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JUPITER HELL NEWS

Jupiter Hell 0.9.3 - Nightmare!

Jupiter Hell 0.9.3 - Nightmare!

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

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!

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

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!

Jupiter Hell 0.9.2 - Vision!

Jupiter Hell 0.9.2 - Vision!

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

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.

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

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.

Jupiter Hell 0.9.1 - Callisto!

Jupiter Hell 0.9.1 - Callisto!

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

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!

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

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!

Jupiter Hell 0.9.0 - Masters!

Jupiter Hell 0.9.0 - Masters!

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!

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, 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!

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.....

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!

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, 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!

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.....

Jupiter Hell 0.8.11 - Berserker!

Jupiter Hell 0.8.11 - Berserker!

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

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!

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

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!