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JUPITER HELL NEWS

Jupiter Hell 0.8.10 - Explorer!

Jupiter Hell 0.8.10 - Explorer!

Time for Jupiter Hell update 0.8.10 a.k.a. Explorer! The main theme of this update is revisiting Special Levels (including adding a new one too), minimap (and maximap :P) improvements, basic melee to prep us for Berserker, Scout and Marine class skill buffs and a lot of minor improvements!

Special levels revisited

We made a pass on all special level rewards to make them feel... well, more special. Some of the levels have a reward drop based on your most commonly used weapon group, some have now unique items/mechanics as rewards - check the full changelog below!

Blacksite Vaults and CRI Armory red doors are now indestructible - the rewards are improved however, and there's always one red card to be found on the level. Valhalla Command has received a significant do-over along with a unique reward for fully clearing it!

Interesting unique rewards have also been added to Tyre Outpost and Containment Area. The backpack has been moved to Refueling Base.

We also introduced our first "alternative" level - instead of Military Barracks you might encounter Callisto Docking Bay - tell us what you think of it!

Also, you might notice that some places in Europa look a bit better this update :).

Our long term goal is to have each level have it's own flavored gimmick, and unique reward. Also, we plan on most levels to have at least one "alternative" later.

Minimap, megamap

To continue the theme of exploration, we finally added the option to configure minimap size - now you can choose between the old size, or two larger sizes. If you need to see the map even better, you can get a screen size map on screen (by holding "m" or left bumper on pad).

Basic melee

One of the major changes this patch was a revamp of the melee system in preparation for the upcoming Berserker update - all ranged weapons now have a melee attack, that you can use by bumping into an enemy, or forcing a melee attack with SHIFT-F (even diagonally). As there are no melee traits yet (wait for Berserker) the damage is not gonna be large, but may still be used as a ammo conserving finisher. More significantly, humanoid enemies will now always melee if in range 1 - which can be (ab)used to your advantage!

Scout and Marine class skill buff

Technician is currently the most powerfull class, and Scout the weakest, so time for some buffs!

Marine Adrenaline was the most complex skill to use, but we wanted Marine to be the "base class" - to fix that, but not lose Adrenaline's interesting mechanics, we changed it so it ALWAYS heals for a set amount of health, but heals more if convert pain. This allows it to be a panic button even if you forget to heal after the shotgun face hit, yet still awards the better player with more health if used in the proper situation.

Scout invisibility doesn't break smell tracking as opposed to techs smoke. To offset that, we're giving Scout a whopping +100% to critical chance when firing from stealth. Now those Skilled stealth shots are worth even more!

Critical hit changes

Speaking of critical hits - now everything can properly have a critical hit. Moreover, critical chance rolls over 100%. So if you have 240% crit chance with +50% critical damage, you'll do +100% damage with 40% chance to do +150%. 240% crit chance sounds impossible? Try Scout in Stealth, aiming two turns with Deadly Precision and shooting a good revolver :P. Speaking of criticals, Headshot now adds +100% crit chance instead of the plain damage bonus, but has a shorter cooldown and no accuracy penalty.

Accuracy mod pack

Accuracy mods now increase optimal range of a weapon instead of adding a flat accuracy bonus. This is actually a buff, especially in the case of weapons like SMG's or revolvers. Additionally this works for shotguns as well, increasing the distance to which you do full damage and the damage fallof starts! Additionally, ADV weapons now can roll with improved optimal distance.

Inventory size

You'll notice that the red keycards are now more important, and we've added a lot other stuff since the last inventory size upgrade, so we decided it's high time to increase default inventory size by 2 to make your exploring a bit less tedious.

Minor changes

Vaults can now have hold technical stations or the new manufacturing stations instead of the purple box. We increased the safe zone when entering the level (less near spawns), and changed the enemy amount curve a bit, reducing Callisto and Europa (to a lesser degree) enemy count. We buffed both .44 ammo exotics, did minor performance improvements, and fixed several bugs. See full list in the changelog below.

Changelog

Beta 0.8.10 - Explorer - March 9, 2020
NEW    #1013 - Callisto Docking Bay added as Barracks alternative
NEW    #1006 - basic melee - all weapons can be used in melee
NEW    #1006 - melee override - use SHIFT-F to force melee attack
NEW    #1028 - Scout - stealth gives +100% crit chance (stacks!)
NEW    #1028 - Marine - adrenaline always heals a bit!
NEW    #1004 - large map view! ("m" key or LBumper on pad)
NEW    #1004 - base minimap can be made larger in configuration!
NEW    #1016 - Valhalla Command revisited!
NEW    #1032 - manufacturing stations, look in vaults and Tyre!
CHANGE #1029 - increased default inventory size by 2 slots
CHANGE #0905 - visual Europa upgrades
CHANGE #1029 - increased no spawn zone around player entry by 2 
CHANGE #0977 - CRIArmory and BSVault doors are indestructible
CHANGE #0977 - CRIArmory and BSVault have a warden with 1 red card
CHANGE #0977 - both have "most used weapon" related rewards
CHANGE #0977 - Black Site Vault has 4 red card locked doors
CHANGE #0977 - CAnomaly has a tier 1 or 2 amp for most used weapon
CHANGE #0977 - CCommand has a adv weapon of most used weapon type
CHANGE #1022 - Tyre and Containment have a special reward!
CHANGE #1029 - improved Limbo rewards, Arena has 4 ammo boxes
CHANGE #1006 - AI - enemies with guns will now melee if in range 1
CHANGE #1006 - AI - enemies that run out of ammo will now melee
CHANGE #1001 - accuracy mod pack now increases optimal distance
CHANGE #1001 - ADV weapons may come with improved optimal distance
CHANGE #1010 - increased minimal spawn range on Io and Europa L1
CHANGE #0905 - Military Barracks - alternative layouts
CHANGE #1019 - minor optimization pass
CHANGE #1017 - vsync improvements to Vulkan version
CHANGE #1006 - exalted enemies wont engage in in-fighting
CHANGE #1026 - buffed both .44 exotic weapons
CHANGE #1027 - crit chance over 100% may proc crit damage again
CHANGE #1033 - minor difficulty scaling curve adjustment
CHANGE #1029 - Headshot now: +100% crit chance, no acc penalty, 4cd
CHANGE #1031 - vaults may now contian tech or manufacture stations
FIX    #1024 - fix empty black squares on floor
FIX    #1024 - fixed Io missing double door floor mesh
FIX    #1024 - fixed area near L1 dropship having no physics mesh
FIX    #1006 - removed free hack exploit
FIX    #1004 - fixed a group of crash/exploits related to AoHubris
FIX    #1003 - regenerate level if not enough elevators are created
FIX    #0977 - CRI phase won't put you in a red keycard vault
FIX    #1015 - untriggered telegraphs cleared on level exit
FIX    #1006 - enemies will no longer target disabled bots/turrets

What's next

Next version will be the long awaited Berserker update - melee weapons (not just the chainsaw :P) and non-master melee related traits! We hope to squeeze some smaller changes in too, so even if you're not a melee fan you'll have something to play with :P. And after Berserker drops, it will be full speed ahead towards the Masters update! Drop by our Discord to see stuff unfold in realtime :)

Time for Jupiter Hell update 0.8.10 a.k.a. Explorer! The main theme of this update is revisiting Special Levels (including adding a new one too), minimap (and maximap :P) improvements, basic melee to prep us for Berserker, Scout and Marine class skill buffs and a lot of minor improvements!

Special levels revisited

We made a pass on all special level rewards to make them feel... well, more special. Some of the levels have a reward drop based on your most commonly used weapon group, some have now unique items/mechanics as rewards - check the full changelog below!

Blacksite Vaults and CRI Armory red doors are now indestructible - the rewards are improved however, and there's always one red card to be found on the level. Valhalla Command has received a significant do-over along with a unique reward for fully clearing it!

Interesting unique rewards have also been added to Tyre Outpost and Containment Area. The backpack has been moved to Refueling Base.

We also introduced our first "alternative" level - instead of Military Barracks you might encounter Callisto Docking Bay - tell us what you think of it!

Also, you might notice that some places in Europa look a bit better this update :).

Our long term goal is to have each level have it's own flavored gimmick, and unique reward. Also, we plan on most levels to have at least one "alternative" later.

Minimap, megamap

To continue the theme of exploration, we finally added the option to configure minimap size - now you can choose between the old size, or two larger sizes. If you need to see the map even better, you can get a screen size map on screen (by holding "m" or left bumper on pad).

Basic melee

One of the major changes this patch was a revamp of the melee system in preparation for the upcoming Berserker update - all ranged weapons now have a melee attack, that you can use by bumping into an enemy, or forcing a melee attack with SHIFT-F (even diagonally). As there are no melee traits yet (wait for Berserker) the damage is not gonna be large, but may still be used as a ammo conserving finisher. More significantly, humanoid enemies will now always melee if in range 1 - which can be (ab)used to your advantage!

Scout and Marine class skill buff

Technician is currently the most powerfull class, and Scout the weakest, so time for some buffs!

Marine Adrenaline was the most complex skill to use, but we wanted Marine to be the "base class" - to fix that, but not lose Adrenaline's interesting mechanics, we changed it so it ALWAYS heals for a set amount of health, but heals more if convert pain. This allows it to be a panic button even if you forget to heal after the shotgun face hit, yet still awards the better player with more health if used in the proper situation.

Scout invisibility doesn't break smell tracking as opposed to techs smoke. To offset that, we're giving Scout a whopping +100% to critical chance when firing from stealth. Now those Skilled stealth shots are worth even more!

Critical hit changes

Speaking of critical hits - now everything can properly have a critical hit. Moreover, critical chance rolls over 100%. So if you have 240% crit chance with +50% critical damage, you'll do +100% damage with 40% chance to do +150%. 240% crit chance sounds impossible? Try Scout in Stealth, aiming two turns with Deadly Precision and shooting a good revolver :P. Speaking of criticals, Headshot now adds +100% crit chance instead of the plain damage bonus, but has a shorter cooldown and no accuracy penalty.

Accuracy mod pack

Accuracy mods now increase optimal range of a weapon instead of adding a flat accuracy bonus. This is actually a buff, especially in the case of weapons like SMG's or revolvers. Additionally this works for shotguns as well, increasing the distance to which you do full damage and the damage fallof starts! Additionally, ADV weapons now can roll with improved optimal distance.

Inventory size

You'll notice that the red keycards are now more important, and we've added a lot other stuff since the last inventory size upgrade, so we decided it's high time to increase default inventory size by 2 to make your exploring a bit less tedious.

Minor changes

Vaults can now have hold technical stations or the new manufacturing stations instead of the purple box. We increased the safe zone when entering the level (less near spawns), and changed the enemy amount curve a bit, reducing Callisto and Europa (to a lesser degree) enemy count. We buffed both .44 ammo exotics, did minor performance improvements, and fixed several bugs. See full list in the changelog below.

Changelog

Beta 0.8.10 - Explorer - March 9, 2020
NEW    #1013 - Callisto Docking Bay added as Barracks alternative
NEW    #1006 - basic melee - all weapons can be used in melee
NEW    #1006 - melee override - use SHIFT-F to force melee attack
NEW    #1028 - Scout - stealth gives +100% crit chance (stacks!)
NEW    #1028 - Marine - adrenaline always heals a bit!
NEW    #1004 - large map view! ("m" key or LBumper on pad)
NEW    #1004 - base minimap can be made larger in configuration!
NEW    #1016 - Valhalla Command revisited!
NEW    #1032 - manufacturing stations, look in vaults and Tyre!
CHANGE #1029 - increased default inventory size by 2 slots
CHANGE #0905 - visual Europa upgrades
CHANGE #1029 - increased no spawn zone around player entry by 2 
CHANGE #0977 - CRIArmory and BSVault doors are indestructible
CHANGE #0977 - CRIArmory and BSVault have a warden with 1 red card
CHANGE #0977 - both have "most used weapon" related rewards
CHANGE #0977 - Black Site Vault has 4 red card locked doors
CHANGE #0977 - CAnomaly has a tier 1 or 2 amp for most used weapon
CHANGE #0977 - CCommand has a adv weapon of most used weapon type
CHANGE #1022 - Tyre and Containment have a special reward!
CHANGE #1029 - improved Limbo rewards, Arena has 4 ammo boxes
CHANGE #1006 - AI - enemies with guns will now melee if in range 1
CHANGE #1006 - AI - enemies that run out of ammo will now melee
CHANGE #1001 - accuracy mod pack now increases optimal distance
CHANGE #1001 - ADV weapons may come with improved optimal distance
CHANGE #1010 - increased minimal spawn range on Io and Europa L1
CHANGE #0905 - Military Barracks - alternative layouts
CHANGE #1019 - minor optimization pass
CHANGE #1017 - vsync improvements to Vulkan version
CHANGE #1006 - exalted enemies wont engage in in-fighting
CHANGE #1026 - buffed both .44 exotic weapons
CHANGE #1027 - crit chance over 100% may proc crit damage again
CHANGE #1033 - minor difficulty scaling curve adjustment
CHANGE #1029 - Headshot now: +100% crit chance, no acc penalty, 4cd
CHANGE #1031 - vaults may now contian tech or manufacture stations
FIX    #1024 - fix empty black squares on floor
FIX    #1024 - fixed Io missing double door floor mesh
FIX    #1024 - fixed area near L1 dropship having no physics mesh
FIX    #1006 - removed free hack exploit
FIX    #1004 - fixed a group of crash/exploits related to AoHubris
FIX    #1003 - regenerate level if not enough elevators are created
FIX    #0977 - CRI phase won't put you in a red keycard vault
FIX    #1015 - untriggered telegraphs cleared on level exit
FIX    #1006 - enemies will no longer target disabled bots/turrets

What's next

Next version will be the long awaited Berserker update - melee weapons (not just the chainsaw :P) and non-master melee related traits! We hope to squeeze some smaller changes in too, so even if you're not a melee fan you'll have something to play with :P. And after Berserker drops, it will be full speed ahead towards the Masters update! Drop by our Discord to see stuff unfold in realtime :)

Jupiter Hell 0.8.9 - Protocol!

Jupiter Hell 0.8.9 - Protocol!

Introducing Jupiter Hell update 0.8.9 a.k.a. Protocol! You asked, and we listened, now you can command your hacked bots to do something else than just aimlessly stagger around! This is more of a "lots of small stuff" release, so there's a bit to go over!

Protocol

Once you successfully hack a bot or a drone, now you can bump into it to change it's main protocol - be it to wait, follow you or actively hunt for enemies. Additionally you can swap places with it or repair it using multitools! If your dream was an army of robotic followers, Protocol got you covered!

Voice

New voice lines from Mark Meer have been added to the game! We mostly focused on adding more variety to the lines that repeat themselves and add more weapon-specific quips. We also added some rare level entry quips that you may find if playing on the higher difficulties :)

Music

If you're a fan of Roland La Goy's JH soundtrack, you'll be happy to know that 4 new tracks have been added this release! The problematic part is that they're mostly placed on the later parts of the game, especially in Beyond, so hide your pride and lower the difficulty level for a few runs :P

Damage types

All "environmental" damage types have been buffed and most of them got a bit of an overhaul. Most of the status effects now do more damage. Smoke clears gas, gas clears smoke, and both clear fire. Fire now spreads! Fire and freeze cancel each other out. Bleed has a pain addition on tick against the player, and a flat accuracy debuff against enemies. EMP has been reworked so that even weaker EMP sources has slowing effect against the stronger EMP shielded enemies (looking at you CRI bots). Acid now damages armor a lot, but as long as you have armor, damage to health is significantly lower. Speaking of armor - it now degrades linearly, not in "jumps" as before.

Telegraphed attacks

Telegraphed attacks are now more obviously marked - this currently was just the charge attack. Now however being hit by a charge deals critical damage! The base melee damage of charging enemies has been reduced a bit to compensate. Additionally siege ravagers now telegraph their attack before shooting, but have been buffed a bit to compensate for that, and made less rare.

Exalted

If you ever met a RESILENT REGEN exalted you know that it's simply not fair - well, this will no longer happen :P. There's a bit of control what keywords can spawn together, additionally we added three new keywords to the pool - HUNTER, JUGGERNAUT and UNSTABLE. Especially the last one can turn out to be quite fun! Exalted spawn a bit more often, and can come in groups of 2 or 4, depending on difficulty, and spawn further from level entry points.

Balance pass

Late game has been rebalanced a bit, should provide more consistent ammo, and definitely there's more boxes to be found in Beyond. CRI plasma pistols now shoot using 1 cell at a cost of a small range nerf.

Angel of Hubris

While this might seem like a rehash of Angel of Confidence (you start on Io) to make things more fun you start with an exotic of your choice :).

Other stuff

We added a bit of visual flair - fade-in and fade-out animations on level transitions, different look of every class (especially armor-less) and made the game work better with widescreen monitors (no more UI scaling).

Changelog

Beta  0.8.9 - Protocol - February 24, 2020
NEW    #986 - reprogram, swap position and repair hack bots/drones!
NEW    #997 - Angel or Hubris! (with exotic choice!)
NEW    #989 - new voice-over lines for various events
NEW    #989 - 4 new music tracks for the late-game levels!
NEW    #982 - visual distinction between player classes
NEW    #987 - new exalted keywords - HUNTER, JUGGERNAUT, UNSTABLE
NEW    #991 - trait pick order in mortem
CHANGE #984 - health orb generated under player can be picked up
CHANGE #803 - added slight fade-in and fade-out on level transition
CHANGE #759 - better telegraphed attack indicators
CHANGE #759 - siege ravagers now have telegraphed attack
CHANGE #759 - siege rav's buffed and made more common to compensate
CHANGE #759 - charge deals critical damage! (x2 fiends, x1.5 rest)
CHANGE #988 - smoke and gas kill fire and themselves respectively
CHANGE #988 - ignite/fire has limited spreading capability
CHANGE #988 - ignite and freeze cancel each other out
CHANGE #988 - bleed - pain on tick, flat acc debuf against enemies 
CHANGE #988 - gas and smoke now reset scent to 0 on every tick
CHANGE #988 - all poison damage doubled, poison lasts 4 ticks
CHANGE #988 - acid status damage increased a lot - armor protects 
              much better from acid, but is damaged by it a lot too
CHANGE #974 - EMP reworked: more range in levels, not binary effect
CHANGE #994 - armor protection is now linear to its damage!
CHANGE #987 - exalted no longer can spawn both RESILIENT and REGEN
CHANGE #987 - slightly increased exalted spawn rate
CHANGE #987 - exalted groups can be 2 to 4 (difficulty factors in)
CHANGE #984 - exalted spawn further away from entry points
CHANGE #985 - CRI plasma pistol shots now cost 1, mag 4, range 4/8
CHANGE #985 - less plasma ammo in the CRI branch
CHANGE #984 - turrets don't spawn near the entry elevator
CHANGE #990 - Beyond has a bit more soldiers, more of them have.44
CHANGE #990 - Beyond L2 and L3 have now guaranteed boxes 
CHANGE #996 - slight buffs to underused exotics
CHANGE #997 - UI preserves aspect ratio (widescreen UI better)
FIX    #504 - no more MSVC runtime dependency
FIX    #983 - fixed kill reason for suicide deaths
FIX    #986 - hacked bots will no longer attack new hacked bots
FIX    #986 - fixed issue with ALIVE but not TARGETABLE placement
FIX    #980 - restarting music from 0% volume will now always work

What's next

Next version (0.8.10) will be subtitled Explorer and be themed around level generation and special levels - it's expected to land in two weeks time, so stay tuned! Also, be sure to drop by our Discord, where most of the design discussion takes place :)

Introducing Jupiter Hell update 0.8.9 a.k.a. Protocol! You asked, and we listened, now you can command your hacked bots to do something else than just aimlessly stagger around! This is more of a "lots of small stuff" release, so there's a bit to go over!

Protocol

Once you successfully hack a bot or a drone, now you can bump into it to change it's main protocol - be it to wait, follow you or actively hunt for enemies. Additionally you can swap places with it or repair it using multitools! If your dream was an army of robotic followers, Protocol got you covered!

Voice

New voice lines from Mark Meer have been added to the game! We mostly focused on adding more variety to the lines that repeat themselves and add more weapon-specific quips. We also added some rare level entry quips that you may find if playing on the higher difficulties :)

Music

If you're a fan of Roland La Goy's JH soundtrack, you'll be happy to know that 4 new tracks have been added this release! The problematic part is that they're mostly placed on the later parts of the game, especially in Beyond, so hide your pride and lower the difficulty level for a few runs :P

Damage types

All "environmental" damage types have been buffed and most of them got a bit of an overhaul. Most of the status effects now do more damage. Smoke clears gas, gas clears smoke, and both clear fire. Fire now spreads! Fire and freeze cancel each other out. Bleed has a pain addition on tick against the player, and a flat accuracy debuff against enemies. EMP has been reworked so that even weaker EMP sources has slowing effect against the stronger EMP shielded enemies (looking at you CRI bots). Acid now damages armor a lot, but as long as you have armor, damage to health is significantly lower. Speaking of armor - it now degrades linearly, not in "jumps" as before.

Telegraphed attacks

Telegraphed attacks are now more obviously marked - this currently was just the charge attack. Now however being hit by a charge deals critical damage! The base melee damage of charging enemies has been reduced a bit to compensate. Additionally siege ravagers now telegraph their attack before shooting, but have been buffed a bit to compensate for that, and made less rare.

Exalted

If you ever met a RESILENT REGEN exalted you know that it's simply not fair - well, this will no longer happen :P. There's a bit of control what keywords can spawn together, additionally we added three new keywords to the pool - HUNTER, JUGGERNAUT and UNSTABLE. Especially the last one can turn out to be quite fun! Exalted spawn a bit more often, and can come in groups of 2 or 4, depending on difficulty, and spawn further from level entry points.

Balance pass

Late game has been rebalanced a bit, should provide more consistent ammo, and definitely there's more boxes to be found in Beyond. CRI plasma pistols now shoot using 1 cell at a cost of a small range nerf.

Angel of Hubris

While this might seem like a rehash of Angel of Confidence (you start on Io) to make things more fun you start with an exotic of your choice :).

Other stuff

We added a bit of visual flair - fade-in and fade-out animations on level transitions, different look of every class (especially armor-less) and made the game work better with widescreen monitors (no more UI scaling).

Changelog

Beta  0.8.9 - Protocol - February 24, 2020
NEW    #986 - reprogram, swap position and repair hack bots/drones!
NEW    #997 - Angel or Hubris! (with exotic choice!)
NEW    #989 - new voice-over lines for various events
NEW    #989 - 4 new music tracks for the late-game levels!
NEW    #982 - visual distinction between player classes
NEW    #987 - new exalted keywords - HUNTER, JUGGERNAUT, UNSTABLE
NEW    #991 - trait pick order in mortem
CHANGE #984 - health orb generated under player can be picked up
CHANGE #803 - added slight fade-in and fade-out on level transition
CHANGE #759 - better telegraphed attack indicators
CHANGE #759 - siege ravagers now have telegraphed attack
CHANGE #759 - siege rav's buffed and made more common to compensate
CHANGE #759 - charge deals critical damage! (x2 fiends, x1.5 rest)
CHANGE #988 - smoke and gas kill fire and themselves respectively
CHANGE #988 - ignite/fire has limited spreading capability
CHANGE #988 - ignite and freeze cancel each other out
CHANGE #988 - bleed - pain on tick, flat acc debuf against enemies 
CHANGE #988 - gas and smoke now reset scent to 0 on every tick
CHANGE #988 - all poison damage doubled, poison lasts 4 ticks
CHANGE #988 - acid status damage increased a lot - armor protects 
              much better from acid, but is damaged by it a lot too
CHANGE #974 - EMP reworked: more range in levels, not binary effect
CHANGE #994 - armor protection is now linear to its damage!
CHANGE #987 - exalted no longer can spawn both RESILIENT and REGEN
CHANGE #987 - slightly increased exalted spawn rate
CHANGE #987 - exalted groups can be 2 to 4 (difficulty factors in)
CHANGE #984 - exalted spawn further away from entry points
CHANGE #985 - CRI plasma pistol shots now cost 1, mag 4, range 4/8
CHANGE #985 - less plasma ammo in the CRI branch
CHANGE #984 - turrets don't spawn near the entry elevator
CHANGE #990 - Beyond has a bit more soldiers, more of them have.44
CHANGE #990 - Beyond L2 and L3 have now guaranteed boxes 
CHANGE #996 - slight buffs to underused exotics
CHANGE #997 - UI preserves aspect ratio (widescreen UI better)
FIX    #504 - no more MSVC runtime dependency
FIX    #983 - fixed kill reason for suicide deaths
FIX    #986 - hacked bots will no longer attack new hacked bots
FIX    #986 - fixed issue with ALIVE but not TARGETABLE placement
FIX    #980 - restarting music from 0% volume will now always work

What's next

Next version (0.8.10) will be subtitled Explorer and be themed around level generation and special levels - it's expected to land in two weeks time, so stay tuned! Also, be sure to drop by our Discord, where most of the design discussion takes place :)

Jupiter Hell 0.8.8 - Gunslinger!

Jupiter Hell 0.8.8 - Gunslinger!

Introducing Jupiter Hell update 0.8.8 a.k.a. Gunslinger! A most requested DRL feature is making a comeback - dual wielding of pistols! Apart from that, there's new stuff to find, balance changes and bugfixes, so let's jump right in!

Gunslinger

The new Marine and Scout trait allows you to finally relive your Hollywood fantasy and run in guns blazin. With this trait you can dual wield pistols, revolvers and SMGs or any combination thereof. Game-wise this is achieved by having the trait and two consecutive slots with applicable weapons - you pick the first and it wields both! Both guns are shot at the same time, and reloaded at the same time - with a slight penalty. Not to leave Tech in the dust, we moved to him the Headshot trait (which still is very strong!). To celebrate the new trait we're bringing back the fan-favorite DRL challenge - Angel of Marksmanship!.

Health orbs

Balancing healing items has been a pain for us, until we reminded ourselves of a feature that should have been there from the start - health orbs! These are powerups that you pickup automatically when you walk over them. But fear not that you need to avoid them not to waste health points - they overheal with no penalty, so there's no reason not to pick them up on sight! Contrary to their original implementation health over 100% doesn't decay, but is reset back to max at level exit. Thanks to that we've been able to balance health drops better and it will be easier to balance health in the future as well!

Rare mods

There's new loot to be found, rare mods. Contrary to regular mods, these do not increase statistics, but bestow known ADV traits on any weapon (ADV and Exotics not excluded!) you wish that has a mod slot left. There are five of those available now, Frenzy, Loader, Vampiric, EMP and Cold - we tried to pick those trats that will make finding one of them always useful. More may come in the future. With a bit of luck you can now build some really overpowered shit :P

Callisto changes

The three most boring level generator layouts in Callisto have been improved, and all Callisto generators were fixed to drop the requested amount of loot boxes and support vaults if present. In general especially on easier levels there should be more items found in the early game.

Balance pass

Apart from balancing pistol traits due to dual wield being available, we gave a general range buff to ALL shotguns. They should feel a bit better now, without giving too much buff to those pesky sergeants. We also made a significant balance pass on late game enemy presence and a bit on stats - in general the amount of armored ravagers has been reduced, and CRI bots nerfed a little (they now come in two equally common variants, the other has a plasma rifle-like weapon). We're keeping a close eye on later game balance and will probably do more changes there next update!

Trait view

Long requested UI/UX enhancement - there's a new panel (shortcut "v" on keyboard or switch panels from inventory) with the list of all available traits - colorized and browsable with info what is already picked. Additionally you can also look up class information if you didn't pay attention on the class choice screen :)

Angel of Mercy

And finally for the masochistic among you is a Challenge of the ridiculous sort (hey, people DID beat Angel of New York Reload!), which is a variation on the Angel of Pacifism theme - each kill drains your maximum health! You get some extra experience each level to offset it a bit though - good luck, you're gonna need it!

Fixes

And finally the regular batch of fixes is in, those that weren't serious enough to be hotfixed - list in the changelog.

Changelog

Beta  0.8.8 - Gunslinger - February 3, 2020
NEW    #962 - Trait - Marine/Scout - Gunslinger! (dual pistol/smg)
NEW    #956 - UI - in-game trait view panel (also with class info)
NEW    #970 - 5 new rare mods! (adding an ADV perk to weapons)
NEW    #971 - Challenge - Angel of Marksmanship!
NEW    #968 - Challenge - Angel of Mercy!
NEW    #969 - health orb - immediate use medkit with overload!
CHANGE #969 - health over 100 (from orbs) fades on level enter
CHANGE #969 - medical boxes drop one item and possibly an orb
CHANGE #969 - all exalted packs drop an orb, orbs drop from general
CHANGE #969 - orb healing is difficulty dependent (E40-U25)
CHANGE #962 - Tech gets Headshot
CHANGE #962 - Scout loses Headshot, Marine loses Run'n'Gun
CHANGE #954 - reordering weapon slots now takes time
CHANGE #954 - Balance - reduced SoG accuracy bonus to +10%/lvl
CHANGE #933 - Balance - default stack sizes of crates ammo reduced
CHANGE #933 - Balance - increased phase kit drop rate
CHANGE #933 - Balance - increased multitool drop rate
CHANGE #963 - Balance - shotgun and double shotgun max range +1
CHANGE #963 - Balance - all exotic shotguns max range +1
CHANGE #963 - Balance - assault shotgun optimal range +1
CHANGE #966 - Angel of Confidence gets a CRI phase device 
CHANGE #907 - improved Callisto dark platform level generator
CHANGE #907 - improved Callisto "4 room" level generator
CHANGE #907 - improved Callisto "inner block" level generator
CHANGE #907 - all improved generators will now spawn vault properly
CHANGE #907 - Callisto generators will more rarely underspawn boxes
CHANGE #975 - Balance - no armored ravagers on Europa except Dig
CHANGE #975 - Balance - on Io, armored ravagers appear only solo
CHANGE #975 - Balance - less armored ravagers in late game
CHANGE #975 - Balance - CRI bots reload after 3 shots, damage lower
CHANGE #975 - Balance - CRI bots appear with automatic weapons
FIX    #954 - fixed tutorial tooltip for weapon/armor
FIX    #958 - fixed crash on Scavenger ammo pickup without a weapon
FIX    #961 - fixed hacked turrets being safe against melee enemies
FIX    #955 - realigned protection values for armor
FIX    #918 - poison, bleed, freeze and acid will remove on death
FIX    #965 - armor on floor will no longer be receiving damage
FIX    #978 - Focused Fire no longer works for out of vision enemy
FIX    #953 - items given from stations/skills no longer circumvent
              Lua triggers (fixes getting items on AoI)
FIX    #979 - Tech - overkill blocks headshot, and vice versa. This
              might be reverted at some point as its just there to
              prevent 5 active skills (UX issue)

What's next

Next version (0.8.9) will come out within the next few weeks. Originally we planned to do Melee next, but quite possibly we'll do a content release before that, with more generator improvements, special level improvements, overhauls and additions, a new enemy and more new stuff in general - stay tuned!

Introducing Jupiter Hell update 0.8.8 a.k.a. Gunslinger! A most requested DRL feature is making a comeback - dual wielding of pistols! Apart from that, there's new stuff to find, balance changes and bugfixes, so let's jump right in!

Gunslinger

The new Marine and Scout trait allows you to finally relive your Hollywood fantasy and run in guns blazin. With this trait you can dual wield pistols, revolvers and SMGs or any combination thereof. Game-wise this is achieved by having the trait and two consecutive slots with applicable weapons - you pick the first and it wields both! Both guns are shot at the same time, and reloaded at the same time - with a slight penalty. Not to leave Tech in the dust, we moved to him the Headshot trait (which still is very strong!). To celebrate the new trait we're bringing back the fan-favorite DRL challenge - Angel of Marksmanship!.

Health orbs

Balancing healing items has been a pain for us, until we reminded ourselves of a feature that should have been there from the start - health orbs! These are powerups that you pickup automatically when you walk over them. But fear not that you need to avoid them not to waste health points - they overheal with no penalty, so there's no reason not to pick them up on sight! Contrary to their original implementation health over 100% doesn't decay, but is reset back to max at level exit. Thanks to that we've been able to balance health drops better and it will be easier to balance health in the future as well!

Rare mods

There's new loot to be found, rare mods. Contrary to regular mods, these do not increase statistics, but bestow known ADV traits on any weapon (ADV and Exotics not excluded!) you wish that has a mod slot left. There are five of those available now, Frenzy, Loader, Vampiric, EMP and Cold - we tried to pick those trats that will make finding one of them always useful. More may come in the future. With a bit of luck you can now build some really overpowered shit :P

Callisto changes

The three most boring level generator layouts in Callisto have been improved, and all Callisto generators were fixed to drop the requested amount of loot boxes and support vaults if present. In general especially on easier levels there should be more items found in the early game.

Balance pass

Apart from balancing pistol traits due to dual wield being available, we gave a general range buff to ALL shotguns. They should feel a bit better now, without giving too much buff to those pesky sergeants. We also made a significant balance pass on late game enemy presence and a bit on stats - in general the amount of armored ravagers has been reduced, and CRI bots nerfed a little (they now come in two equally common variants, the other has a plasma rifle-like weapon). We're keeping a close eye on later game balance and will probably do more changes there next update!

Trait view

Long requested UI/UX enhancement - there's a new panel (shortcut "v" on keyboard or switch panels from inventory) with the list of all available traits - colorized and browsable with info what is already picked. Additionally you can also look up class information if you didn't pay attention on the class choice screen :)

Angel of Mercy

And finally for the masochistic among you is a Challenge of the ridiculous sort (hey, people DID beat Angel of New York Reload!), which is a variation on the Angel of Pacifism theme - each kill drains your maximum health! You get some extra experience each level to offset it a bit though - good luck, you're gonna need it!

Fixes

And finally the regular batch of fixes is in, those that weren't serious enough to be hotfixed - list in the changelog.

Changelog

Beta  0.8.8 - Gunslinger - February 3, 2020
NEW    #962 - Trait - Marine/Scout - Gunslinger! (dual pistol/smg)
NEW    #956 - UI - in-game trait view panel (also with class info)
NEW    #970 - 5 new rare mods! (adding an ADV perk to weapons)
NEW    #971 - Challenge - Angel of Marksmanship!
NEW    #968 - Challenge - Angel of Mercy!
NEW    #969 - health orb - immediate use medkit with overload!
CHANGE #969 - health over 100 (from orbs) fades on level enter
CHANGE #969 - medical boxes drop one item and possibly an orb
CHANGE #969 - all exalted packs drop an orb, orbs drop from general
CHANGE #969 - orb healing is difficulty dependent (E40-U25)
CHANGE #962 - Tech gets Headshot
CHANGE #962 - Scout loses Headshot, Marine loses Run'n'Gun
CHANGE #954 - reordering weapon slots now takes time
CHANGE #954 - Balance - reduced SoG accuracy bonus to +10%/lvl
CHANGE #933 - Balance - default stack sizes of crates ammo reduced
CHANGE #933 - Balance - increased phase kit drop rate
CHANGE #933 - Balance - increased multitool drop rate
CHANGE #963 - Balance - shotgun and double shotgun max range +1
CHANGE #963 - Balance - all exotic shotguns max range +1
CHANGE #963 - Balance - assault shotgun optimal range +1
CHANGE #966 - Angel of Confidence gets a CRI phase device 
CHANGE #907 - improved Callisto dark platform level generator
CHANGE #907 - improved Callisto "4 room" level generator
CHANGE #907 - improved Callisto "inner block" level generator
CHANGE #907 - all improved generators will now spawn vault properly
CHANGE #907 - Callisto generators will more rarely underspawn boxes
CHANGE #975 - Balance - no armored ravagers on Europa except Dig
CHANGE #975 - Balance - on Io, armored ravagers appear only solo
CHANGE #975 - Balance - less armored ravagers in late game
CHANGE #975 - Balance - CRI bots reload after 3 shots, damage lower
CHANGE #975 - Balance - CRI bots appear with automatic weapons
FIX    #954 - fixed tutorial tooltip for weapon/armor
FIX    #958 - fixed crash on Scavenger ammo pickup without a weapon
FIX    #961 - fixed hacked turrets being safe against melee enemies
FIX    #955 - realigned protection values for armor
FIX    #918 - poison, bleed, freeze and acid will remove on death
FIX    #965 - armor on floor will no longer be receiving damage
FIX    #978 - Focused Fire no longer works for out of vision enemy
FIX    #953 - items given from stations/skills no longer circumvent
              Lua triggers (fixes getting items on AoI)
FIX    #979 - Tech - overkill blocks headshot, and vice versa. This
              might be reverted at some point as its just there to
              prevent 5 active skills (UX issue)

What's next

Next version (0.8.9) will come out within the next few weeks. Originally we planned to do Melee next, but quite possibly we'll do a content release before that, with more generator improvements, special level improvements, overhauls and additions, a new enemy and more new stuff in general - stay tuned!

Jupiter Hell 0.8.7 - Hellhack!

Jupiter Hell 0.8.7 - Hellhack!

Introducing Jupiter Hell update 0.8.7 a.k.a. Hellhack! To celerbrate the new update we're putting the game on a -20% discount for a week - perfect moment for you if you'd like to help us promote the game :). There's a lot to go through, so lets jump right into it!

Hacking

Annoyed by drones getting in your way? Tired of those turrets chipping away your health? The big bad security bot giving you nightmares? Time to turn the tables!

You can hack any mechanical enemy by bumping into him. This brings up a hacking menu, where if you have enough multitools (which replaced repair kits) you can either disable the enemy (cheap) or hack it to convert it to your side (expensive). Scouts and Technicians have access to the Hacking trait which dramatically reduces the cost of bot disabling and hacking. Finally technician only has access to an Active trait that can perform a hack remotely!

Both a successful disable and hack gives you the enemies experience (hack twice as much!) and the items he had. The hacked enemies continue their previous wandering - later we'll probably introduce a way to make them follow you or even take more direct control :).

Terminals

Terminals now appear not only on levels that have a vault. The reveal map option has been boosted, and marks stations and loot boxes on the level. A new option allows you to download tracking data, permanently revealing the enemies on the minimap. Finally through a terminal you can remotely mass disable/hack the turrets on a given level!

Technical stations

Dismantling is no longer reserved to the Technician, anyone can perfectly dismantle a modded weapon as a new option in tech stations. Additionally you can extract the new multitools from them.

Backpack

As an option for the utility slot you can find a Backpack raising your inventory space. So does (although to a lesser degree) a new perk for armors!

Scouting skills

Each class gets its own scouting trait - which reveals more info on the minimap. The Technician has one to sense terminals and stations, the Scout has one to sense loot chests, and the Marine gets Bloodhound, allowing it to regain minimap info on enemies he already saw (useful for baiting!).

UI

We've done quite a bit of minor UI improvements (full list in the changelog). Most notably you can ESC-exit out of most in-game menus now, and items created are put directly into your inventory if space is available. You can also reorder your weapons on the Equipment screen!

Marine

Not to leave the trusty Marine underpowered due to all those hacking changes, we've given him Ironman back, and moved to him the Field Medic perk!

Balance

We've done a significant balance pass that should make EASY and MEDIUM difficulties easier. We've also buffed SMG's and pistols and made cells stack up to 100. Ammo found in boxes is in larger stacks, and gray lootboxes drop more stuff!

Fixes

There haven't been many bugs introduced in the last update but we still nailed a few :)

Changelog

Beta  0.8.7 - January 13, 2020
NEW    #015 - bot hacking! - you can disable or hack bots, drones
              and turrets using multitools (bump into them)
NEW    #015 - Trait - Hack skill for Scout/Tech reducing hack cost
NEW    #015 - Remote Hacking active skill for Technician
NEW    #894 - multitools - replace repair kits, used also for hack
NEW    #946 - Music - new menu theme
NEW    #939 - technical stations allow anyone to dismantle modded
              items for the cost of 2 charges
NEW    #938 - revealed stations and terminals marked on the minimap
NEW    #938 - revealed unopened lootboxes marked on the minimap
NEW    #949 - Trait - Marine - Bloodhound (track met enemies)
NEW    #949 - Trait - Scout - Golddigger (reveal loot boxes)
NEW    #949 - Trait - Tech - Networking (reveal terminals/stations)
NEW    #579 - CRI backpack! To be found randomly, but maybe Tyre...
NEW    #579 - Compartments perk for armor (+2 inv capacity)
NEW    #950 - Terminals - can enable tracking for enemies (3multi)
NEW    #015 - Terminals - can mass hack/disable turrets
NEW    #015 - Terminals - appear on non-vault maps
NEW    #894 - Terminals - you can extract tools from tech stations
NEW    #770 - UI - you can rebind UI keybindings
NEW    #935 - UI - Home, End, PgUp and PgDown keys work
CHANGE #926 - UI - you can ESC out of a mod or dismantle menu
CHANGE #926 - UI - you can ESC out of a station or terminal menu
CHANGE #926 - UI - items created by stations are put to inv if space
CHANGE #937 - UI - SHIFT-view of stacked items shows stack/carried
CHANGE #937 - UI - character screen kills moved to bottom
CHANGE #937 - UI - damage is colored if affected by target health
CHANGE #937 - UI - use weapon slot key to reorder weapons in equip
CHANGE #937 - UI - default minimap size a bit larger (config later)
CHANGE #950 - Terminal map reveal costs 1 multitool (0 with hacking)
CHANGE #950 - Terminal map reveal reveals chests and stations
CHANGE #940 - Trait - Marine has Ironman back (possibly temporarily)
CHANGE #940 - Trait - Field Medic is now a Marine trait (50%->30%)
CHANGE #940 - Trait - Marine loses Spray'n'Pray
CHANGE #015 - Technician starts with 3 multitools instead of mod
CHANGE #937 - vault doors now magenta, red card doors now red
CHANGE #936 - audio feedback on weapon swap
CHANGE #907 - more walls on the Callisto platform generator
CHANGE #907 - changed one Europa generator to doublewidth corridor
CHANGE #943 - Balance - removed accuracy penalties from most SMGs
CHANGE #942 - Balance - reduced amount of enemies on Europa L1
CHANGE #940 - Balance - slightly reduced amount of enemies
CHANGE #940 - Balance - reduced accuracy of Callisto/Europa formers
CHANGE #940 - Balance - slightly reduced health of C/E formers
CHANGE #940 - Balance - bumped pistol and revolver damage +2
CHANGE #940 - Balance - Son of a Gun gives +20% accuracy and crit/lv
CHANGE #933 - Balance - more ammo per stack from boxes
CHANGE #933 - Balance - cells stack now up to 100
CHANGE #933 - Balance - general boxes drop 1 more, ammo boxes 1 less
CHANGE #944 - Balance - ravager melee is now pierce
FIX    #941 - fixed visibility of poison, freeze, disable effects
FIX    #932 - fixed "Sustained" status being too long
FIX    #940 - Tyre Outpost reward list is now stable
FIX    #948 - fixed terminal visuals

What's next

Next version should drop at the end of the month (or beginning of the next), and will either be about Melee or Dualgunning :). We want to wrap those two up, so before February ends we can finally implement a long awaited feature - Master Traits! If need be, hotfixes will be deployed within the next days. See you next version, and help us spread the word :)

Introducing Jupiter Hell update 0.8.7 a.k.a. Hellhack! To celerbrate the new update we're putting the game on a -20% discount for a week - perfect moment for you if you'd like to help us promote the game :). There's a lot to go through, so lets jump right into it!

Hacking

Annoyed by drones getting in your way? Tired of those turrets chipping away your health? The big bad security bot giving you nightmares? Time to turn the tables!

You can hack any mechanical enemy by bumping into him. This brings up a hacking menu, where if you have enough multitools (which replaced repair kits) you can either disable the enemy (cheap) or hack it to convert it to your side (expensive). Scouts and Technicians have access to the Hacking trait which dramatically reduces the cost of bot disabling and hacking. Finally technician only has access to an Active trait that can perform a hack remotely!

Both a successful disable and hack gives you the enemies experience (hack twice as much!) and the items he had. The hacked enemies continue their previous wandering - later we'll probably introduce a way to make them follow you or even take more direct control :).

Terminals

Terminals now appear not only on levels that have a vault. The reveal map option has been boosted, and marks stations and loot boxes on the level. A new option allows you to download tracking data, permanently revealing the enemies on the minimap. Finally through a terminal you can remotely mass disable/hack the turrets on a given level!

Technical stations

Dismantling is no longer reserved to the Technician, anyone can perfectly dismantle a modded weapon as a new option in tech stations. Additionally you can extract the new multitools from them.

Backpack

As an option for the utility slot you can find a Backpack raising your inventory space. So does (although to a lesser degree) a new perk for armors!

Scouting skills

Each class gets its own scouting trait - which reveals more info on the minimap. The Technician has one to sense terminals and stations, the Scout has one to sense loot chests, and the Marine gets Bloodhound, allowing it to regain minimap info on enemies he already saw (useful for baiting!).

UI

We've done quite a bit of minor UI improvements (full list in the changelog). Most notably you can ESC-exit out of most in-game menus now, and items created are put directly into your inventory if space is available. You can also reorder your weapons on the Equipment screen!

Marine

Not to leave the trusty Marine underpowered due to all those hacking changes, we've given him Ironman back, and moved to him the Field Medic perk!

Balance

We've done a significant balance pass that should make EASY and MEDIUM difficulties easier. We've also buffed SMG's and pistols and made cells stack up to 100. Ammo found in boxes is in larger stacks, and gray lootboxes drop more stuff!

Fixes

There haven't been many bugs introduced in the last update but we still nailed a few :)

Changelog

Beta  0.8.7 - January 13, 2020
NEW    #015 - bot hacking! - you can disable or hack bots, drones
              and turrets using multitools (bump into them)
NEW    #015 - Trait - Hack skill for Scout/Tech reducing hack cost
NEW    #015 - Remote Hacking active skill for Technician
NEW    #894 - multitools - replace repair kits, used also for hack
NEW    #946 - Music - new menu theme
NEW    #939 - technical stations allow anyone to dismantle modded
              items for the cost of 2 charges
NEW    #938 - revealed stations and terminals marked on the minimap
NEW    #938 - revealed unopened lootboxes marked on the minimap
NEW    #949 - Trait - Marine - Bloodhound (track met enemies)
NEW    #949 - Trait - Scout - Golddigger (reveal loot boxes)
NEW    #949 - Trait - Tech - Networking (reveal terminals/stations)
NEW    #579 - CRI backpack! To be found randomly, but maybe Tyre...
NEW    #579 - Compartments perk for armor (+2 inv capacity)
NEW    #950 - Terminals - can enable tracking for enemies (3multi)
NEW    #015 - Terminals - can mass hack/disable turrets
NEW    #015 - Terminals - appear on non-vault maps
NEW    #894 - Terminals - you can extract tools from tech stations
NEW    #770 - UI - you can rebind UI keybindings
NEW    #935 - UI - Home, End, PgUp and PgDown keys work
CHANGE #926 - UI - you can ESC out of a mod or dismantle menu
CHANGE #926 - UI - you can ESC out of a station or terminal menu
CHANGE #926 - UI - items created by stations are put to inv if space
CHANGE #937 - UI - SHIFT-view of stacked items shows stack/carried
CHANGE #937 - UI - character screen kills moved to bottom
CHANGE #937 - UI - damage is colored if affected by target health
CHANGE #937 - UI - use weapon slot key to reorder weapons in equip
CHANGE #937 - UI - default minimap size a bit larger (config later)
CHANGE #950 - Terminal map reveal costs 1 multitool (0 with hacking)
CHANGE #950 - Terminal map reveal reveals chests and stations
CHANGE #940 - Trait - Marine has Ironman back (possibly temporarily)
CHANGE #940 - Trait - Field Medic is now a Marine trait (50%->30%)
CHANGE #940 - Trait - Marine loses Spray'n'Pray
CHANGE #015 - Technician starts with 3 multitools instead of mod
CHANGE #937 - vault doors now magenta, red card doors now red
CHANGE #936 - audio feedback on weapon swap
CHANGE #907 - more walls on the Callisto platform generator
CHANGE #907 - changed one Europa generator to doublewidth corridor
CHANGE #943 - Balance - removed accuracy penalties from most SMGs
CHANGE #942 - Balance - reduced amount of enemies on Europa L1
CHANGE #940 - Balance - slightly reduced amount of enemies
CHANGE #940 - Balance - reduced accuracy of Callisto/Europa formers
CHANGE #940 - Balance - slightly reduced health of C/E formers
CHANGE #940 - Balance - bumped pistol and revolver damage +2
CHANGE #940 - Balance - Son of a Gun gives +20% accuracy and crit/lv
CHANGE #933 - Balance - more ammo per stack from boxes
CHANGE #933 - Balance - cells stack now up to 100
CHANGE #933 - Balance - general boxes drop 1 more, ammo boxes 1 less
CHANGE #944 - Balance - ravager melee is now pierce
FIX    #941 - fixed visibility of poison, freeze, disable effects
FIX    #932 - fixed "Sustained" status being too long
FIX    #940 - Tyre Outpost reward list is now stable
FIX    #948 - fixed terminal visuals

What's next

Next version should drop at the end of the month (or beginning of the next), and will either be about Melee or Dualgunning :). We want to wrap those two up, so before February ends we can finally implement a long awaited feature - Master Traits! If need be, hotfixes will be deployed within the next days. See you next version, and help us spread the word :)

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)!