressed the Friendly Neighbourhood Reaver issue, and guaranteed that those cozy creatures don't spawn right in your face.

Speaking of special levels, we've revisited some and improved the rewards for most of Callisto and Europa special levels. Among them you may find the newly added ADV rocket launchers and chainguns to even your chances out!

There are several smaller changes and bugfixes, most notably killing the fiend burn crash bug (hopefully for good!) and making Io and Boss Reavers not count to the 100% clear count (which should make some of you really happy).

Full changelog below!

Content updates

NEW    #496 - new branch - CRI Laboratories!
NEW #496 - new special level - CRI Armory!
NEW #563 - Medical and Technical stations added!
NEW #753 - archreaver attack now with acid
NEW #753 - added acid barrels
NEW #761 - added additional generator to Callisto
NEW #762 - ADV chainguns and ADV rocket launchers added
CHANGE #753 - Anomaly archreavers will no longer summon beside you
CHANGE #747 - Gateway and boss reavers don't count to max kills
CHANGE #750 - No more "alpha-strike" on Valhalla Command
CHANGE #750 - Valhalla Command improved (enemies and rewards)
CHANGE #563 - Ironman has now just 2 levels
CHANGE #563 - swapped armor and weapon position on UI
CHANGE #760 - Angel of Light Travel grants +20% move speed
CHANGE #752 - nerfed Summoner regeneration by half
CHANGE #752 - nerfed calibrated pistol and auto/pistiol amps a bit
CHANGE #761 - improved Callisto and Europa special level rewards
FIX #749 - fixed ridiculous to-hit chance when targeting
FIX #748 - fixed another burning death crash (hopefully the last!)
FIX #755 - Angel of Confidence has 9mm ammo again
FIX #761 - potential dead area fixed- industrial_wide_02 generator
FIX #761 - fixed two cases of unopenable vaults

It is quite possible that a bugfix release will follow, as our point tester is on vacation :P. Next update (0.8.3) should appear September 12th and should be more content heavy than this one!

Thank you, and good luck!