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Just when you thought it was safe, 1.8 "Abattoir" is out!
Took a bit longer than usual as we're busy with bringing JH to other devices, but the big feature of 1.7 is now ready - Steam Worshop support (and modding in general) is live!
Today we have a special announcement for you, Strategic Mind series and Hyperstrange are joining forces to propel the series into new heights. You are probably wondering what it means for the games themselves, so lets unpack
Jupiter Hell 1.6 "Watcher" introduces a new enemy type, adds new exalted keywords, armor and helmet manufacturer perks, updates master trait balance and more!
A bit longer in the production pipeline, and a bit smaller as we focus more of our efforts on porting and future ventures, we bring you update 1.6 "Watcher"!
NEW #1599 - new enemy - Watcher - available in 4 variants!
A new enemy is roaming the Jovian moons, one that will bring misery by his gaze alone! Each of the three moons has its own variant, and there's a really deadly exalted version to be encountered too!
NEW #1752 - armors and helmets have manufacturer perks
Just as weapons have their dedicated perks depending on the branch they're found on, so will now armors and helmets. As with weapons, the manufacturer perks are applied to basic and exotic versions of armor/helmets.
NEW #1777 - strong enough toxin/fire/acid will "melt" (gib) enemies
CHANGE #1778 - gibbing once again prevents Nightmare respawns
CHANGE #1777 - dual weapons take into account next weapon when gibbing
CHANGE #1775 - Inferno keywords match enemy type exalted keyword pool
FIX #1775 - Inferno exalted enemies won't get extra keywords
NEW #1775 - LETHAL and TOUGH exalted keywords (weaker DEADLY/RESIL)
NEW #1775 - RESIST, ICE, HELLFIRE, TOXIN exalted keywords added!
While revisiting Nightmare/Inferno, we thought that the exalted enemy keywords could use some more variety and could have less deadly effects on lower tiers. DEADLY and RESILIENT have their weaker counterparts, RESIST may appear on high tier enemies, and most elemental enemies now have a new set of ICE/HELLFIRE/TOXIN keywords.
CHANGE #1780 - Bladedancer decreases move time by 10%/lvl
CHANGE #1780 - improved Gunrunner bonuses
CHANGE #1780 - Assassinate stealth refund from L1, L3 is +200% crchance
CHANGE #1780 - Bulletstorm - ammo use 50% at L1, pistols/L2 penalty 110%
CHANGE #1780 - Headshot - Pistol/Semi only, if pistol crit chance is 2x
While we know that perfect balance is unachievable, we definitely want to get to a point where no Master Trait is "below B tier". This is the newest round of changes, expect further balance tweaks in further updates!
CHANGE #1775 - exalted warlocks will appear not only as respawns
CHANGE #1774 - Hunt events on Io and Dante have 90/120 turns timers
CHANGE #1773 - Mines exalted reaver weaker on EASY and MED
CHANGE #1773 - fanatic explosion dmg difficulty dependent (lower on E/M)
Same as with trait tuning, some general difficulty tuning is in order. In particular, the game is a bit deadly to newcomers, hence some targeted changes for EASY and MEDIUM players. Oh, and if you play on UV+ have some exalted warlocks, because screw you :P.
CHANGE #1781 - smoke creation and med/stimpacks remove flames under user
FIX #1781 - negative ignite resistance no longer escalates fire dmg
We messed up a bit with burning damage, especially with how it interacted with negative ignite resistance. This will no longer produce escalating damage, so no more cheesy "bring a inferno grenade to the Europa boss-fight" wins! On the flip side, packs and smoke effects will now remove flames from the floor.
FIX #1766 - fixed corpse/debris remove options
FIX #1766 - fixes to Mimir friendly bot counter and target issues
FIX #1766 - fixed late demons not spawning on high level Callisto maps
FIX #1766 - fixed blue keycard costs not matching code in Valhalla
Shipping is the usual bit of bugfixes, the most notable ones listed above.
Release 1.6 - Watcher - December 21st, 2022
NEW #1599 - new enemy - Watcher - available in 4 variants!
NEW #1777 - strong enough toxin/fire/acid will "melt" (gib) enemies
NEW #1775 - LETHAL and TOUGH exalted keywords (weaker DEADLY/RESIL)
NEW #1775 - RESIST, ICE, HELLFIRE, TOXIN exalted keywords added!
NEW #1752 - armors and helmets have manufacturer perks
CHANGE #1778 - gibbing once again prevents Nightmare respawns
CHANGE #1777 - dual weapons take into account next weapon when gibbing
CHANGE #1780 - Bladedancer decreases move time by 10%/lvl
CHANGE #1780 - improved Gunrunner bonuses
CHANGE #1780 - Assassinate stealth refund from L1, L3 is +200% crchance
CHANGE #1780 - Bulletstorm - ammo use 50% at L1, pistols/L2 penalty 110%
CHANGE #1780 - Headshot - Pistol/Semi only, if pistol crit chance is 2x
CHANGE #1775 - Inferno keywords match enemy type exalted keyword pool
CHANGE #1775 - exalted warlocks will appear not only as respawns
CHANGE #1774 - Hunt events on Io and Dante have 90/120 turns timers
CHANGE #1773 - Mines exalted reaver weaker on EASY and MED
CHANGE #1773 - fanatic explosion dmg difficulty dependent (lower on E/M)
CHANGE #1781 - smoke creation and med/stimpacks remove flames under user
FIX #1781 - negative ignite resistance no longer escalates fire dmg
FIX #1766 - fixed corpse/debris remove options
FIX #1766 - fixes to Mimir friendly bot counter and target issues
FIX #1766 - fixed late demons not spawning on high level Callisto maps
FIX #1766 - fixed blue keycard costs not matching code in Valhalla
FIX #1775 - Inferno exalted enemies won't get extra keywords
Jupiter Hell 1.5a hotfix is live!
-- fixed possibly infinte Temple wrath during Cryomance fight
-- fixed algorithm that wasn't removing needless doors
-- added visual telegraph to spike trap that will activate next turn
-- fixed ancient becoming immune if shot with a high enough power automatic weapon
Jupiter Hell 1.5 "Ancient" upgrades Io branches and mainline, introduces a boss at Io Gateway, improves fire mechanics and visuals (and Fireangel!), adds more manufacturer perks, adds the Fanatic, improves AI and more!
It's been a year since the official 1.0 release of Jupiter Hell. And there was much rejoicing. Well, let's celebrate with yet another update, and no, we're not slowing down ;)
But first - we're taking the first steps into making Jupiter Hell fully modable - the basic systems are in place, and on the Jupiter Hell Discord (https://discord.gg/jupiterhell) the community is already building and sharing the first mods! If you want to give a shot at modding JH, or take an early shot at trying them out, come and hang out with us!
Let's divide the update into sections - Io, Ancient, Fire, Fanatic and The Rest.
NEW #1727 - Black Site branch/special rework!
NEW #1728 - CRI Laboratories branch/special rework!
NEW #1730 - Shadow Halls/Dark Cathedral rework!
NEW #1725 - Europa Ruins/Frozen Temple rework!
NEW #1769 - Warehouse/Infernal Lock revisited!
CHANGE #1770 - improved Io level generators (mostly visual)
CHANGE #1772 - Wealth and Power wishes improved
Io got the same treatment as Callisto and Europa before it. However, when it comes to level mechanics, due to Io being added fairly late in development it already had plenty mechanics of its own - hence we did a bit different approach. The twin paths of Black Site and CRI Armory have a very noticable change - however "fully completing" their branch challenges is MUCH more harder than with the other branches. It's a challenge, not something you're expected to do each game. There are spoilers on the Discord if you're interested ;).
Ruins and Halls got improvements on their twists, and visual, generation, music and especially loot improvements. Definitely a path that is worth revisiting again!
Be on the lookout for new manufacturer perks - word is that they're very spicy!
NEW #1718 - Io has a brand new boss!
With this, our old plan to have a boss on every moon is complete! Mwahhahahaha....
Akhem. This ones a tough SOB. Be prepared to die from time to time. The whole Io Gateway got a makeover and is now an Ancient ruin. There's some more stuff related to the Io Boss that will come in a later version too ;).
NEW #1767 - improved fire visuals and added flame tiles!
NEW #1767 - Fireangel revisited! (burning 3->1 but added area burn!)
CHANGE #1767 - burning status prevents regeneration
CHANGE #1767 - burning limited to 50 stacks
NEW #1765 - AI now actively avoids harmful hazards if possible
Fire visuals have been overhauled and the floor can now be set on fire too. Fireangel is now the premium Master Trait for people who "want to set the world on fire". Burning is more useful too as it prevents enemies from regenerating. Well, the player too, but you won't play with matches, won't you? Well if you do, there's a new napalm grenade to be found. Word on the street says it makes short work of the Cryomancer.
These changes required us to improve the AI a bit - it no longer happily punches barrels and walks into environmental hazards!
NEW #1600 - new Callisto enemy - fanatic
NEW #1767 - Callisto-only level modifier "Desolation"
Callisto did get some "love" this update too! You can now encounter a new enemy, with a very popular game mechanic :P. Also, there's a new level event to be on the lookout, taking advantage of the new fire visuals.
This is not the end of Callisto changes - we are aware that "the beginning is a very delicate time" and strive hard to improve variety in the early game - more improvements coming soon!
CHANGE #1768 - rotaries have higher chance to hit more targets
CHANGE #1767 - warlocks do less ranged damage but more burn and flame
CHANGE #1767 - visual - Mephitic tier 2 buff has a visual effect
CHANGE #1767 - visual - crater decals no longer are always centered
CHANGE #1767 - Callisto Mines mechanic is displayed as an event
CHANGE #1767 - Endless level variety increased (along with manuf. perks)
CHANGE #1727 - you can now swap places with any friendly AI
CHANGE #1772 - CRI phase devices sample 2x more possibilities
CHANGE #1766 - improved icon visibility (esp on white backgrounds)
FIX #1766 - critical defence (helmets) work against ranged attacks
FIX #1766 - fixed several issues with fx system targeting
Apart from many unlisted fixes theres some improvements too. Rotaries (the Spin up perk in particular) have an inherent bonus to hitting other targets then the initially targeted one (if they miss, or the enemy dies), which improves their crowd control capabilities. Any non-hostile AI can now be swapped places with using SHIFT move. CRI phase devices sample twice more potential spots, so bigger chance to get you to a really safe spot. Helmets finally work as advertised when it comes to crit damage protection. Finally icons are now more visible, especially on bright floors (thx Deemzul!).
Release 1.5 - Ancient - August 15th, 2022
NEW #1718 - Io has a brand new boss!
NEW #1727 - Black Site branch/special rework!
NEW #1728 - CRI Laboratories branch/special rework!
NEW #1730 - Shadow Halls/Dark Cathedral rework!
NEW #1725 - Europa Ruins/Frozen Temple rework!
NEW #1765 - AI now actively avoids harmful hazards if possible
NEW #1767 - improved fire visuals and added flame tiles!
NEW #1767 - Fireangel revisited! (burning 3->1 but added area burn!)
NEW #1767 - Callisto-only level modifier "Desolation"
NEW #1600 - new Callisto enemy - fanatic
NEW #1769 - Warehouse/Infernal Lock revisited!
CHANGE #1768 - rotaries have higher chance to hit more targets
CHANGE #1770 - improved Io level generators (mostly visual)
CHANGE #1767 - burning status prevents regeneration
CHANGE #1767 - warlocks do less ranged damage but more burn and flame
CHANGE #1767 - visual - Mephitic tier 2 buff has a visual effect
CHANGE #1767 - visual - crater decals no longer are always centered
CHANGE #1767 - Callisto Mines mechanic is displayed as an event
CHANGE #1767 - Endless level variety increased (along with manuf. perks)
CHANGE #1727 - you can now swap places with any friendly AI
CHANGE #1772 - CRI phase devices sample 2x more possibilities
CHANGE #1772 - Wealth and Power wishes improved
CHANGE #1767 - burning limited to 50 stacks
CHANGE #1766 - improved icon visibility (esp on white backgrounds)
FIX #1766 - critical defence (helmets) work against ranged attacks
FIX #1766 - fixed several issues with fx system targeting
Jupiter Hell 1.4 "Chaos" brings the Valhalla flavored upgrades to Europa branches and mainline, introduces a boss at Europa Central Dig, improves level generation (especially of cave/basalt generators), adds more manufacturer perks, several balance changes, buffs to many exotics and uniques and a SHIFT move to instantly swap places with that friendly bot!
But first, a word from our sponsor, Raid Sha.... oh wait. I mean from Hyperstrange! The good folks there released POSTAL: Brain Damage to rave reviews (I can't believe I'm writing that about a Postal game...!), whereas their Dude can give the JupeGuy a run for his money in one-liners, I've also spotted a call-out to Jupiter Hell?
https://store.steampowered.com/bundle/26624/Cheesy_OneLiners_Galore/
Aaaanyway, back to the update! Let's split this into sections to make the "wall of text" more approachable :P
Release 1.4 - Chaos - June 13th, 2022
NEW #1712 - Europa has a boss too!
NEW #1732 - Conamara Chaos branch/special rework!
NEW #1713 - Dig Zone branch/special rework!
NEW #1731 - Asterius branch/special rework!
NEW #1721 - Mephitic Mines branch/special rework!
NEW #1750 - Refueling Base/The Pit reworked
NEW #1709 - Callisto security visual improvements finished
NEW #1745 - Europa security visual improvements
NEW #1739 - use SHIFT-move to swap position with friendlies
NEW #1551 - [REDACTED]
CHANGE #1737 - improved Europa level generators (mostly visual)
CHANGE #1714 - improved cave/basalt level visuals
CHANGE #1714 - improved cave/basalt level generators
CHANGE #1738 - improved friendly pathfinding (esp. for Hunt)
CHANGE #1695 - CRI weapon prefix is a manufacturer now
CHANGE #1695 - CRI manufacturer present on alive CRI soldiers/branch
CHANGE #1695 - CRI sword/CRI blaster always roll with CRI manufacturer
CHANGE #1749 - balance - base/exalt reavers have lower melee dmg/acc
CHANGE #1749 - balance - exalted reavers don't get +10% speed
CHANGE #1729 - balance - fiend/kerberi/reaver status higher, lower base
CHANGE #1729 - balance - sentinels proc cold effects
CHANGE #1729 - balance - 40mm drum launcher - 32 damage/6 capacity
CHANGE #1729 - balance - plasma launcher - +10 damage
CHANGE #1729 - Vampyre - melee restore 8%/12%/20%
CHANGE #1729 - Vampyre - grants overhealth
CHANGE #1729 - Sharpshooter - resets skill cooldown on kill
CHANGE #1729 - Gun Kata - only in opt_range, removed dodge penalties
CHANGE #1729 - Gun Kata - single target dual shots from L2
CHANGE #1729 - Gun Kata - critical damage bonus based on proximity
CHANGE #1729 - Survivor - no in-combat regeneration, 5/5/10 crit
CHANGE #1729 - Ghost - L2/L3 swapped, L3 Stealth cost is 12
CHANGE #1729 - Wizard - smoke cooldown up to 25
CHANGE #1740 - unique buffs - level the same way regardless of tier
CHANGE #1740 - unique buffs - Scrapgun and Void get +1 base damage
CHANGE #1740 - unique buffs - Firestorm deals more fire damage
CHANGE #1740 - unique buffs - Carnage - +1 opt, +4 clip
CHANGE #1740 - unique buffs - Monster and Bloodletter - +20 damage
CHANGE #1740 - unique buffs - Overlord works on Guardians/Sentinels
CHANGE #1740 - exotic buffs - AWP and CRI blaster +5 damage
CHANGE #1740 - exotic buffs - nailgun/super nailgun +2 damage
CHANGE #1740 - exotic buffs - micro launcher/power saw +20 damage
CHANGE #1740 - exotic buffs - toxin rifle +2 damage
CHANGE #1744 - UI/UX - mouse path uses icons instead of highlights
CHANGE #1748 - UI/UX - modded items don't display text description
CHANGE #1747 - UI/UX - elevator, term/box/station reveal on clear
CHANGE #1743 - Purgatory - Cathedral hint leads to Inferno unlock
CHANGE #1742 - Callisto Mines - 5 turn warning countdown for summon
FIX #1746 - fixed rare in-your-face spawns (mostly in minilevels)
FIX #1729 - stimpacks properly reset Headshot
FIX #1733 - status effect text for Freeze/Chilled fixed
Jupiter Hell 1.3 "Valhalla" brings an overhaul to Callisto branches and mainline, a new boss at Valhalla Spaceport, level generation improvements, manufacturer perks, slowing smoke, experimental localization (Polish and German for now) and secrets!
[previewyoutube=8vzw5q9DEII;full][/previewyoutube]
There's one big secret in the game, for which you won't find spoilers anywhere, but hopefully the search for it will stir the community - jump by the Jupiter Hell discord if you want to take part in the hunt! https://discord.gg/jupiterhell
Read down below for details! But first...
Release 1.3 - Valhalla - March 14th, 2022
NEW #1684 - welcome the CalSec Warden, the new boss of Callisto!
NEW #1662 - Valhalla Terminal branch/special rework!
NEW #1666 - Mimir Habitat branch/special rework!
NEW #1664 - Callisto Rift branch/special rework!
NEW #1665 - Callisto Mines branch/special rework!
NEW #1696 - regular/exotic weapons can have a manufacturer perk!
NEW #1704 - smoke causes Slow -25%, techs are immune to this
NEW #1680 - [REDACTED]
CHANGE #1697 - improved Barracks/Docks and their rewards
CHANGE #1684 - Valhalla Spaceport got a facelift and mechanics
CHANGE #1702 - Callisto L2 is 2/3 size (and enemy count)
CHANGE #1604 - Callisto L1-L3 generators improved
CHANGE #1709 - improved Callisto security textures for visibility
CHANGE #1604 - improved lighting in all Callisto levels
CHANGE #1604 - added random decals (mostly blood) in Callisto
CHANGE #0416 - destroyed doors will lose their icons
CHANGE #0416 - minor changes to door icons and icon color
CHANGE #1670 - Gunrunner reloads both weapons on move if dualwield
CHANGE #1668 - all ravagers get +20 health
CHANGE #1668 - guardian shell back to 80%
CHANGE #1700 - increased cover health
CHANGE #1661 - target reticule on big enemies is expanded
CHANGE #1682 - big enemies are visible as long as any tile is
CHANGE #1683 - every big enemy tile can be targeted
CHANGE #1688 - friendly units wont attack disabled enemies
CHANGE #1688 - Shutdown CalSec gives XP at level enter, not instant
CHANGE #1696 - JS revolver renamed to ".44 HE revolver"
CHANGE #1702 - The Pit has a safe zone around elevator
CHANGE #1604 - bumping vending machines drops their content
CHANGE #1672 - Endless L1 will never generate events
CHANGE #1702 - L2 infestations are smaller
CHANGE #1674 - several minor lighting sources have been adjusted
CHANGE #1674 - several particle sources have been adjusted
FIX #1693 - Toxicologist L2 converts smoke 'nades (was L3)
FIX #1671 - medusa's Slithering shows percentage again
FIX #0416 - you can no longer close the destroyed half of a door
Release 1.2 - Varia - December 13th, 2021
NEW #1174 - Mouse support (experimental)
NEW #1591 - 13 new early game exotics!
NEW #1591 - plasma SMG added (and ADV variants)
NEW #1584 - 3 unique SMGs added! (early, mid and late)
NEW #1652 - 5 new perks for ADV weapons added
CHANGE #1602 - Vampyre works with non-melee weapons (but weaker)
CHANGE #1602 - Army of Darkness gains zero melee weapon swap time
CHANGE #1602 - Army of Darkness gains chainsaw damage bonus
CHANGE #1627 - Rip and Tear grants Fury for non-melee kills also
CHANGE #1603 - Ironman adds only +10% HP, but also bleed resistance
CHANGE #1603 - TaN L2 provides -50% pain penalty, L3 removes it
CHANGE #1603 - Field Medic L2+ adds small medkit/stim use time bonus
CHANGE #1603 - Field Medic requires only one level of Ironman
CHANGE #1627 - Furious loses fury generation on gibbing
CHANGE #1627 - Furious grants damage bonus when using Adrenaline
CHANGE #1627 - Marine Skilled increases Tenacity heal by 10%/lvl
CHANGE #1628 - Son of a Gun adds pistol only range bonuses
CHANGE #1603 - Assassinate uses charges mechanic
CHANGE #1603 - Assassinate always hits, +50/100 crit chance at L1/L2
CHANGE #1603 - Scout Skilled L1 and L3 increase Energy by 10
CHANGE #1603 - Swashbuckler bonus now degrades instead of removed
CHANGE #1603 - Eagle Eye L3 halves enemy cover
CHANGE #1603 - Whizkid and Ghost require Hacking L1 instead of EE L1
CHANGE #1603 - Gunrunner requires Son of a Gun L1 instead of EE L1
CHANGE #1603 - Gunrunner works with melee
CHANGE #1603 - Fireangel sets things on fire since L1
CHANGE #1587 - Fireangel L2/L3 grants +50%/+100% to ALL Burning
CHANGE #1587 - Toxicologist L2 - smoke nades, L3 +50% ALL toxin procs
CHANGE #1637 - Grenadier L1/L2 - +25%/+50% nade damage, no gib bonus
CHANGE #1627 - trait descriptions cleanup
CHANGE #1603 - 7.62 sniper damage 24 -> 25
CHANGE #1603 - CRI rail rifle comes with a scope
CHANGE #1631 - several minor relics grant status effect buffs
CHANGE #1631 - minor fire/ice relics -100% resist instead of -damage
CHANGE #1633 - bleeding now prevents regeneration
CHANGE #1633 - Burning damage cauterizes Bleeding
CHANGE #1633 - frag grenades cause bleeding
CHANGE #1587 - fire fiends have cold vulnerability
CHANGE #1587 - ice fiends, cryoberi and cryoreavers- fire vulnerab.
CHANGE #1587 - bots now have only 50% fire resistance
CHANGE #1630 - semi-mechanicals can be harmed with emp damage (50%)
CHANGE #1630 - boss stage 1 and 2 is semi-mechanical
CHANGE #1587 - resistances are displayed uncapped
CHANGE #1587 - emp and toxin resistances displayed on bots and bio
CHANGE #1587 - slash/impact/pierce resistances (with display)
CHANGE #1633 - Warlock aura no longer grants +50% bleed resistance
CHANGE #1633 - Warlocks no longer have bleed resistance (Archs 50%)
CHANGE #1625 - removed Finisher weapon perk, added Ambush perk
CHANGE #1642 - improved Anomaly, Rift and Military Barracks rewards
CHANGE #1643 - Europa Ruins/Shadow Halls have a guaranteed box count
CHANGE #1643 - on N!+ Frozen Temple also opens after 125% kills
CHANGE #1578 - new small Cathedral secret added
FIX #1611 - Acid status shows damage amount
FIX #1636 - grenades can now crit and use other character buffs
FIX #1636 - fixed chainfire weapons that didn't stop when dead
FIX #1602 - Sharpshooter didn't increase auto/semi max range
FIX #1587 - fixed some edge cases with wrong damage value display
FIX #1587 - Firecrown properly awards experience on kills
FIX #1617 - CalSec shutdown will properly disable Rift enemies
FIX #1618 - Journal entries will not archive entering minilevels
FIX #1625 - TAINTED properly shows up in enemy view
FIX #1639 - zero-time action will always be queued next
FIX #1638 - fixed status update on zero-time weapon swaps
FIX #1611 - stage 1 of the boss properly has size 1 melee-wise
FIX #1611 - boss conversion will not misplace player visually
FIX #1641 - weapons with 100+ mag will display correctly
FIX #1644 - proper stretch of low-health overlay on widescreen
FIX #1644 - fixed low-health overlay on some systems
FIX #1619 - opt outline will no longer disappear on fullbody FX
FIX #1653 - fixed Discord activity always showing "MED" diff
FIX #1654 - fixed manufacture hint about perks for stock items
This is a small hotfix, addressing mostly the Hellrunner/Reloader bug and some minor issues.
Hotfix 1.1a - Exordium - November 2nd, 2021
CHANGE #1612 - hidden AWP fire time penalty removed
FIX #1612 - fixed a critical bug between Reloader and Hellrunner
FIX #1612 - swap time displayed for mortar weapons
FIX #1612 - Hubristic Bronze Badge lists Dante properly
FIX #1612 - several typos
FIX #1612 - "... and more" properly displays on Security
FIX #1612 - Shotgun focus mode perk fixed
FIX #1626 - Reloader L1 works even if not aiming
FIX #1623 - fixed slot string display in mortem
FIX #1622 - lower reload/swap speeds will be colored properly
Once again thank you for the terrific reception of Jupiter Hell full release! It's time for the new beginning, kicking off post-release updates with Jupiter Hell 1.1 Exordium! The update release is accompanied by a week-long promo, so if you were holding off to see how the game is going to fare after the release, you can grab it now, 20% off.
This is a variety update, including UI/UX improvements, new early game enemy and weapons, and a huge improvement in character build variety! Many of which features will be continued in 1.2 - we decided to bring you the first set of them early, and you can read all about them below!
Both 1.1 and 1.2 (which will hopefully land this year), are targeted at improving three main areas of the game - UI/UX and gameplay information, trait changes and build variety and early game improvements. We decided to split the update information (and changelog!) into these three sections.
Wanna know all the details? Grab something to drink, this will take a while.
Related Changelog entries
NEW #0694 - support for multiple save slots!
NEW #1545 - constant outline option in Settings/Display
NEW #1595 - new character information screen! (c)
NEW #1593 - new enemy information screen! (h when targeting)
NEW #1547 - "Remember last name" option in Settings
CHANGE #1543 - key repeat works for UI menus
CHANGE #1595 - last action time displayed on UI
CHANGE #1585 - you can only target in vision range
CHANGE #1408 - incompatible saves will no longer be removed
CHANGE #1558 - target reticule color based on hit chance
CHANGE #1558 - manual targeting highlight by range
CHANGE #1577 - no voice when topping off ammo
CHANGE #1573 - alert messages on armor/headgear destruction
CHANGE #1343 - resistances are percentage based
CHANGE #1595 - removed "enemies left" information (metagaming)
CHANGE #1568 - stimmed, juiced, adrenaline have turns left in UI
Related Changelog entries
CHANGE #1571 - Master traits require level 6, less prereqs
CHANGE #1569 - Vampyre buff - 5/7.5/10 for both armor and health
CHANGE #1569 - Entrenchment additionally grants all resistances
CHANGE #1569 - Bulletstorm works with auto's - +1 shot at L2
CHANGE #1569 - Sniper works with all ranged weapons
CHANGE #1569 - Sharpshooter works with auto's and semi's
CHANGE #1586 - Sustained fire is weapon agnostic
CHANGE #1586 - Son of a Gun is weapon agnostic, no range bonuses
CHANGE #1586 - Gunslinger opt-range penalty reduced by 1
CHANGE #1586 - Headshot grants accuracy bonus
CHANGE #1569 - Survivor crit bonus counted from below 25%
CHANGE #1569 - Survivor crit bonus increases with level
CHANGE #1589 - nerf - auto range 2/3/8->7, assault 2/4->3/8
Related Changelog entries
NEW #1597 - new early game weapon type - grenade launchers!
NEW #1598 - new humanoid enemy - grenadiers!
CHANGE #1569 - knives have intristic resilent perk
CHANGE #1597 - ADV grenade and rocket added to manuf. stations
CHANGE #1572 - improved lighting on several Callisto levels
CHANGE #1572 - improves some visuals and levgen on Callisto
CHANGE #1589 - early game weapons can have better AV values
Related Changelog entries
NEW #1583 - 3 new unique weapons (1 auto, 2 rotary)!
NEW #1568 - added enviropack, combat pack (large and small)
NEW #1576 - new windchill level event
CHANGE #1567 - negative healing mods affect large med/stimpacks
CHANGE #1581 - halved XP gained from events
CHANGE #1581 - increased per-level XP spawn size to compensate
CHANGE #1589 - buff - plasma rifle damage 12->15
CHANGE #1589 - buff - plasma pistol damage 22->25
CHANGE #1589 - buff - plasma shotgun damage 50->60
CHANGE #1610 - N+ - gib doubles respawn time instead of prevent
CHANGE #1610 - N+ - respawn timers made longer
CHANGE #1589 - Molten will no longer appear on AV melee weapons
FIX #1597 - fixed micro launcher exotic generation chance
FIX #1557 - low health overlay works on Radeon cards now
FIX #1343 - toxiberi are immune to poison
FIX #1343 - cryoberi and cryoreavers are immune to cold
FIX #1609 - exalted kerberi appear in kill counts properly
Release 1.1 - Exordium - October 11th, 2021
NEW #0694 - support for multiple save slots!
NEW #1597 - new early game weapon type - grenade launchers!
NEW #1598 - new humanoid enemy - grenadiers!
NEW #1583 - 3 new unique weapons (1 auto, 2 rotary)!
NEW #1545 - constant outline option in Settings/Display
NEW #1568 - added enviropack, combat pack (large and small)
NEW #1576 - new windchill level event
NEW #1595 - new character information screen! (c)
NEW #1593 - new enemy information screen! (h when targeting)
NEW #1547 - "Remember last name" option in Settings
CHANGE #1543 - key repeat works for UI menus
CHANGE #1595 - last action time displayed on UI
CHANGE #1585 - you can only target in vision range
CHANGE #1408 - incompatible saves will no longer be removed
CHANGE #1558 - target reticule color based on hit chance
CHANGE #1558 - manual targeting highlight by range
CHANGE #1577 - no voice when topping off ammo
CHANGE #1573 - alert messages on armor/headhear destruction
CHANGE #1597 - ADV grenade and rocket added to manuf. stations
CHANGE #1572 - improved lighting on several Callisto levels
CHANGE #1572 - improves some visuals and levgen on Callisto
CHANGE #1571 - Master traits require level 6, less prereqs
CHANGE #1569 - Survivor crit bonus counted from below 25%
CHANGE #1569 - Survivor crit bonus increases with level
CHANGE #1569 - Vampyre buff - 5/7.5/10 for both armor and health
CHANGE #1569 - Entrenchment additionally grants all resistances
CHANGE #1569 - Bulletstorm works with auto's - +1 shot at L2
CHANGE #1569 - Sniper works with all ranged weapons
CHANGE #1569 - Sharpshooter works with auto's and semi's
CHANGE #1586 - Sustained fire is weapon agnostic
CHANGE #1586 - Son of a Gun is weapon agnostic, no range bonuses
CHANGE #1586 - Gunslinger opt-range penalty reduced by 1
CHANGE #1586 - Headshot grants accuracy bonus
CHANGE #1569 - knives have intristic resilent perk
CHANGE #1567 - negative healing mods affect large med/stimpacks
CHANGE #1568 - stimmed, juiced, adrenaline have turns left in UI
CHANGE #1343 - resistances are percentage based
CHANGE #1581 - halved XP gained from events
CHANGE #1581 - increased per-level XP spawn size to compensate
CHANGE #1595 - removed "enemies left" information (metagaming)
CHANGE #1589 - early game weapons can have better AV values
CHANGE #1589 - buff - plasma rifle damage 12->15
CHANGE #1589 - buff - plasma pistol damage 22->25
CHANGE #1589 - buff - plasma shotgun damage 50->60
CHANGE #1589 - nerf - auto range 2/3/8->7, assault 2/4->3/8
CHANGE #1610 - N+ - gib doubles respawn time instead of prevent
CHANGE #1610 - N+ - respawn timers made longer
CHANGE #1589 - Molten will no longer appear on AV melee weapons
FIX #1597 - fixed micro launcher exotic generation chance
FIX #1557 - low health overlay works on Radeon cards now
FIX #1343 - toxiberi are immune to poison
FIX #1343 - cryoberi and cryoreavers are immune to cold
FIX #1609 - exalted kerberi appear in kill counts properly
As Steam Next Fest draws to a conclusion we want to thank everyone for stopping by and trying out our demos. We've had tens of thousands people playing the featured games, hundreds joining our community Discord to offer feedback, and posting on social media!
Many of you have been asking "will I be able to keep playing the demo after Next Fest ends"? Steam suggests all Next Fest demos should be timed, to create a sense of urgency and make sure the players wishlist the game. But this is simply not the Hyperstrange way. We're old enough (well, some of us) to remember shareware times, when demos came on floppies and lasted forever (well, some of them). Cutting to the chase: the demos stay, at least until their respective games get released. Here's what you can play, in case you missed some of them:
Small hotfix for outstanding issues, most importantly Vulkan crashes if context switching during intro. If there are no new crash issues discovered, this will be the last hotfix before the next update (1.1, within the next 2 months).
Hotfix 1.0c - Dante - August 31st, 2021
CHANGE #1550 - enter to download added to messages menu
FIX #1554 - Swashbuckler works with free stealth attacks
FIX #1574 - removed melee "trap" from Callisto Rift
FIX #1565 - Extended mag for semis matches the result
FIX #1513 - fixed possible Vulkan crash on alt-tab from intro
FIX #1563 - proper plural enemy names are used in Character view
FIX #1566 - BFT "mishaps" will properly show up in mortem
FIX #1550 - multitool count in terminals only if applicable
FIX #1564 - manufacture sub-menu header consistency
FIX #1550 - Scout Stealth is refreshed instead of additive
This is a small hotfix for a crash, and couple more QOL features. We'll do another one focusing mostly on QOL and stability next, and then we'll bury ourselves knee deep into 1.1 development!
Hotfix 1.0b - Dante - August 19th, 2021
CHANGE #1549 - wait sound is louder and has configurable volume
CHANGE #1544 - adjusted some VO frequency
CHANGE #1555 - Random/Fated options in class select req 1 less rank
CHANGE #1561 - disable all kinds of "sticky keys" when launching
FIX #1562 - rare case of crash related to hacking a dead enemy
FIX #1552 - fix duplicate message quest rewards
FIX #1555 - Summoner will no longer appear in Challenge mortems
Hyperstrange was one of the most notable studios/publishers at Realms Deep 2021. True to our roots, we treat the "boomer-shooter con" as our main event of the season. Yes, with the amazing help and support we've received from the organizers (3D Realms, New Bloods, and others), Realms Deep is our E3 this year. And it wouldn't be a E3-styled event if we didn't announce a whole lot of stuff. Did you miss it? Here's what went down!
Thank you all for an excellent launch <3. First hotfix will address gameplay bugs and typos, QoL changes and requested settings. We will address the rare Vulkan related crashes in hopefully the next patch (1.0b) - in the meantime feel free to play in OpenGL mode until we patch things up!
Hotfix 1.0a - Dante - August 10th, 2021
NEW #1528 - Settings - you can now disable the intro
NEW #1526 - Settings - you can now disable screen shake
NEW #1526 - Settings - disable copy to clipboard on death
NEW #1536 - Stealth shows turns left
CHANGE #1533 - custom keybindings appear on the UI immediately
CHANGE #1528 - you can now skip the intro with gamepad A/B
CHANGE #1527 - final boss arena spawns no longer affect max kills
CHANGE #1532 - multishot weapon shots in the same line as damage
FIX #1529 - removed references to unimplemented boots
FIX #1531 - proper opening in Mortem after boss-fight
FIX #1530 - Bladedancer no longer has reference to being Master
After years of development, it is with great pleasure that I can finally announce - Jupiter Hell comes out of access - we're out of Beta and releasing on time!
This is not just a "final touch" update. No, that would be too easy! This is a complete replacement of the fourth and final episode - Beyond is no more, welcome Dante Station!
Along with Dante comes a completely new final boss and a new complex, challenging and demanding boss fight! Expect to die xD
Moreover, three new enemies have been added. One is the summoner who relieved of boss duty took the much more relatable "warlock" name (and comes with an arch and exalted variant!), with completely new mechanics. You may meet him as early as Io.
The other two are robotic enemies encountered only on Dante Station. The sentinel might be annoying, but fairly weak. The guardian you should fear. Testing required two nerfs already :).
Additionally we've done a lot of UI UX improvements, we hope you'll notice them yourself when you play!
And as usual, a ton of bugfixes. I tried to keep this short today, as I hope you cannot wait to dive in!
[previewyoutube=n9kAy6wigGQ;full][/previewyoutube]
Release 1.0 - Dante - August 5th, 2021
NEW #1281 - new endgame - Dante Station (replaces Beyond)!
NEW #1283 - new final boss, with a challenging boss fight!
NEW #1512 - Inferno, a new challenging special level on Dante!
NEW #1439 - new enemy - Guardian (Dante only)
NEW #1492 - new enemy - Sentinel (Dante only)
NEW #1432 - new enemy - Warlock (was Summoner), arch/exalted
NEW #1478 - all sniper rifles come with a scope
NEW #1478 - fullscreen screen turning red effect for low health
NEW #1507 - heartbeat sound on low health
NEW #1404 - profanity selector at first launch
CHANGE #1478 - machete, CRI sword and class swords damage buffed
CHANGE #1478 - Bulletstorm affects reload ammo consumption not shot
CHANGE #1478 - Sniper critical damage bonus +25/+50 on L2 and L3
CHANGE #1478 - Sharpshooter damage bonus +50/+75/+100
CHANGE #1478 - rocket launchers deal impact damage, and slash splash
CHANGE #1506 - grenade damage is properly previewed in target info
CHANGE #1481 - removed XP from Nightmare respawns
CHANGE #1478 - machete, CRI sword and class swords damage buffed
CHANGE #1469 - highest tier enemies will appear less on EASY/MEDIUM
CHANGE #1497 - less buggy looking reveal map effect
CHANGE #1501 - CRT bending strength configurable, better default
CHANGE #1501 - you can have the UI not edge-align undeformed
CHANGE #1449 - added visual quality presets for easier config
CHANGE #1449 - advanced visual settings moved to their own category
CHANGE #1453 - cleaned up Settings window, added descriptions
CHANGE #1514 - show post-shieldgated damage on bar and info
CHANGE #1482 - wave clear on Arena refreshes class resource
CHANGE #1482 - guaranteed Endless stations and armor box drops
CHANGE #1472 - improved dualgunner and Gun Kata Master animation
CHANGE #1485 - multitool count on terminal screens
CHANGE #1490 - W - new default wait key
CHANGE #1490 - cancel manual target with B on gamepad
CHANGE #1473 - Master Traits at level up pulse
FIX #1504 - fix "Level 0" on uniques
FIX #1476 - fix for OpenGL resolution update/changes
FIX #1476 - several issues with uncommon GPU cards
FIX #1476 - fixes to compatibility with desktop scaling
FIX #1490 - removed buggy gamepad_analog setting from Settings
FIX #1477 - prevent multiple VO playing at once
FIX #1464 - fix bot rotation after death/disable
FIX #1476 - fix for Unique glow in bottom right of the map
FIX #1475 - fix for ravager's arm generating unreachable summons
FIX #1475 - fix for rare Io/Mephtic generator crash
FIX #1490 - fixed HUD hint alignment if no FPS display is present
FIX #1490 - unlock requirements properly show the badge counts left
FIX #1490 - fix for rank description and order
FIX #1490 - tutorial texts updated
Beta 0.9.12 - Trials - July 21, 2021
NEW #1441 - Purity trial added!
NEW #1454 - Haste trial added!
NEW #1440 - Endless trial added!
NEW #1442 - Arena trial added!
NEW #1457 - Royal trial added!
NEW #1320 - 48 new message quests (6 new types)!
NEW #1369 - Preset seed game - share the same game with others
NEW #1405 - new voice lines, Beyond serious tone override
NEW #1406 - option to turn on voice subtitles
NEW #1405 - new voice styles (serious, serious clean)
NEW #1434 - dedicated intermission music tracks
NEW #1422 - new event - Toxic Contamination
NEW #1189 - post-mortem damage source log on death
NEW #1459 - Random/Fated option in class choice
NEW #1466 - 2 new medals - Blind Luck Star and Plot Armor Medal
CHANGE #1444 - Challenge/Trial pick menu has best and next badge
CHANGE #1444 - locked entries list missing badges to unlock
CHANGE #1445 - buffed Monster, Bloodletter and Love damage
CHANGE #1445 - buffed auto, assault and plasma rifles by +1 damage
CHANGE #1445 - increased enemy density (especially early game)
CHANGE #1428 - VO event for uniques and a random unique in chest
CHANGE #1433 - volume settings are logarithmic
CHANGE #1433 - adjusted some default volume settings
CHANGE #1427 - challenge modes require Medium+ difficulty
CHANGE #1427 - Shattered Abyss doesn't appear on Easy
CHANGE #1422 - made Exalted Summons event harder
CHANGE #1447 - draw distance configurable, better defaults
CHANGE #1448 - FPS counter is optional, hidden by default
FIX #1428 - exalted pack VO will correctly play on first enemy
FIX #1428 - first pickup VO will correctly play for all types
FIX #1436 - fixed Frozen Temple/Fiend Crown interaction
FIX #1436 - fixed unique drops in Dark Cathedral
FIX #1389 - fixed kill counters bug once and for all
FIX #1455 - you will only get the highest tier medals
FIX #1435 - frozen heart is properly seed-based
FIX #1450 - Exalted Curse plays the VO just once on entry
FIX #1451 - you no longer lose Gunrunner bonus on free actions
FIX #1452 - "Level" string for uniques wont show up on compare
FIX #1461 - fixed selection disappearing on double level-up
FIX #1460 - summoner is immune to acid
FIX #1431 - fixed source of rare Vulkan crashes on load
FIX #1467 - fixed rare garbled hint messages
Jupiter Hell 0.9.11 "Curio" is live! The highlights of this release are potentially run changing new powerful drops - unique weapons, armor and helmets and minor and major relics for the new relic slot! Additionally UI/FX improvements and the regular update of balance changes and fixes (yes, we fixed the Apple M1 white background finally!). See for yourself and read all about it below!
Note that the changelist might be a bit smaller than the previous updates - we've been working hard this release cycle to make Jupiter Hell fully translatable - you'll be hearing more about this soon!
Beta 0.9.10 - Curio - June 28, 2021
NEW #1350 - Unique items! (18 weapons, 3 armors, 3 helmets)
NEW #1394 - Relics! (13 minor and 12 major)
NEW #1421 - Player Data page with uniques, relics and exotics
NEW #1393 - option to turn off UI window transparency
NEW #1393 - option to modify minimap transparency
NEW #1411 - CRI rail rifle (and ADV) added (common railgun)!
CHANGE #1390 - Mk1 and Mk2 stations have per-episode lists
CHANGE #1390 - Mk1 and Mk2 stations - same list but Mk1 is AV1
CHANGE #1355 - item icons now have fading and animation
CHANGE #1399 - help, hints and tutorial respects keybindings
CHANGE #1399 - text profanity can now be turned off as well
CHANGE #1390 - red keycards option at manufacture stations
CHANGE #1396 - item and activate sprites revealed on level clear
CHANGE #1393 - added font interline for readability
CHANGE #1397 - drop position prioritizes source-visible squares
CHANGE #1398 - permanent effects now have their own section
CHANGE #1398 - CRI backpack is now a permanent upgrade
CHANGE #1393 - reduced amount of chromatic aberration
CHANGE #1400 - improved post mortem kill list
CHANGE #1414 - Army of Darkness requires Furious (not Ironman)
CHANGE #1411 - 7.62 sniper slightly nerfed, railgun buffed
CHANGE #1420 - Wealth wish changed
CHANGE #1418 - crash save parachute will work on loaded level
CHANGE #1419 - improved FX of rocket and mortar attacks
CHANGE #1426 - reduced regular medusa damage and accuracy
CHANGE #1426 - increased arch/exalt medusa armor
CHANGE #1426 - EXPLOSIVE ravagers need to reload after shot
FIX #1417 - fixed edge case in improper smoke vision
FIX #1403 - fixed crit display for exact multiples of 100%
FIX #1425 - fixed XP from player induced barrel explosions
FIX #1416 - frenzy perk properly removed on switching weapons
FIX #1400 - proper plural enemy names in mortem
FIX #1393 - ASCII now pixel perfect
FIX #1395 - fix for Apple M1 white background
FIX #1394 - fixed BFT icon color
FIX #1426 - fixed summoner buff not procing early enough
FIX #1416 - fixed SHIFT compare with target on door frame
What's next
Full release data is getting near and the Forges of Chaos are working at full steam. Expect the next release in 2-3 weeks!
Jupiter Hell 0.9.10 "Medusa"* is live! The highlights of this release are the eponymous enemy, the BIG gun everyone has been waiting for, melee exotics and AMPs, the railgun, UI and FX improvements, rerolling AV perks in manufacture stations, new message-quests, trait upgrades and more! See for yourself and read all about it below!
[previewyoutube=wJkmSagv0iA;full][/previewyoutube]
Beta 0.9.10 - Medusa - June 5, 2021
NEW #0683 - Medusa - dangerous end-game enemy!
NEW #1353 - new exotic - the big gun you've been waiting for!
NEW #1352 - new exotic - railgun!
NEW #1370 - 7 new exotic melee weapons!
NEW #1371 - added melee AMPs with appropriate perks
NEW #1258 - UI - enemy health bar flashing damage indicator
NEW #1383 - Mk2 m-facture stations can reroll basic perks
NEW #1383 - Mk3 m-facture stations can also reroll adv perks
NEW #1320 - 30 new message-"quests"!
CHANGE #1369 - SPACE now reactivates station you're standing on
CHANGE #1386 - Mk2 stations moved post-Callisto, Mk3 post-Europa
CHANGE #1386 - AV3's generally not present on Callisto
CHANGE #1379 - Nightmare once again has UV enemy accuracy buff
CHANGE #1384 - Infiltrator L2 and L3 much more interesting!
CHANGE #1384 - Juggernaut protects from all frontal attacks
CHANGE #1384 - Juggernaut values slightly lower to offset
CHANGE #1381 - Vampyre reduced to 5%/5%/10%
CHANGE #1381 - Vampyre L2+ heals armor on mech/semi-mech kills
CHANGE #1378 - Summoner fight made harder (esp UV+)
CHANGE #1357 - SusFire, Onslaught are not reset by free actions
CHANGE #1359 - Point Blank perk works in range 1-2
CHANGE #1359 - Retailiate adds full pain percentage to damage
CHANGE #1359 - Durable perk now doubles durability
CHANGE #1358 - bullet visuals match game effects (not physics)
CHANGE #1365 - improved light and sprite fade effects
CHANGE #1373 - removed unused Feet slot from equipment
CHANGE #1373 - added world seed to mortem
CHANGE #1368 - light defaults changed (shotgun light artefacts)
CHANGE #1377 - no reaver infestations on Callisto
CHANGE #1375 - ongoing sounds very quiet on menus and endgame
CHANGE #1292 - changed turret AI and buffed CRI turrets
CHANGE #1258 - better damage info for Crit > 100%
CHANGE #1382 - barrel explosion chains properly chain
CHANGE #1382 - physics properly throttle and chain
CHANGE #1328 - most melee weapons have their swap time halved
CHANGE #1328 - Swashbuckler buffed to compensate for swap time
CHANGE #1384 - damage resist effects properly reduce pain
CHANGE #1385 - AoLT - no extra gun, doesn't block Hoarder
CHANGE #1372 - red keycards more common
FIX #1385 - fixed Swashbuckler zero-time swap not working
FIX #1213 - volatile storage level crashes fixed
FIX #1213 - Volatile Storage has a barrel count cap
FIX #1213 - mass explosions won't kill the music anymore
FIX #1372 - CRI bot Mk2 properly uses his weapons
FIX #1361 - fixed t-pose after teleport
FIX #1376 - disabled enemies no longer progress calibration
FIX #1375 - fixed rare edge case of rotary sound after death
FIX #1292 - enemies properly detect that they are attacked
FIX #1385 - hidden special levels wont show up on Recon
FIX #1384 - you can no longer re-hack/disable from Security
FIX #1384 - sentries in CalSec can no longer be hacked
FIX #1384 - fixed red-locked/active-locked branch elevators
FIX #1384 - drones hacked via terminal will have control
Jupiter Hell 0.9.9 "More" is live! We bring you more message-objectives, more objective mechanics, more animation improvements, more trait and station usage options, and many, many, MANY more exotics! Want to know more? See for yourself, and read all about it below!
[previewyoutube=3ZzQJshl5gc;full][/previewyoutube]
Changelog
Beta 0.9.9 - More - May 3, 2021
NEW #1243 - message destinations - 4 kinds (mini-levels)!
NEW #1243 - 1 of the 3 branches on each moon we'll be locked!
NEW #1336 - 6 new exotic armors with unique perks!
NEW #1337 - 6 new exotic headgear with unique perks!
NEW #1339 - 4 new exotic weapons with unique perks!
NEW #1338 - 2 rare new exotic mods to be found!
NEW #1330 - you can store trait choices for later!
NEW #1264 - Angel of Exaltation!
NEW #1317 - XP based monster generation!
NEW #1218 - auto-calibration at tech stations and in kits!
CHANGE #1282 - leaning animation for around corner shots
CHANGE #1317 - player always gets level 2 if clearing Cali L1
CHANGE #1294 - Bladedancer is now the blade dual-wield trait
CHANGE #1294 - Blademaster allows free attacks after a move
CHANGE #1331 - Onslaught works with autos and SMGs
CHANGE #1331 - Onslaught now works with Sustained Fire
CHANGE #1331 - Onslaught L1 dodge penalty reduced to -30%
CHANGE #1333 - Survivor grants critical chance bonus
CHANGE #1333 - Angry Mo-fo and Survivor changed prereqs
CHANGE #1329 - technical station now fully repairs armor
CHANGE #1218 - manufacture stations now have dismantle option
CHANGE #1327 - all base items now have 4 mod capacity
CHANGE #1327 - AV1 items have 1 less, AV2+ have 2 less capacity
CHANGE #1327 - only Whizkid L3 grants extra mod capacity
CHANGE #1338 - loader mod pack removed, sustain mod pack added
CHANGE #1328 - knife has 50% swap time
CHANGE #1334 - door animations now look as intended
CHANGE #1100 - better visual rotation tracking
CHANGE #0101 - elevators have animated doors
CHANGE #1203 - camera behavior changed
CHANGE #1203 - player can be gibbed
CHANGE #0068 - camera zoom/pan modes (WIP)
FIX #1335 - fixed some Secure Vault events clearing on enter
FIX #1332 - fixed barrel direction for Onslaught
FIX #1327 - ADV armor and helmets properly inherit stats
FIX #1332 - fixed rare issue with duplicate invisible player
Jupiter Hell 0.9.8 "Message" is live! The four major features of this version are the terminal messages (and their Journal storage!), intermission screens, buffed AV items and improved exotic weapons! See for yourself!
[previewyoutube=Yuv4dhxrYjw;full][/previewyoutube]
Changelog
Beta 0.9.8 - Message - April 12, 2021
NEW #1322 - Data module in terminals with messages!
NEW #1321 - Journal screen with important message store!
NEW #1319 - storable information messages with world effect
NEW #1323 - big set of flavor messages for terminals
NEW #1285 - Intermission screens between moons and on win!
NEW #1233 - exotics have their dedicated perks + 1 random!
NEW #1311 - AV items now have 1 or 2 perks, but stronger!
NEW #1310 - couple new perks available through modding
NEW #1310 - item perks now have tiers (common, adv, exotic)
CHANGE #1233 - exotic weapons once again drop from special boxes
CHANGE #1309 - base weapon manufacture at manufacture stations
CHANGE #1309 - Europa L1 has a Mk1 manufacture station
CHANGE #1315 - reload times equal or greater to 2 turns buffed
CHANGE #1295 - most resistance sources are only part effective
CHANGE #1310 - removed advanced perks from regular mod lists
CHANGE #1306 - non-ADV-capable melee weapons buffed slightly
CHANGE #0642 - fixed most outstanding ASCII mode bugs
CHANGE #1310 - mod capacity of ADV weapons 1 lower than regular
CHANGE #1310 - high mod capacity of many weapons reduced by 1
CHANGE #1310 - item view shows total mod capacity incl. Whizkid
CHANGE #1316 - terminals are guaranteed on events that use them
CHANGE #1323 - Callisto L2, Europa L2 and Io L2 have terminals
CHANGE #1314 - auto weapons split into semi, auto and rotary
CHANGE #1314 - semi weapons now have their own level rewards
CHANGE #1233 - massively increased the start ammo on AoHubris
FIX #1323 - terminal will always be reachable from the entry
FIX #0642 - broadcast wont trigger powerjack anymore
FIX #1324 - extra stealth shots will now properly stack
FIX #1295 - partial resistances fixed
FIX #1295 - archreavers properly acid-resistant
FIX #1312 - fixed sustain perk overflow and shot cost bug
FIX #1307 - vaults will no longer block paths to elevators
FIX #1308 - Europa Ruins inaccessible rooms fixed
One more hotfix release before we fully bury ourselves in 0.9.8 development! This hotfix has two minor balance changes, and fixes to almost all known outstanding bugs. Enjoy!
Beta 0.9.7c - Expanse - March 9, 2021
CHANGE #1290 - combat pistol 2x9 but range 4/7, fixed sound
CHANGE #1290 - Gunslinger L2 reduces opimal range penalty to -1
FIX #1225 - fixed rare 0 damage bug when destroying armor
FIX #1225 - massive fix to pathfinding for enemies and allies
FIX #1225 - fixed critical bug with negative minimum range
FIX #1235 - early branches will always have 3 levels size
FIX #1225 - fixed trait order display in mortem
FIX #1225 - possible fix for OSX post-game crash
FIX #1225 - fixed several unreachable level parts on Europa
FIX #1225 - fixed Limbo safe zone
FIX #1225 - fixed ADV plasma pistol name
Right on the heels of the Expanse release we bring you a "hotfix" patch which is more than just bugfixes. As the next release will probably drop at the end of the month, we wanted to push in some fixes, balance changes and QOL features before that!
Notable changes include on-screen enemy weapon information, orb healing buffs (especially on higher difficulties), improvements to UI keybindings customization (yes, you can now bind everything to the keypad!), more common orange and cell weapons, buffs to early game pistols, 9mm autos, finisher perk and increased enemy count on higher difficulty after Europa. Also, a LOT of fixes :).
Beta 0.9.7b - Expanse - March 3, 2021
CHANGE #1291 - orb healing depends on depth, not difficulty
CHANGE #1273 - increased enemy count on Io+ higher difficulties
CHANGE #1274 - enemy weapon shown on enemy UI if carryable
CHANGE #1272 - balanced Dark Cathedral secret rewards
CHANGE #1268 - increased Europa Central Dig safe zone
CHANGE #1269 - keypad can be used where hardcoded enter required
CHANGE #1288 - clarified Remote Hacker L3 description
CHANGE #1277 - you can reset configuration in each config menu
CHANGE #1278 - you can bind confirm and cancel for game and UI
CHANGE #1289 - changes in the accuracy mod perk-list
CHANGE #1286 - decreased the rarity of cell-based weapons
CHANGE #1270 - finisher perk works for enemies below 50% health
CHANGE #1290 - 9mm auto rifle damage buffed
CHANGE #1290 - rare pistols/revs improved, and more common
CHANGE #1290 - 7.62 sniper has 100% crit damage
CHANGE #1270 - slightly buffed auto AMPs
FIX #1286 - fixed Io L1 guaranteed cell weapons
FIX #1293 - fixed military sentry mortar attack
FIX #1287 - fixed Dark Cathedral visuals (now actually dark)
FIX #1271 - fixed Callisto Mines tower lights
FIX #1271 - fixed Europa Ruins inaccessible rooms
FIX #1259 - fixed terminal/station crash
FIX #1259 - fixed helmet pickup crash
FIX #1259 - fixed gibbing related crash
FIX #1259 - fixed save/load related crash
Took us a bit more time, but this release is HUGE! Jupiter Hell 0.9.7 Expanse features larger moons, mid-point levels, new generators for second halfs of the moons, 4 new branches and 4 new special levels, much improved monster placement and lists, and on top of that a huge rework of traits! But before we go into detail - theres an important announcement we need to make.
Beta 0.9.7 - Expanse - February 22, 2021
NEW #1235 - all moons are an extra level longer
NEW #1235 - Callisto Hub midpoint level
NEW #1235 - Callisto - second part has new generators
NEW #1244 - Callisto - new branch - Callisto Rift
NEW #1247 - Callisto - Callisto Rift special level
NEW #1235 - Europa - Concourse midpoint level
NEW #1235 - Europa - second part has new generators
NEW #1245 - Europa - new branch - Europa Ruins
NEW #1248 - Europa - new special level - Frozen Temple
NEW #1235 - Io - Nexus mipoint level
NEW #1235 - Io - second part has new generators
NEW #1235 - Io - Noxious Mines branch added (Noxious Hollow)
NEW #1253 - Io - Infernal Lock special level added (Io main)
NEW #1246 - Io - Shadow Halls branch added
NEW #1249 - Io - new special level - Dark Cathedral
NEW #1235 - toxic fiend added
NEW #1262 - enemies will appear in mixed packs and swarms
NEW #1237 - all traits have now 3 levels! See below:
CHANGE #1236 - master traits are available now at levels 8,11,14
CHANGE #1237 - Skilled perk goes up to level 3 with more bonuses
CHANGE #1240 - Juggler is now a 3 level trait with more bonuses
CHANGE #1238 - Gun Hoarder and Packrat merged into 3 level trait
CHANGE #1237 - Networker and Tinkerer merged into 3 lev Sysop
CHANGE #1241 - Son of a Gun and Gunslinger go up to level 3
CHANGE #1241 - SoG and Gunslinger affect optimal range (not acc)
CHANGE #1241 - Headshot now a 3 level skill used on cooldown
CHANGE #1241 - Headshot no longer blocks Wizard
CHANGE #1237 - Toxicologist now 3 levels (more damage, nades!)
CHANGE #1237 - Energy Leech now 3 levs (lootbox energy, nonmelee)
CHANGE #1237 - Stealth Hack -> Infiltrator (loot/term detect)
CHANGE #1237 - Remote Hack gets 3 levels (autohacking!)
CHANGE #1237 - Golddigger merged into Infiltrator
CHANGE #1238 - Scout Whizkid requires Eagle Eye (usable on AoLT)
CHANGE #1237 - Whizkid now 3 levels, L2 and L3 increase capacity
CHANGE #1237 - Executioner now 3 levels (value nerf, inc range)
CHANGE #1237 - Swashbuckler up to 3 levels (critical buff!)
CHANGE #1237 - Juggernaut, Rip'n'Tear and Bladedancer now 3 levs
CHANGE #1237 - Blademaster buff- melee damage bonus at L2 and L3
CHANGE #1237 - Hellrunner modified to 3 levels, dodge adjusted
CHANGE #1237 - Dodgemaster now 3 levels (L2 min dodge, L3 max)
CHANGE #1237 - Dash gets 3 levels, adds damage reduction
CHANGE #1237 - Running now 3 levels (cost and cooldown reduced)
CHANGE #1237 - Bloodhound now 3 levels (up to full reveal)
CHANGE #1237 - Angry Mofo now 3 levels (more damage and resist)
CHANGE #1237 - Powerjack and Field Medic now 3 levels
CHANGE #1237 - Scavenger now 3 levels (convert to cells/rockets)
CHANGE #1237 - Grenadier has now 3 levels (more,gibs,explosion)
CHANGE #1237 - Eagle Eye has now 3 levels (different ranges)
CHANGE #1237 - Reloader and Army Surplus has additional L3 level
CHANGE #1237 - Ironman goes up to level 3 (for +60 health total)
CHANGE #1237 - Tough as Nails and Hacking has additional L3 level
CHANGE #1237 - Sustained Fire and Furious has additional L3 level
CHANGE #1242 - Pinpoint merged into Deadly Precision (3 levels)
CHANGE #1237 - Hunker Down, Steady Shot and Incoming merged into
a 3 level trait for both Marine and Tech
CHANGE #1237 - Cancel/Escape when modding returns a menu level up
CHANGE #1235 - ice fiend health buffed
CHANGE #1237 - removed Gun Kata accuracy penalty
CHANGE #1237 - removed +1 opt from Sharpshooter
CHANGE #1237 - Vampyre L1/L2 heals less but minimum 5hp
CHANGE #1237 - removed Shottyman, Reload Dance and Second Wind
CHANGE #1237 - removed Die Hard
CHANGE #1237 - swapped Momentum and Vampyre mod tier for melee
CHANGE #1251 - balanced the enemy lists, Hard+ late game harder!
CHANGE #1251 - earliest reaver infestations 2 levels later
CHANGE #1251 - more exalted will spawn on Hard+ on Io/Beyond
CHANGE #1251 - EASY has same amount of enemies as MEDIUM
FIX #1235 - fixed issues with inaccessible floors in Beyond
FIX #1235 - Beyond L3 will properly reveal last 3 enemies
FIX #1237 - medical station states its 160 health max
FIX #1237 - medical health inc wont eat a charge at 160 health
FIX #1237 - skills that reveal will work with ammo terminals
FIX #1237 - zero-time weapon swap will update target info
FIX #1257 - exalted fiends with ranged attack fixed
FIX #1261 - Gun Kata no longer works in the Abyss
FIX #1260 - SHIFT-F will trigger Swashbuckler melee in-place
FIX #1235 - fixed a few rare issues with BSP generators
It's been a bit longer than usual, but we're back to present you a new release of Jupiter Hell - 0.9.6 Terminal! This release features upgraded terminals, enhancements to hacking, stacking elemental damage, 20 new weapon/armor perks, revisited mod pack perk lists and more!
Beta 0.9.6 - Terminal - December 22, 2020
NEW #1223 - Broadcast (command all) option added to hacking
NEW #1223 - Broadcast and hack UI gives info on current bots
NEW #1223 - Remote Hack will Broadcast if no target
NEW #1220 - you can now mass hack drones at terminals
NEW #1220 - you can initiate purge mode from terminals
NEW #1220 - Recon module in terminals shows exist in branch
NEW #1217 - fire, poison and bleed damage now stacks/degrades!
NEW #1232 - Tech Trait - Grenadier!
NEW #1227 - 20 new weapon/armor/helmet perks!
NEW #1227 - expanded power, bulk and accuracy pack perk lists!
CHANGE #1227 - new perks added to current ADV perk lists
CHANGE #1218 - you can now charge stations with 1 multitool/charge
CHANGE #1218 - you can now extract stimpacks from medical stations
CHANGE #1218 - manufacture stations have more options
CHANGE #1222 - Protocol - HUNT tracking improved
CHANGE #1223 - Protocol - WAIT will not try to chase enemies
CHANGE #1222 - improved pathfinding for enemies
CHANGE #1219 - grenades will no longer hit cover right in front
CHANGE #1224 - hacked bots will no longer hit allies and player
CHANGE #1224 - player will no longer accidentally hit allies
CHANGE #1223 - using a multitool to repair bot fully repairs it
CHANGE #1229 - enemies alerted by sound event will "idle" sound
CHANGE #1217 - acid and plasma will damage armor a little less
CHANGE #1221 - FAST exalted only affects movement speed
CHANGE #1217 - FAST reavers will start to appear 4 levels later
FIX #1223 - Wizard L2 description and summon name fixed
FIX #1217 - fixed negative status lingering after level change
FIX #1217 - fixed min-range coloring
Time to bring the game to the next level with 0.9.5 "Advance"! Three major pillars of this release are new Traits (and improvements to old ones), fully perk-based ADV equipment, and a new perk-based item modding system - read all about it below!
Beta 0.9.5 - Advance - October 29, 2020
NEW #1210 - Trait - Marine - Army Surplus!
NEW #1208 - Trait - Scout - Executioner!
NEW #1097 - Trait - Scout - Stealth Hack!
NEW #1208 - Trait - Tech - Toxicologist!
NEW #1205 - mods overhaul - mods now grant keywords!
NEW #1192 - general utility ADV AMPs added
NEW #1192 - several new AMP, armor, head perks added
NEW #1192 - ADV perks displayed in post mortem
CHANGE #1216 - all med and stimpacks clear negative status effects
CHANGE #1216 - stims protect from all status effects for duration
CHANGE #1205 - Whizkid increases also perk selection when modding
CHANGE #1192 - ADV weapons may roll with multiple status effects
CHANGE #1192 - removed all non-ADV amps, AMPs are perk-only
CHANGE #1192 - all ADV armors, helmets, visors are perk-only
CHANGE #1192 - all ADV weapons are perk-only
CHANGE #1208 - Nerfed Assassinate due to Executioner
CHANGE #1208 - Dash no longer provides a crit-chance bonus
CHANGE #1097 - Scout loses packrat, Scavenger now reqs Gun Hoarder
CHANGE #1210 - Adrenaline now adds buff that protects from pain
CHANGE #1210 - Adrenaline costs 30 Fury independent of difficulty
CHANGE #1210 - Bloodhound additionally detects enemies at range 2
CHANGE #1210 - Tough as Nails grants armor instead of pain reduct
CHANGE #1210 - Reloader - L1 is -50% when empty, L2 gives 50% DR
CHANGE #1210 - Powerjack - works with stations and ammo terminals
CHANGE #1215 - buffed all mid-range melee weapon damage a bit
CHANGE #1212 - Angel of Mercy wont reduce health for exalted kills
FIX #1208 - Energy Leech was giving 1 point too much energy
FIX #1207 - Assassinate now properly works on secret level
FIX #1208 - no more secure vaults on Asterius
FIX #1209 - enemies will no longer accidentally melee attack
FIX #1214 - fixed cleared events/levels on Nightmare!
High time to attempt (no?) landings on Europa! 0.9.4 brings visual improvements to the snow-covered moon, along with revisiting of all it's generators, improvements to lighting and a brand new branch with a new special level! Additionally we added ice fiends and hyperblasters for ultimate splatter - read all about it below!
Beta 0.9.4 - Europa - September 28, 2020
NEW #1201 - Asterius Habitat branch added to Europa!
NEW #1202 - Asterius Breach special level!
NEW #1200 - ice fiend added!
NEW #1199 - hyperblaster, and ADV hyperblaster! (plasma chain)
CHANGE #1203 - ALL Europa generators revisted, improved visuals
CHANGE #1204 - increased amount of generated lootboxes
CHANGE #1198 - Refueling Base - better (weapon based) reward
CHANGE #1198 - AoNYR - all enemies drop weapons (except respawns)
CHANGE #1198 - weaker exalted soldier weapons pre-CalL4 (N! also)
CHANGE #1198 - Nightmare - only the first respawn gives XP
CHANGE #1198 - Scout - Ghost stealth costs now 15/10
CHANGE #1198 - Scout - Assassinate buffed and keeps dodge
CHANGE #1198 - Marine - Furious now generates +1/2 Fury on gib
CHANGE #1198 - Marine - Running now costs a flat 20 Fury
CHANGE #1198 - Europa L1 - less enemies on all difficulties
CHANGE #1168 - improved Callisto mines caves lighting
FIX #1198 - Limbo - safe zone added for reaver spawn
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!
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
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!
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
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!
EDIT : AMA is LIVE! https://www.reddit.com/r/Games/comments/gvc2h1/ama_im_the_dev_of_jupiter_hell_a_traditional/
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
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 :)
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
Beta 0.9.0a - Masters - April 28, 2020
FIX #1137 - fixed Whizkid
CHANGE #1138 - reduced Anomaly and Milibase enemy count
CHANGE #1139 - reduced damage of rockets fired by heavies
CHANGE #1139 - heavies wont shoot from edge of vision
CHANGE #1140 - Bulletstorm pistol penalty reduced
CHANGE #1141 - Swashbuckler works with Assassinate
CHANGE #1141 - health orbs generation buffed, also +5 value```
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!
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
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!
We're putting the game on -20% sale, so it's also a great moment to help us spread the news :)
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
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!
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
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!
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)
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!
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
Last release of the year brings you class-specific resources, new traits, a mod capacity system, a new challenge and more!
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
Hello everyone!
Steam Awards 2019 are up, and we noticed some people telling us they nominated Jupiter Hell for "The Best Game You Suck At" category! We're pretty happy, as we think this category isn't too crowded :P. If you could also nominate us (even if YOU DON'T suck at it), or in any other category, we would be extremely grateful!
Also, the game is -20% off for the Autumn Sale, so it's a great moment to remind your friends and your communities about it!
Post-update bugfix patch is live! While previously we put the notes into the main announcement, here we post it as a small update, as it contains significant balance changes. We're aware of the easier difficulties being too hard at the moment, and this patch tries to alleviate the difficulty a bit before we address it more thoroughly in the next patch. For that however, we'd love you to help us out! A topic discussing it has been posted to the Steam forums:
https://steamcommunity.com/app/811320/discussions/0/2803982773101542252/
Now for the changes:
The biggest one is on Easy - we made enemy cover half as effective as player cover. In short, an enemy behind full wall cover will now be hitable at around 50%. This might seem like shotgun surgery, however it comes from observation that new players don't seem to play well around enemy cover in the beginning. Also, this change makes Callisto easier, but difficulty later game is less affected as enemies don't rely on cover that much anymore.
Next, on all difficulty levels the level 1 medical box will contain two medkits - on Easy and Medium the level 2 medical box will have the same. There are many deaths that are barely avoidable due to not having much options in the inventory - this will allow to get to that point on a more regular basis. To offset the medkit addition on Hard+ and to change the difficulty curve in the direction we want we also reworked the health drops from exalted enemies - don't count on hoarding those on UV anymore, but you'll meet them more consistently on easier difficulties.
As far as usual bugfixes go, we fixed rockets flying through walls (especially on AoDoom), fixed the possibility of targeting the environment in the latter (and nerfed the damage bonus by half), and most importantly a small issue that prevented the OpenGL version working on non-Vulkan cards. If you have a card that ran JH last update with OpenGL only and stopped - this probably will fix your issue.
Full changelog follows:
CHANGE #896 - EASY only: -50% to enemy cover effectiveness
CHANGE #896 - Angel of Doom - 50% dodge to damage (instead of 100%)
CHANGE #896 - two medkits per box on levels 1 (all) and 2 (Easy/Med)
CHANGE #896 - adjusted exalted health drops
FIX #896 - Angel of Doom etheral walls fixed
FIX #896 - Angel of Doom environment targeting fixed
FIX #896 - OpenGL version accidentaly required 4.5 instead of 4.3
FIX #896 - kerberos is now properly named (as opposed to cyberos)
FIX #896 - fix for shots going through walls
See you next update, and be sure to check out the difficuly topic above!
Here we are again, a bit late due to conferences and cats, but Hounds of Hell are live!
NEW #867 - new enemy - kerberos! (with several variants)
NEW #871 - ADV armor now rolls with perks!
NEW #873 - ADV armor can have class perks (ability modifing)
NEW #869 - new weapon ADV perks - Frenzy, Vampiric and elemental!
NEW #869 - new rocket launcher ADV perks - Toxic and Haze
NEW #869 - ADV energy pistol, rifle and shotgun added
NEW #868 - ADV tiers - regular t1, vault/exalted t2, special t3
NEW #880 - new Scout trait - Dodgemaster
NEW #882 - new Marine/Tech trait - Incoming!
NEW #866 - new beyond basalt rocks tileset
NEW #866 - expanded summoner boss-fight
NEW #797 - Angel of Doom added!
CHANGE #797 - AoSh adds 3xEMP grenade and a special Frenzy trait
CHANGE #883 - most exotic weapons have perks added from the ADV pool
CHANGE #882 - Marine gets Shredder back (experimental)
CHANGE #869 - ADV launchers and shotguns always have perks
CHANGE #876 - armor has dodge penalties, base dodge increased
CHANGE #868 - item drop quality is no longer increased by difficulty
CHANGE #870 - improved armor durability, especially ADV armor
CHANGE #870 - swapped level 2 guaranteed extra medbox for armor box
CHANGE #872 - increased SHIFT-compare window
CHANGE #872 - increased player info screen size
CHANGE #865 - new, faster and more precise, fire line algorithm
CHANGE #880 - reloader has just 2 levels now (might be removed)
CHANGE #889 - added SHIFT, wait, hunker and aim info to Tutorial
FIX #872 - armor no longer show description in SHIFT compare
FIX #870 - toxic enemies no longer take poison damage
FIX #865 - enemies will no longer waste ammo on 0% shots
FIX #865 - if you see it you have non-zero chance to hit
FIX #875 - fixed landing craft - now is cover instead of block
FIX #888 - CRI phase checks if destination is reachable
FIX #888 - fix for rare case of player dissapearing after phase
FIX #890 - fixed chroma effect on Vulkan (now matches OpenGL)
FIX #885 - potential fix for alt-tab issues
Next version (0.8.6) will be out in 2-3 weeks and will feature terminal/technician changes, telegraphed attack improvements, new content, and hopefully the first effects of the animation system upgrades that we're planning for this period. 'Till next!Time to outsmart hell itself! The major 0.8.4 update is now live and most notably introduces a full overhaul of Jupiter Hell's AI system! Enemies now can hear you, smell you and humanoids know the value of cover!
NEW #852 - ADV weapons now may have unique perks!
NEW #812 - Major AI overhaul! (see other issues for details)
NEW #812 - humanoids will now consider (and stay in) cover!
NEW #841 - most enemies will hear and investigate sounds!
NEW #840 - fiends and reavers now can follow player scent!
NEW #850 - waiting now plays an audible click
NEW #851 - last 3 enemies may be revealed on the minimap
CHANGE #812 - enemies will no longer ignore you if they saw you
CHANGE #839 - AI aware state resets after losing target
CHANGE #833 - UV enemy accuracy bonus reduced from 20% to 10%
CHANGE #833 - Callisto formers have even lower accuracy
CHANGE #833 - wall cover now gives 70% cover instead of 80%
CHANGE #834 - p-mods give +1 on multishot bullet weapons (smg/auto)
CHANGE #834 - nerfed summoner armor slightly
CHANGE #834 - everyone can single mod ADV items
CHANGE #834 - Technician can mod every item twice by default
CHANGE #834 - every class has two levels of Whizkid
CHANGE #835 - min depth for some items added - no early UV chainguns
CHANGE #732 - reduced the emissiveness of lava cave rocks
CHANGE #732 - improved terrain rendering performance
CHANGE #847 - crash handler will work when Vulkan device is lost
CHANGE #842 - crash handler will work when assertion fails
CHANGE #824 - Aim modifier is always lost when switching weapons
CHANGE #823 - Aim resets if loosing sight of enemy
CHANGE #852 - Point Blank now gives +80% crit chance
CHANGE #732 - optimized terrain rendering
CHANGE #845 - decreased 200% swap-times to 150% to prevent surprises:
FIX #845 - swap time now works properly
FIX #853 - fixed targeting related crash on level change
FIX #732 - ADV auto rifle now uses proper sprite
FIX #732 - minor spelling/grammar fixes
FIX #831 - fixed crash on trying to drop with empty inventory
FIX #849 - pad trigger will no longer lock on use from ground
FIX #846 - 0-damage sources (smoke screen) wont "benefit" from SoB
FIX #830 - reset enemy number after wipe (fixes enemies left)
One more quick hotfix, as there were some rare crashes during level transition. We took this opportunity to also hotfix level creation/load times, which should be significantly faster, especially on low-end systems. Finally, there's a rare bug with decal edges appearing, most noticable on Radeon cards.
FIX #821 - possible crash fix for inter-moon transition
FIX #819 - improved level loading times
FIX #819 - fixed decal borders (most visible on Radeon cards)
See you next time in 0.9.0 :)
And here we go again with the obligatory post-update bugfix patch :P
Most important thing adressed is the reduction of VRAM usage that was creating some serious issues on low-end graphics card. This might solve some crashes and framerate loss after update (please comment if it helped you). Apart from that some minor gameplay glitches have been fixed.
CHANGE #811 - bulk mods on pistol slightly nerfed on low mag size
FIX #811 - reduced VRAM use, fixes issues/crashes on low-tier GPUs
FIX #809 - fixed glitch allowing to pick traits over the maximum
FIX #814 - fixed duplicated descriptions on SHIFT view
FIX #814 - acid barrels are now named as such
Stay tuned for the next feature update, and thank you for playing Jupiter Hell :)
It's update time again!
This release has some significant gameplay changes that will shake the meta! The tl;dr: we removed Eagle Eye, added Aim action and new traits, revisited and improved "transition" levels (first and last levels of a moon), improved manual targeting, balanced a shitload of stuff and added plasma ravagers. A more detailed description follows!
NEW #792 - Callisto L1 upgraded!
NEW #772 - Aim action added (use Wait to add +50% to hit)
NEW #777 - new trait - Steady shot (retain your aim between shots)
NEW #777 - new trait - Focused fire (successive shots +10% acc)
NEW #777 - new trait - Deadly precision (Aim bonus -> crit chance)
NEW #790 - new trait - Tinkerer (+2 charges on stations)
NEW #780 - manual targeting remembers targets until you move
NEW #779 - new setting - turning off "idle" voice quips
NEW #771 - settings now in categories
NEW #780 - targeting doors or other destructible objects shows hp
NEW #690 - weapon range and accuracy topics added to Help
NEW #796 - plasma ravagers added
CHANGE #800 - Valhalla Spaceport updated
CHANGE #801 - Europa L1 - smaller "intro" level with own generator
CHANGE #804 - Europa Central Dig revisited
CHANGE #805 - Io L1 - intro level with guaranteed energy weapons
CHANGE #796 - Whizkid gives +1 mod capacity per level
CHANGE #796 - everyone can mod exotics once
CHANGE #798 - min distance now correctly shows the minimum distance
at which the tohit chance is full while max distance
shows the maximum distance at which it is possible to
hit the enemy (consistency) - all values updated by 1
CHANGE #789 - stealth gives 150% evasion (so -75% melee to-hit)
CHANGE #777 - removed Eagle Eye
CHANGE #781 - shotgun damage properly depends on cover
CHANGE #781 - increased shotgun damage to compensate
CHANGE #777 - removed EE from Marine and Scout, both get Steady shot
Marine gets Focused fire, Scout gets Deadly precision
CHANGE #776 - accuracy calculations refactored!
CHANGE #776 - accuracy now always helps to not hit cover
CHANGE #780 - vault, keydoors have now armor instead of shitload hp
CHANGE #769 - cannot aim at something you cannot see (blindfire -50%)
CHANGE #796 - most demonic melee enemies now cause Bleeding
CHANGE #805 - you can now compare amps on floor
CHANGE #788 - balance - hunter rifle min distance raised by 1
CHANGE #796 - balance - rocket launchers have min dist 2
CHANGE #796 - balance - chaingun min and opt ranges raised by 1
CHANGE #796 - balance - reduced auto, assault, energy max range by 1
CHANGE #788 - balance - non-ammo using enemy ammo drops made more
consistent, with a guaranteed amount
CHANGE #796 - balance - revolver max distance raised by 1
CHANGE #796 - balance - turret max distance decreased (-acc on long)
CHANGE #796 - balance - enemies more likely to attack in opt range
CHANGE #799 - balance - europa+ formers have slightly better armor
CHANGE #799 - balance - CRI marines have better armor
CHANGE #799 - balance - summoner armor buffed
CHANGE #633 - improved shadow quality
CHANGE #807 - improved smoke rendering
FIX #633 - Intel Iris Pro (esp macOS) - fixed shadow rendering
FIX #776 - fixed hitting enemy in cover by firing at enemy behind
FIX #776 - fixed high accuracy display and real chance mismatch
FIX #778 - fixed repeating no ammo quip on reload dance
FIX #781 - fixed mismatch of shotgun damage between world and UI
FIX #768 - explosion range in targeting no longer reveals enemies
FIX #796 - fixed advanced SMG's sometimes having no stats
FIX #792 - fixed yet another case of lootbox in tight corridor
FIX #805 - fixed display for armor value 10 and over
FIX #774 - fixed rare cases of running out of texture space
A traditional bugfix release will probably follow. Next update will probably be 0.9.0 (note that the scheme we use moves to 0.10.0 afterwards, so it's NOT 90% ). It will probably be out at the beginning of October!
Thank you, and good luck!
Hello marines, time for a content update! 0.8.2 is deployed and you can download it now (you might need to fully restart your client to trigger the update).
Please note there's no save compatibility - your previous run will be silently deleted. Your progress and statistics should stay unaffected.
Most notable change is the addition of the second Io branch - CRI Laboratories! It comes with its own special level - CRI Armory. We'll leave you to discover its secrets for yourself, although prepare as you would for Blacksite Vaults :P.
Second biggest change is Medical and Technical stations. They are carefully placed in terms of randomness (the bulk that you'll find is guaranteed), and allow for some control over your run. With Medical terminals you can either use them as stationary healing, extract a medkit out of them - a combination of both or even more :). Technical stations will allow you to better control your mod supply, or/and repair your armor.
Third topic of 0.8.2 is acid. You'll meet it both as a new barrel type, as well as in the furious hands of the archreavers. Due to the fact that this makes Anomaly even more deadly, we addressed the Friendly Neighbourhood Reaver issue, and guaranteed that those cozy creatures don't spawn right in your face.
Speaking of special levels, we've revisited some and improved the rewards for most of Callisto and Europa special levels. Among them you may find the newly added ADV rocket launchers and chainguns to even your chances out!
There are several smaller changes and bugfixes, most notably killing the fiend burn crash bug (hopefully for good!) and making Io and Boss Reavers not count to the 100% clear count (which should make some of you really happy).
Full changelog below!
NEW #496 - new branch - CRI Laboratories!
NEW #496 - new special level - CRI Armory!
NEW #563 - Medical and Technical stations added!
NEW #753 - archreaver attack now with acid
NEW #753 - added acid barrels
NEW #761 - added additional generator to Callisto
NEW #762 - ADV chainguns and ADV rocket launchers added
CHANGE #753 - Anomaly archreavers will no longer summon beside you
CHANGE #747 - Gateway and boss reavers don't count to max kills
CHANGE #750 - No more "alpha-strike" on Valhalla Command
CHANGE #750 - Valhalla Command improved (enemies and rewards)
CHANGE #563 - Ironman has now just 2 levels
CHANGE #563 - swapped armor and weapon position on UI
CHANGE #760 - Angel of Light Travel grants +20% move speed
CHANGE #752 - nerfed Summoner regeneration by half
CHANGE #752 - nerfed calibrated pistol and auto/pistiol amps a bit
CHANGE #761 - improved Callisto and Europa special level rewards
FIX #749 - fixed ridiculous to-hit chance when targeting
FIX #748 - fixed another burning death crash (hopefully the last!)
FIX #755 - Angel of Confidence has 9mm ammo again
FIX #761 - potential dead area fixed- industrial_wide_02 generator
FIX #761 - fixed two cases of unopenable vaults
It is quite possible that a bugfix release will follow, as our point tester is on vacation :P. Next update (0.8.3) should appear September 12th and should be more content heavy than this one!
Thank you, and good luck!
Hello marines! It's time for the first content/feature update! 0.8.1 is now deployed and you should be able to download it (you might need to fully restart your store client for the update to trigger).
Please note there's no save compatibility - your previous run will be silently deleted. Your progress and statistics should stay unaffected.
We've implemented a lot of changes and features, many of them suggested by the community - you might find one you suggested in this list :).
As far as new stuff goes, you'll mostly notice the damage types - EMP, Toxic, Fire, etc. Barrels now behave differently based on color, old enemies might have new attacks, and cyroreavers and toxic reavers will introduce you gently to the new damage effects. And to turn the tables you have access to new grenades - EMP and Gas (note that the old grenades have changed colors). There's a lot new exotic (magenta) weapons too!
Speaking of weapons the cell-weapon tier has been added - rifle, pistol and shotgun (bye bye armor :P). They all do plasma damage, which mostly behaves like pierce damage.
Early game benefits from slightly different gear between classes and a new Level 1 generator that eases into a given run by providing a more balanced first level clear. We also balanced armor and health drops a bit.
We're slowly working on improving Io too - you'll find the new Blacksite special level to be something a bit different from the old ones :).
AI has been more agressive. We'll be working more on the AI later, but you should definitely be able to kite demons now.
Angel of Shotgunnery has been moved to a higher rank requirement, and Angel of Carnage (which is subjectively more fun) has been unlocked in its place instead. AoSh should be easier now though, as we allow the use of grenades (and the plasma shotgun eats armored enemies).
Tough as Nails has been reworked to reduce the accuracy penalty instead of pain, and do it on a 50%/100% level.
UI wise, we've added a item description modifier (SHIFT or LTrigger on pads), which allows you to see the stats of a weapon on the ground (and compare them to the held weapon - nicer UI improvements comming to this later!), but also allows you to use the pickup key while held to use the item immedately from the ground.
Finally some visual improvements were done - to the particle and sprite effects and icons and to the visual rendering equations.
Full changelog below!
NEW #682 - several new exotics added! (magenta weapons)
NEW #524 - energy cells and plasma weaponry!
NEW #686 - Blacksite special level!
NEW #688 - starting gear - small med for Marine, .44 revolver
for Scout and accuracy mod for Tech
NEW #716 - cryoreavers and toxic reavers added
NEW #524 - former CRI may carry plasma weapons
NEW #715 - fire fiend sets you on fire
NEW #540 - Barrels are now different - red ones have a larger
explosion, blue are cryo and green are toxic
NEW #726 - two new types of grenades - gas and EMP
NEW #685 - Callisto 1 is now a small level with it's own generator
CHANGE #682 - exotics have same mod restrictions as advanced weapons
CHANGE #643 - Tough as Nails now reduces pain effect on accuracy
instead of pain (by 50/100%)
CHANGE #643 - Hunker Down now requires a level of Tough as Nails
CHANGE #676 - fixed lootbox bug- much more consistent counts on HARD+
CHANGE #676 - buffed armor health a bit and repair kit rarity - added
guaranteed armor boxes
CHANGE #716 - Containment Area has now different reavers
CHANGE #692 - AoShotgunnery now on moved to rank 3, AoCarnage rank 1
CHANGE #692 - AoShotgunnery now allows grenade usage
CHANGE #682 - slight nerf to CRI SMG, buff to JAC SMG
CHANGE #702 - slightly buffed grenades - more armor stripping to krak
and more damage to frag
CHANGE #675 - demons no longer ignore the player if out of sight
CHANGE #675 - AI properly retalitates if fired from beyond sight
CHANGE #705 - minor changed to the boss fight
CHANGE #711 - A-mods decrese fire-time by 20%, B-mods decrease reload
time by %20 (instead of 30%)
CHANGE #710 - minimun spawn distance from player increased by 1
CHANGE #685 - .44 ammo is more common on Valhalla Terminal
CHANGE #734 - SMG swap time reduced to 0.5
CHANGE #680 - AI groups keep patroling given area instead of walking
around the whole map
FIX #640 - "Mag size" instead of "Clip size"
FIX #675 - chargers wont charge through doors anymore
FIX #675 - AI wont get stuck behind boxes anymore
FIX #688 - AoLT scout now properly starts with 3 slots
FIX #710 - europa_03 sometimes missing elevators fixed
NEW #706 - chance to restore game progress on game crash
NEW #693 - you can now abandon a game instead of Save and Quit
NEW #677 - hold SHIFT/LTrigger to view/compare item on floor
NEW #678 - SHIFT/LTrigger + G/A use item from floor
NEW #679 - option to reduce or turn-off the text typing animation
NEW #689 - option to separately configure CRT geometric effect
NEW #673 - What's new/Changelog screen
CHANGE #677 - grenade info is shown in SHIFT mode and inventory
CHANGE #726 - frag is now yellow, krak is red
CHANGE #695 - Enemies left on level info on character screen
CHANGE #472 - animation and move speed now dependent on ingame speed
CHANGE #471 - smoke fx upgraded
CHANGE #728 - Improved Vulkan and OpenGL init and error reporting
CHANGE #674 - added GoG Galaxy integration and achievements
CHANGE #684 - integrated MacOS version for GoG
CHANGE #737 - improved linear space color calculations for particles
and sprites and ambient light calculation which now
finally uses correct linear color space
FIX #735 - fixed ui icon blending issues
FIX #725 - improved decal rendering on curved surfaces
FIX #724 - rendering of ammo shells on ground
FIX #720 - potential fix for loading non existing material
FIX #675 - potential crash when saving game on Io fixed
FIX #472 - fixed animated particles - now starting from index 0
FIX #472 - proper loading of status effects on player
FIX #471 - animation fix for particles
FIX #724 - fixed ammo shell decals on floor
FIX #707 - minimap no longer renders over the UI
Apart from a potential bugfix release, the next update (0.8.2) probably will appear in two weeks, however it will be slightly lighter on content, as we'll be half or this period attending Gamescom. You can expect further gameplay improvements by that time though!
Thank you, and good luck!
CHANGE #740 - moved Military Barracks to level 4 as intended
CHANGE #744 - you can now compare armors on ground
CHANGE #743 - allow numbers, underscores and apostrophes in names
CHANGE #741 - plasma rifle minimum range reduced
CHANGE #741 - plasma shotgun shot cost reduced to 4
CHANGE #741 - more formerCRI spawn (increase plasma weapon drop rate)
CHANGE #741 - cold status buffed slightly
CHANGE #741 - slight buff to mod drop rate
FIX #--- - fixed crash related to dying from fire
FIX #742 - pathfinder check on Anomaly, no longer unreachable exit
FIX #740 - fixed Military Barracks issues
FIX #739 - fixed challenge equipment (AoSh, AoC and AoOC)
FIX #--- - particle brightness not dependant on active light count
FIX #--- - particles are now visible on shader quality 0
Hello marines! We're so glad that so many of you decided to join us at Early Access launch!
We'll start our Early Access updates with a bugfix release 0.8.0a to address most issues that we have found thanks to your reports. The release is live now, if your start screen doesn't state 0.8.0a, fully restart Steam to force the update!
CHANGE #651 - PBR lighting improvement
CHANGE #651 - minor performance improvement pass
CHANGE #651 - improved performance of shader quality 0
CHANGE #651 - improved shadow filters
CHANGE #666 - music for a given area is picked from a set and not sequentially (starting music random)
FIX #637 - fixed white screen only on old OpenGL cards
FIX #657 - fixed highlight bug on Intel Iris on macOS
FIX #646 - macOS random freezes fixed
FIX #649 - decals on OpenGL are no longer dim
FIX #651 - reenabled volumetric on Intel GPUs
FIX #665 - wrapper linux script now supports launch options
FIX #636 - fixed crashes on level change
FIX #638 - home button no longer crashes the game
FIX #610 - Containment Area, Anomaly and Arena properly indicate cleared
FIX #660 - shottyman will now correctly reload shotguns with extended mags
FIX #662 - shottyman will not trigger the no ammo alert on every step
FIX #663 - fixed crash on ammo pickup when wielding Chainsaw and having Scavenger
FIX #661 - target mode will not trigger when no weapon is held
The first content (0.8.1) update will come August 15th, so stay tuned!Finally, after so many years, Jupiter Hell, our turn-based sci-fi roguelike, spiritual successor to "Doom, the Roguelike" is out on Steam Early Access! Rip and tear zombies, demons, and heavy metal monstrosities with chainguns and chainsaws on randomized levels set all over Jupiters orbit. Buy, play and leave a review here! And most importantly, please help us spread the word! Share, send it to your friends, poke your favorite streamers, and share with your communities! Thank you for being with us in this important hour! <3
It's the final countdown! This version changelog might be short, cause we don't want to destabilize the game before Early Access launch, however, two major changes have still made the cut.
First and foremost. There is a macOS version finally! It should be still considered experimental, as we didn't have the possibility to test it on a lot of devices (known significant issues happen on Intel Iris Pro 5200), and as yet not very well optimized, but it should be a reasonable start. Note that because we use MoltenVK and hence Metal, it will only work on macOS Mojave or newer operating systems. Also, we'll be rolling out a hotfix for bluish scanlines tomorrow.
Due to problems with app signing, for the time being macOS versions will be Steam only.
Second major change is an overhaul of lighting - not only we made stuff by default brighter (by changing default lights strength and HDR parameters), but we also brought light to levels that were poorly lit - most noticeable on BSP style levels with corridors.
Apart from that there are several bugfixes and a slight balance change to Io Gateway. Take note that the Reavers that spawn from that portal wont stop spawning until you enter it!
We are more or less in a feature freeze until Early Access release, not to mess stuff up. Some things that we still planned to squeeze in are almost ready, but will appear in the first update after EA, including a Black Site special level, a CRI branch for Io, energy weapons on Io and healing terminals. Stay tuned as Early Access is not the end, it's the beginning!
Full changelog follows:
Beta 0.7.4 - July 29, 2019
NEW #--- - macOS version (experimental)
CHANGE #517 - let there be light!
CHANGE #--- - Io Gateway will spawn reavers less often
FIX #--- - fixes to ASCII version (still more work needed)
FIX #--- - fixed Limbo spawning weird portals
FIX #--- - fixed rare case of "life after death"
FIX #623 - Fix for crash on entering Tyre Outpost
and Refueling Base
Next versions will be Release Candidates for EA, only bugfixes, followed by feature-less 0.8.0. Once the game launches August 1st on Early Access, we'll return to regular programming.
P.S. Oh, and if you didn't see the Early Access launch trailer yet, enjoy ;):
https://www.youtube.com/watch?v=YY8hfy0GopQ
This is a quick release, as we have some features that we still want to push before Early Access, and we'll need to feature-freeze the release soon! Apart from that some major fixes have been added too!
Most notably we added the last big change before Early Access - Player Progression - later in development there will be more content that it will unlock, but now you can give us feedback on the current locks - they should automatically unlock if you've been collecting badges, otherwise some work might need to be done to get back all the Challenges and Ultraviolence. New badges have been added so the progress goes smoother. The currently locked stuff should be achieveable by a casual player - if it isn't, please tell!
If for any reason you want to start with a clean state, delete player.dat from the game folder.
First part of the Io upgrades is also go - Io is 6 levels deep, is also inhabitated by former CRI soldiers, there's a new special level (Io Warehouse) and a new transition level at Io 6 - Gateway.
There's one balance change - SMGs should be a bit more accurate.
Notable bugfixes include speeding up the loading significantly, reenabling volumetric lights, and several crash fixes.
We need these last versions before Early Access tested as much as possible and as soon as possible, so please help us out on this last stretch! <3
Beta 0.7.3 - July 24, 2019
NEW #587 - Player progression - ranks, unlocks, rank up!
NEW #615 - Io Warehouse special level
NEW #--- - Io expanded to 6 levels, former CRI security added
NEW #--- - Io Gateway added - last level of Io!
NEW #587 - non-challenge badge sets - CRI, JoviSec and Anomaly
CHANGE #587 - only new badges appear in mortem
CHANGE #--- - significant speed up of loading times
CHANGE #--- - accuracy penalty for SMGs reduced to -10%
FIX #--- - reverted to older version of FMOD - might fix some issues
FIX #--- - fixed some Vulkan and OpenGL compatibility issues
FIX #--- - reenabled volumetric lights
FIX #--- - fixed a rare crash case that might happen at start of level
FIX #--- - fixed some formers not carrying flashlights on dark levels
FIX #--- - fixed mortar demon potential crash
FIX #--- - fixed Io floor vents
Next version will be out really soon (if bugfixes are needed), or around Monday (last changes before EA). Good luck!
Beta 0.7.2 - July 11, 2019
NEW #001 - Vulkan port!
NEW #558 - Voice over!
NEW #558 - voice over options to suit your preferences - profanity level and frequency
NEW #543 - ULTRAVIOLENCE difficulty
NEW #543 - rebalanced difficulties - more enemies on each, Easy easier, Hard harder, Medium a bit harder
NEW #575 - added SMG's - bullet hose with low accuracy, benefiting from pistol skills
NEW #565 - Skilled class trait - enhance your active and passive class skills
NEW #561 - Steam achievements (not fully working due to unreleased game status)
NEW #564 - Steam cloud save (saves, player data and score board)
NEW #542 - different step sounds, CRI bot sounds, and door sounds (on later levels)
CHANGE #543 - more exalted enemies on higher difficulties (on Hard and UV more than one pack/level possible)
CHANGE #575 - power mod value depends on base damage (nerfed explosive P-mod)
CHANGE #565 - character starts at level 1
CHANGE #541 - krak grenades have radius 1 explosion now
CHANGE #541 - spawn more repair kits and armor boxes
CHANGE #541 - chainsaw damage increased by 10
CHANGE #541 - summon sound a bit quieter
CHANGE #541 - small stimpacks clear pain
CHANGE #541 - Angel of Vampirism health gain scales less by enemy HP and depends on difficulty
CHANGE #586 - buffed CRI enemies - they now use pierce damage (later plasma)
CHANGE #586 - ADV weapons made stronger - more attributes changed, and picks best change
CHANGE #537 - option to turn off level 1 tutorial hints
CHANGE #580 - score, player and post mortem interfaces reset scroll
FIX #--- - fixed terminal animation and feedback
FIX #--- - fixed a case where bsp would generate a ton of doors
Next version (0.7.3) will be out in little more than a week! This will be the last version with new features before the August 1st Early Access launch! If all goes well we'll add account progression and finally upgrade Io to a worthy moon!
It's that time again! While we still are in the progress of updating Io, there's a regular drop of new features for the game for your enjoyment!
Most notably we finally added weapon and armor modding to the game! You can apply a single mod to any non-advanced weapon, and pick the new Whizkid trait to increse the mod capacity by 2 per level. Technicians are smarter, and can apply a single mod to advanced weapon or armor! Currently available mods are Power (damage or protection), Accuracy and Bulk (magazine size or armor durability).
We also upgraded the UI - this is not a full overhaul that is planned post Early Access release, but you'll find it a bit nicer to see things that are important. Speaking of which you can now turn off the CRT effects if you don't like them.
We're in progress of adding a new general purpose level generator (inspired by the awesome roguelike Cogmind) - currently, you can encounter it only on Io, but once we polish up the kinks it will be more widespread.
To add more tactical depth we added CRI phase devices (smarter than DRL's, because they try to teleport you to a safe place), and repair kits (replacing armor-shards - basically a carryable version).
Finally, there's a new challenge, probably the hardest and weirdest one yet - Angel of Vampirism.
Apart from that a huge chunk of smaller changes and bugfixes awaits, see the full changelog below!
Beta 0.7.1 - July 5, 2019
NEW #525 - weapon/armor mods added! Currently power, accuracy and bulk (more to come)!
NEW #525 - whizkid trait added (+2 mods per item)
NEW #524 - color overhaul of the UI!
NEW #101 - new level generator (Cogmind-style) - currently on on Io!
NEW #447 - Angel of Vampirism!
NEW #523 - CRI phase device added (teleport-to-safety consumable)
NEW #522 - carryable repair kits (for armor) added, armor shards removed
CHANGE #521 - cave levels now can have vaults
CHANGE #515 - BSP levels now can have vaults
CHANGE #508 - added a configuration option to tone down CRT effects
CHANGE #507 - items on floor use only icons (visual clutter removed)
CHANGE #533 - you can now drop equipment (be careful!)
CHANGE #531 - added proper gamepad keybinding info to the UI
CHANGE #534 - increased amount of loot/ammo in Io and Beyond
FIX #531 - you can now drop items with the gamepad (Y)
FIX #530 - fixed several spelling and grammar mistakes (thanks Slavfox!)
FIX #511 - items and current weapon is no longer missing from mortem screen
FIX #512 - rare crash on death fixed
FIX #515 - fixed rare ocurrences of non-reachable level parts
FIX #537 - fix to unconnected industrial_c_13
FIX #536 - fix industrial_13x13_2 vaults cut down (box in wall)
FIX #535 - fix military base trap
FIX #--- - fixed some issues with resolution change
Next version (0.7.2) will be out in two weeks time, and hopefully will come with Vulkan and OSX support, and a significant drop of tactical gameplay enhancements. Hopefully we'll finally hear the Marine swear too ;).
(score = ("depth reached" * 100 + "special levels cleared" * 100 + kill count + medal values)*(difficulty factor))
Were pretty happy withe this as it makes a bit more sense, but let us know what you think!
Beta 0.7.0 - June 21, 2019
NEW #394 - Io!
NEW #405 - CRI Marines!
NEW #471 - CRI Bots!
NEW #497 - first Io branch - Black site
NEW #456 - Tutorial!
NEW #459 - New highscore system and scoring!
NEW #502 - expanded help!
NEW #482 - Music and Sounds update! Callisto music is now much more varied! Demon sounds too :P
CHANGE #483 - inline text coloring - some upgrades, more will come
CHANGE #493 - reworked Die Hard - much more useful now (OP?)
CHANGE #472 - randomized the placement/length of the branches a little
CHANGE #472 - item and difficulty level mods for branches
CHANGE #503 - mouse removed from screen (you can re-enable it in options)
CHANGE #495 - a bit of variety to Callisto Mines music
FIX #501 - load crash fix and visual one too
FIX #472 - boxes and barrels will no longer spawn on lootboxes/items
FIX #496 - fixed items droping under turret base
FIX #--- - fixed save/load visual state of double doors
Took a bit longer than planned, but we're back with a fresh new BETA!
There are two big changes in this one - the first being active class skills! Each of the three classes has gotten an active skill that is available from the start, and is usable once per level. Marine aquires Adrenaline which can convert your pain factor into health, Scout has gotten Stealth, which is basically a short-term invisibility (broken by attacking though) and Technician has a Smoke Screen which works exactly like a smoke grenade thrown under your feet! To increase the availability of those (and other) skills with a cooldown, stimpacks now reset cooldowns (for the "once per level" ones you'll need a military stimpack though).
The second big change are Vaults! These are special rooms that appear on some levels (currently not on BSP or cave levels), that have locked doors. You need to find a terminal to unlock them and inside you'll find some more difficult enemies. You'll find a special box too though!
At the same time we rewrote from scratch the algorithm that picked monsters for the level. It should now have more consistent results (and a lot power for future changes).
Finally we added two challenges that incidentally allow to have a taste of later game content -- Carnage which is a rocket launcher only game and Confidence which throws you right into Europa.
We also implemented the Discord API - you'll have rich presence info when playing the game! (currently works only on Windows) Speaking of which, join our Discord if you haven't already :D
http://discord.gg/jupiterhell
There's also a bit of changes and fixes, see below for the full changelog!
We await for your feedback (especially on new changes)!
Restart Steam to force the update!
Beta 0.6.2 - May 30, 2019
NEW #458 - vaults!
NEW #443 - Marine class skill - Adrenaline!
NEW #441 - Scout class skill - Stealth!
NEW #442 - Technician class skill - Smoke screen!
NEW #445 - new challenge - Angel of Confidence (Europa start)
NEW #444 - new challenge - Angel of Carnage (rocket launcher only)
NEW #448 - rewrote the monster generation algorithm - more balanced compositions
NEW #455 - added Discord API - rich presence on Discord (can be toggled off)
CHANGE #426 - AI upgrade - more responsive to player but first reaction is always move
CHANGE #451 - elevators have a dedicated floor in front of them
CHANGE #457 - try to launch on dedicated graphics card if present on laptop
CHANGE #457 - warn if launching on Intel integrated GPU
CHANGE #460 - stimpacks now reset cooldowns (military stimpack resets "once per level" cd's)
CHANGE #464 - smoke grenades do no damage
CHANGE #453 - slight adjustment of game camera, should improve top/bottom visibility
CHANGE #462 - heal fx added
FIX #446 - advanced auto shotguns now have potential increased magazine instead of seeming empty
FIX #467 - added shebang to Linux script (should fix launching on itch.io)
FIX #470 - door UI icons load properly after save/load
FIX #--- - clean background in menu (was visible on ultrawide monitors)
Next version (0.7.0) should be out at the end of the next week! We will wrap up the 0.6.x changes by adding the final planned moon and episode - Io! Stay tuned for a bigger announcement when that time comes!
It's that time again! Despite the fact that these two weeks were mostly working on systems for the bigger 0.7.0 release, we managed to push in some exciting changes!
The most noticeable one is obviously another favorite hellish roguelike feature returning - Challenge Modes! We're starting modestly with 3 classics making a comeback - Light Travel, Shotgunnery and Impatience, updated for Jupiter Hell. Next release we'll add a few more interesting ones though, so stay tuned! Each of the challenges is accompanied by 3 badges that you can earn - no ranks yet, but that's coming too (unfortunately we had to invalidate earned medals to implement it, that might happen from time to time before we go into EA). Don't mind the messy player data screens, we'll make them more beautiful later!
We also started doing upgrades on AI for the upcoming Io changes, you might notice some infighting happening -- based on the group of the given enemy.
We rewrote a bit of code around the cover mechanic - a side result is that cover modifier is lower (but much more consistent). To offset that, we made destructible cover more sturdy, and implemented a Hunker mechanic - if you wait behind cover you get a significant cover bonus - and if you pick the new Technician trait, that bonus actually stays until you move!
Apart from that we added a smoke mechanic - you can test it out with the new smoke grenades! Not a very damaging weapon, but useful to cover a tactical retreat!
We await for your feedback (especially on new changes)!
Restart Steam to force the update!
Full changelog follows!
Beta 0.6.1 - May 10, 2019
NEW #021 - Challenge modes! Angel of Light Travel, Shotgunnery and Impatience for starters
NEW #021 - Badges! Currently Bronze, Silver and Gold for the above challenges
NEW #389 - Hunker mechanic! (wait behind cover)
NEW #390 - Hunker down trait for Technician!
NEW #016 - AI upgrade - monster infighting
NEW #431 - smoke mechanic and smoke grenade added!
CHANGE #432 - changed internals of medals - old medals are invalidated :(
CHANGE #423 - pain rebalanced - now values are same between difficulties, but there's a 50% gate on a single attack
CHANGE #389 - fixed the to_hit algorithm - the accuracy penalties for cover are changed!
CHANGE #389 - made box/chair/desk covers more sturdy
FIX #--- - scavenger works with .44 ammo
FIX #428 - clearing/exploring more than 3 levels will now give the proper medals
Next version (0.6.2) will come in 2 weeks if all goes according to plan. Expect more Challenge work and active class skills that will make the classes differ a lot more than they are now, and allow for more tactical early game!
It's finally that time again! Took a bit longer than usual because PAX and GDC took development time away -- and we really wanted some significant changes for 0.6.0.
The major gameplay change is making the weapon slots universal - we decided that separate sidearm/primary/heavy slots are needlessly complex not giving much to tactical gameplay. Now you can carry any weapon in any slots (e.g. three chainguns if you wish). A trait to increase the amount of slots is also available for Scouts and Technicians!
D**mRL players will recognize the next feature - Medals! They're extremely hard to get, you see them on your mortem, and you can see a list of them in player data (use left/right to switch pages). Speaking of which a lot of additional statistics got added, including real time measuring (hello speedrunners!).
All level generators from Callisto and Europa have been improved (including the branches), including also lootbox and turret (new rocket turrets yay!) placement for all - especially the BSP generator has been significanly improved and made more common.
Significant changes are in the weapon department too - revolvers and hunter rifles are now using new .44 ammo - both got a buff and made common. Additionally double shotguns and auto shotguns have been made common too -- all four weapons are carried by enemies now, and all four have their advanced variants available! Also, rocket launchers should now be much more viable as you'll encounter heavies carrying them...
Finally, a change that was really needed - when we added exalted enemies, we forgot one important thing - they should drop good loot! Now they do :P.
We await for your feedback (especially on new changes)!
Restart Steam to force the update!
Full changelog follows!
Beta 0.6.0 - April 26, 2019
NEW #355 - medals implemented! Viewable in player data (left/right) and mortems!
NEW #391 - universal slots! Each slot can carry any weapon! Scout starts with 2, rest with 3
NEW #392 - trait: Gun Hoarder - +1 slots (Scout or Technician only)
NEW #409 - significant improvement pass on all level generators of Callisto and Europa and their branches
NEW #409 - the BSP generator has been significantly improved and made more common on Callisto
NEW #406 - heavy troopers carrying rocket launchers added - will make RL's and rockets more common!
NEW #408 - rocket turret - will also make rockets more common
NEW #411 - .44 ammo - used by revolver and hunter rifle
NEW #411 - revolver and hunter rifle made common, used by guards and soldiers (both buffed)
NEW #411 - revolver and hunter rifle advanced versions
NEW #412 - auto/double shotgun made common, used by sergeants in Europa and Beyond respectively
NEW #412 - double shotgun and auto shotgun advanced versions
NEW #413 - exalted enemies drop high quality loot and sometimes medical supplies
CHANGE #409 - lootbox and turret emplacements added to levels that have been missing them
CHANGE #407 - chaingun reloads a single turn but in 15-size increments
CHANGE #396 - more statistics! Including time tracking! Let the speedrunning commence!
CHANGE #395 - configuration is now versioned (expect a reset of config after update)
FIX #409 - several level generation issues fixed
FIX #375 - fixed muzzle placement for weapons
FIX #398 - fixed decals for shotguns multipling and going through walls
Our initial plan for 0.6.0 was to introduce Io this version, but we decided to postpone it to 0.7.0 instead. The reason is that Io introduces a new faction (CRI) which requires a rewrite in AI, and we'd rather to a nice complete content drop than something unfinished. Expect parts of the changes (AI) to appear already in 0.6.1 and Io to appear either in 0.6.2 or 0.7.0 :).
This release is a bit rushed, but we really wanted to push out these fixes before we'll leave for GDC and PAX (next release might take a month!).
The major features are the addition of a new enemy (drone), and adding telegraphed charge attacks for imps and ravagers! This feature is definitely WIP, and the visual indicatior might change. We also want it to deal more damage, but we first want to see how the attack changes the enemies difficulty - feedback for this feature needed!
In the changes department there's a minor addition of kills to the player data view, and the more significant addition of proximity doors to Europa. In particular one of the subtilesets of Europa will now always use them. We received positive feedback on proximity doors, so we wanted to make more use of them - if we went overboard, please do tell us!
Finally there are a couple fixes, most importantly the annoying key repeat after changing levels.
Check out below for the full changelog!
We await for your feedback (especially on new changes)!
Beta 0.5.2 - March 11, 2019
NEW #073 - drones!
NEW #383 - telegraphed attacks (imp and ravager) WIP
CHANGE #382 - one of the Europa visual tilesets has proximity doors
CHANGE #380 - player data total kills
FIX #381 - armored ravagers reload always after shot
FIX #379 - auto-repeat reset on level change
FIX #--- - removal of ragdoll-hit effect from security bots
Next update (0.6.0) will take some time to release - we will resume work on it after returning from PAX and GDC. However there's some content in the art department that has been piling up, so the release might still be very interesting :)
Took a week longer than initially planned, but here we are with a new beta! The extra time was taken to make sure that controller support - one of the major changes this beta - is working properly! If you have a controller, please do test it out and tell us what you think! Default bindings are visible on the bottom of the help screen. Our bindings are based on the D-Pad, but you can also try the as yet unoptimized analog stick implementation by enabling it in the options.
Another change that will benefit both controller and keyboard players is the smart auto-repeat. You can now hold the direction you're walking and the player will repeat moves, however in a much slower rate than regular auto-repeat. The beauty of the smart auto-repeat is that it TURNS OFF WHEN AN ENEMY IS IN VISION. Say goodbye to deaths by holding a directional key :D. You can adjust the initial delay of the auto-repeat and its frequency in configuration,and if you dislike it, you can also turn it off (or permanently turn repeat on)!
Additionally we've implemented turrets - currently only as dumb enemies, but later you'll be able to turn them off, or even turn them against your enemies! Callisto civilian levels now have automatic proximity doors, presenting a new tactical challenge, and the post-mortem now has an equipment and inventory list.
Other minor things are differently colored health bars for robotic enemies (to note that they react differently to different damage types), addition of lootboxes to the spaceport level, and making armored ravagers reload after each shot. Mortar ravagers will also be made easier, but that will happen in the next update.
Check out below for the full changelog!
We await for your feedback (especially on the controller support)!
Beta 0.5.1 - March 1, 2019
NEW #099 - controller support
NEW #118 - partial controller configuration
NEW #350 - smart key repeat mode (configurable)
NEW #374 - turrets!
NEW #364 - proximity doors in Callisto civilian levels
NEW #365 - inventory and equipment lists in mortem files
CHANGE #376 - robotic enemies have different health bar color to mark different damage behavior
CHANGE #347 - numpad keys can be bound
CHANGE #366 - lootboxes in Spaceport level
CHANGE #367 - armored ravagers reload after shot
FIX #348 - scavenger doesnt destroy ammo if inventory full
FIX #--- - fixed terrain technique selection (minor performance boost on some levels)
FIX #369 - "using" ammunition no longer shoots weapon to (0,0)
Next update (0.5.2) will uncharacteristically be out probably next Friday! We will try to implement some more gameplay improvements and telegraphed attacks... the hurry is that we'll be demoing at PAX East this month, and want to squeeze in some extra juice for that demo - more info soon :)
NEW #335 - new trait: Scavenger - convert ammo from floor to current weapon
NEW #336 - new trait: Reload Dance - auto-reload on kill
NEW #338 - new trait: Die Hard - prevent single damage kill from 20hp
NEW #339 - new trait: Run'n'Gun - pistol only - once per level auto-shoot on move
NEW #341 - new trait: Field Medic - increase heal from small medkits and stimpacks
NEW #342 - new trait: Second Wind - once per game prevent death and heal to 50%
NEW #344 - basic player data screen
CHANGE #341 - stimpacks and small medkits heal 40 instead of 50
CHANGE #322 - preparing terminals for more options (terminal menu)
CHANGE #334 - reduced brightness of Europa snow
CHANGE #334 - reduced amount of boxes/barrels by ~33%
CHANGE #346 - exalted appear 1 level deeper, accuracy keyword nerfed a bit
CHANGE #346 - Callisto enemy count changed to 14/17/20
CHANGE #346 - temporarily removed Shredder trait
FIX #334 - re-added armor shards to drop tables
FIX #334 - active skills no longer cover minimap area
FIX #334 - fixed a shitload of tpyos and Unified Capitalization
Restart Steam to force the update!
Next update (0.5.1) should follow in around two weeks, stay tuned!This is the second release in the 0.4.x series, and the last one before 0.5. Unfortunately we didn't manage to finish Vulkan for this release, but work is still in progress.
To offset that there are several gameplay changes, probably the one that will make everyone most happy is the slot handling change - in short, each slot can carry weapons of lower tier than the slot. So you apart from the regular setup you can either carry 3 sidearms, 1 sidearm and 2 primary weapons of 2 sidearms and 1 primary. This should mostly be beneficial in the 2 primary case (e.g. shotgun and rifle).
We added also a generic action button (space), thanks to which you'll be finally able to close doors. Be aware that the AI hasn't been changed so closing doors might be confusing for it.
We've also did significant changes in the item and enemy department. The first had it's drop pick algorithm completely rewritten (WE NEED A LOT OF FEEDBACK ON THIS) - so lootbox drops might feel different, please comment if stuff is too rare or too common! As for the enemy department we've added exalted enemies - basically Champions from Diablo 3 - regular enemies with one or more random keywords that add them benefits. The keyword pool is bit on the shallow side, but we'll add more as soon as we will implement more features.
We also tried to differentiate late game enemies a bit -- we added a new ravager type and made the monster tables for the last levels a bit more varied.
Finally, player data implementation is complete, data is being gathered, but there's no way yet to see it - expect it in the next version!
Check out below for the full changelog!
We await for your feedback (especially on the new additions)!
Beta 0.4.2 - January 25, 2019
NEW #332 - exalted enemies
NEW #329 - you can now carry lighter weapons in heavier slots
NEW #321 - action button (Space) - you can now close doors
NEW #221 - completely changed the way drop randomization works
NEW #093 - mortar ravagers
FIX #331 - fixed a rare case where Callisto Anomaly would generate inaccessible
FIX #--- - fixed crash related to explosions
Restart Steam to force the update!
Next update (0.5) will be out next week, we'll try to get player data visible for it, add in more in the modular weapon department and do balancing and bugfixes so that we can wrap up the 0.4.x development line :).
We've been uncharacteristically silent the past month - there are several big features that we're working on that we hoped to include in 0.4.1, but none of them seemed to be close enough to make it in, so we decided that releasing an incremental small update in the time that the big features cook is better than keeping silent.
In the background we're mainly working on four big things now - the Vulkan API switch (which should allow an OS X version among other benefits), modular weapons, player data (statistics etc) and Io! We hope to finish all of those before the month ends, so gib us strength :)
In the meantime this version brings a minor overhaul of most of the games level generation parameters making caves smaller and grid levels less gridy and more open - you might spot new grid setups also. Also present is a balance pass, thanks mainly to the detailed writeup from Dervis (with comments from mosfet and Jupiter Tourist) on the ChaosForge forums. We're not there yet, but we're trying to get there! Of particular note is the buff to rocket launchers - they now have a range 2 explosion, and are guaranteed to appear on each Europa special level.
We've also swapped all the weapon models with new preset modular ones - you might notice differences between some of the "magenta" weapon flavors now.
Check out below for the full changelog!
We await for your feedback (especially on the new changes)!
NEW #309 - slight upgrade pass on all Callisto and Europa generators to break grid
NEW #309 - couple new generator tile setups for Callisto and Europa levels for variety
NEW #311 - all weapon models have been replaced with preset modular weapons
CHANGE #318 - rocket launcher buff/rework - 60 damage with radius 2, falloff = 60/45/30
CHANGE #318 - frag grenades also bumped to 2 radius and 32 damage (32/24/16), krak to 40
CHANGE #318 - explosions respect wall side and LOS
CHANGE #318 - rocket launcher is guaranteed to appear on every Europa special level
CHANGE #309 - decreased size of all cave levels a bit
CHANGE #314 - enemy balance - secbots moved 2 levels deeper, no reavers in callisto main
CHANGE #314 - enemy count - more enemies - +1/lvl at Easy, +2/lvl at Medium +3/lvl at Hard
CHANGE #314 - trait balance - Overkill nerfed a little, Shredder has no damage penalty
CHANGE #314 - weapon balance - buffed regular shotgun to 32 damage, pistol accuracy at range lowered
CHANGE #314 - removed generic damage amp
CHANGE #305 - savefile and hall of fame are now compressed
CHANGE #280 - Pain and Dodge are not hardcoded, just buff/debuff effects
FIX #310 - Point Blank trait fixed
Next update (0.4.2) should be out in 2 weeks resuming the regular schedule - hopefully it will bring us the finished player data and new gameplay features... if we're really lucky, maybe the first Vulkan version :P
This release is a wrap-up of the 0.3.x branch - additionally we added the promised configuration options, bugfixes, and did a bit of temporary optimization for OpenGL (true performance pass will happen after first Vulkan release).
Check out below for the full changelog!
We still await for your feedback on the 3.3 additions!
Beta 0.4.0 - November 23, 2018
NEW #278 - resolution and fullscreen now in-game configurable
NEW #279 - keybindings now configurable (simple mode)
NEW #285 - active and passive light count configurable
CHANGE #284 - minor optimization pass
FIX #286 - fixed shader quality option not fully working
FIX #287 - no more crash on picking Running trait
FIX #288 - fixed SoB damage values
Restart Steam to force the update!
Next update (0.4.1) will be out in around two weeks, and it might be the first Vulkan based update!
The first thing you'll notice is the appearance of player classes! We're starting off with DRL classics - Marine, Scout and Tech. We're early in devloping their differences (expect a lot more separate trait lists), but already you should notice their separate trait lists, and unique passive bonuses. Along with that we've introduced critical hit mechanics. By default the critical chance of any weapon is 0%, but there are several ways to raise that.
Second noteworthy thing is the Beyond special levels. Limbo is akin the ones already present, Arena on the other hand, if cleared, allows you to skip some levels of Beyond.
Finally, you'll notice in-game settings menu. It's still missing the most important (and most difficult to implement properly) options - screen resolution and fullscreen, but the other options should work now.
A note about performance - we're mid-transition to Vulkan, to make this easier for us we had to take some shortcuts that reduced performance especially on lower-tier systems. You will notice a performance drop, we'll take care of that once we finish the transition to Vulkan.
Check out below for the full changelog!
We await for your feedback (especially on the new additions)!
Beta 0.3.3 - November 23, 2018
NEW #268 - three player classes - Marine, Scout and Technician!
NEW #281 - each class has a different intrinsic passive!
NEW #270 - each class has it's own trait list, including new traits!
NEW #253 - critical chance and critical hit mechanics
NEW #263 - Beyond special level - Limbo
NEW #262 - Beyond special level - Arena (possible shortcut to boss!)
NEW #266 - hit sounds and delayed pain sounds
NEW #011 - in-game configuration (in progress!)
CHANGE #259 - better FX for baron and imp missiles
Restart Steam to force the update!
Next update (0.4) will be out next week, hopefully with the missing options, balance tweaks and bugfixes so that we can wrap up the 0.3.x development list :).
Yet again we present you a quick hotfix for the major discovered bugs of the last release! Unless something gamebreaking is discovered, the next release will be 0.3.3 on November 23rd.
We're still looking for gameplay feedback for the 0.3.2 changes!
Beta 0.3.2a - November 13, 2018
CHANGE #--- - adjusted sound reverb (still WIP)
CHANGE #264 - WASD is now also usable when targeting
FIX #--- - Fix for Linux Intel rendering
FIX #--- - Possibly fixed old Radeon rendering issues
FIX #--- - Fixed a Linux crash
FIX #261 - Fixed industrial_01_3 dead ends
FIX #260 - Fixed bullet hit assertion crash
Restart Steam to force the update!
Right on schedule we present you update 0.3.2! While it is a minor update on the road to 0.4, it's packed with new stuff to enjoy and test out :).
The three pillars of this updates are Special Levels, New Traits and Balance, and Sound! In the Levels department we have one more special level for Callisto (on the main branch), and three for Europa (two in branches, and one in the main branch). They... might be a bit too hard, so look out :P.
In the Balance and Traits department we have two favorites coming back from DRL (Son of a Bitch and Shottyman), and a new active trait, Spray'n'Pray. We also made health drops more controlled - they only appear in medical boxes, and the amount of those is controlled, so the average number of healing items per run should be more consistent. BTW, regular items no longer generate on the floor. Finally, to offset the health and trait boost, we improved the AI so it travels in the groups it was generated in.
Finally we did a lot of tweaking with the sounds, added pain, death and idle sounds to enemies, reworked the weapon sounds, and tweaked the way sound is rendered - we're not "there" yet, but I think we're closer :)
Check out below for the full changelog!
We await for your feedback (especially on the new additions)!
Beta 0.3.2 - November 9, 2018
NEW #219 - Callisto - Military Barracks (main branch)
NEW #231 - Europa - Refueling Base (main branch)
NEW #229 - Europa - Tyre Outpost (Europa Dig Zone)
NEW #230 - Europa - Containment Area (Conamara Chaos Biolabs)
NEW #080 - AI - Enemies keep together in the group they spawn
NEW #250 - enemy death and idle sounds!
NEW #254 - Spray'n'Pray active trait for automatic weapons
NEW #255 - Son of a bitch trait is back!
NEW #257 - Shottyman!
CHANGE #248 - only medical lootboxes carry medkits, their count is guaranteed
CHANGE #248 - items no longer generate on floor, only in lootboxes
CHANGE #242 - new weapon sounds!
CHANGE #247 - audio playback rebalanced, reverbs and listener position
CHANGE #234 - new generator tileset for early Callisto
FIX #245 - fixed another crash on death bug
FIX #238 - lootboxes will no longer wear armor after load
FIX #236 - fixed a "door to nowhere" in one of the tilesets
Restart Steam to force the update!
Next update (0.3.3) will be out in about two weeks and will bring Beyond special levels (and "branch"), more new traits, critical hits, and possibly player classes! Stay tuned!
Traditionally after a release we present you a quick hotfix for the major discovered bugs. Unless something gamebreaking is discovered, the next release will be 0.3.2 on November 9th.
We're still looking for gameplay feedback for the 0.3.1 changes!
Beta 0.3.1a - October 29, 2018
FIX #226 - fixed items visible in bottom right corner of map
FIX #224 - fixed library paths on Linux
FIX #228 - tutorial text no longer appears after load
FIX #227 - post-mortem text now scrolls properly
FIX #225 - game should no longer crash on post-mortem win
FIX #194 - permanent decals (summon pentagrams) no longer dissapear
Restart Steam to force the update!
It's time for the first Steam feature update! This is a minor update, there will be two more of those before we reach 0.4.0.
The three most noticable changes in this release are the first two special levels (look for them at the end of the Callisto Mines and Valhalla Terminal branches) - the first of many to come! To provide an incentive we've also added Utility items - at the moment they are just permanent stat bonuses, but later they will have more noticable effects.
Former humans are now tiered - Europa and Beyond soldiers (who got a new skin!) are more receptive, accurate and tougher than their Callisto counterparts. Also many other enemies got renamed (come on, you knew that "fat demon" just couldn't hold the test of time :P).
We did some balancing, which will make especially shotgun fans happy. Due to increased Pain, MEDIUM and HARD should be more difficult now.
Check out below for the full changelog!
We await for your feedback (especially on the new additions)!
Beta 0.3.1 - October 26, 2018
NEW #200 - tiered former humans - tier 2 (Europa) and tier 3 (Beyond - new look)
NEW #200 - tier 2 and 3 formers are tougher, more accurate and faster in reaction
NEW #218 - Valhalla Command special level added (at end of Valhalla Terminal branch)
NEW #217 - Callisto Anomaly special level added (at end of Callisto Mines branch)
NEW #220 - special lootboxes added
NEW #216 - utility slot now... utilized! Search for amps in special levels and special lootboxes!
NEW #210 - approaching an elevator will emit a message where it leads
NEW #209 - history added to mortem - currently just the visited branches and specials
NEW #221 - imps, knights, barons and fat demons have been renamed
NEW #197 - when all enemies are dead on the level, the name changes to blue
NEW #000 - mortem and other longer texts properly scroll now with up/down arrows
CHANGE #223 - increased a bit the variety of level 1-2 generator sets
CHANGE #204 - buffed shotguns and chainsaw
CHANGE #204 - slight Son of a gun nerf (-25% -> -20%)
CHANGE #204 - pain on MEDIUM and HARD is a bigger factor
CHANGE #204 - buffed summoner fight
FIX #222 - all level generators will now properly generate the special stairs
FIX #208 - state of volumetrics and HDR is now properly serialized
FIX #207 - log will now not produce false-positive WARNING and ERROR messages
FIX #198 - caves will no longer generate without an exit
FIX #191 - updated linux build so we can use Steams SDL
FIX #196 - fixed a common group of bugs (some crashbugs)
Restart Steam to force the update! (note that any save that you may have will dissapear)
Next update (0.3.2) will be out in about two weeks and will bring further special levels, improvements to Beyond, new traits and more! Stay tuned!
The ChaosForge crew worked hard to bring you a bugfix update as fast as possible! Following below is a changelog in comparison to 0.3.0. We didn't manage to get all the bugs, but this should still provide a much smoother experience.
Additionally, you'll notice we posted a performance guide on the forum - please take a look especially if you're running on a low-end card (especially Intel's) - you should see major improvements.
We await for your feedback (bugfix version and general)!
Beta 0.3.0a - October 10, 2018
NEW #--- - config setups for lower-end hardware (see ChaosForge or Steam forum)
CHANGE #--- - unbound F12 key (sorry!)
CHANGE #--- - terminal map reveal a lot more subtle looking
CHANGE #--- - minor optimization pass
CHANGE #--- - Europa ice levels made darker
FIX #--- - fixed dissapearing meshes on Intel GPUs (hopefully)
FIX #--- - fixed crash on win
FIX #--- - fixed game not running correctly under OpenGL 4.3 (related to Intel)
FIX #--- - fixed final battle start position
FIX #--- - fixed source for potential crashes when stacking dead enemies
FIX #--- - fixed two rare crash bugs
Restart Steam to force the update!
The Beta is here! If youre a Beta backer or above you should by now have received an e-mail from us with the Beta 0.3.0 Steam Key - check your spam folder! If you cant find it, please get in touch with us. The game is still a deep work in progress, but has come a very long way from the early pre-Alpha stages, and has been gradually been improving with input and suggestions from the Inner Circle and Alpha communities. Were thrilled to open this up now to many more fans and to get more feedback as Jupiter Hell moves into the next stage of development! The beta is working on both Windows and Linux. OSX users, please be a little patient with us. From now on all updates to the game will be via Steam.
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