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 :)
This release has some significant gameplay changes that will shake the meta! The tl;dr: we removed Eagle Eye, added Aim action and new traits, revisited and improved "transition" levels (first and last levels of a moon), improved manual targeting, balanced a shitload of stuff and added plasma ravagers. A more detailed description follows!
Accuracy
We've rewrote the accuracy calculations and decided it's time for a significant changes in this territory. Following our design goal of not having traits just increase numbers, we've removed Eagle Eye. In turn we added a new basic action, Aim, activated by waiting (the same as hunker - you can have both now!). It gives a whopping +50% to accuracy (up to 100% after two waits). But there's more - several new traits have been added instead! Marine got Focused fire (+10% accuracy to every next successive shot if only shooting), Scout got Deadly precision (your Aim bonus is also a bonus to critical chance) and both Scout and Marine got Steady shot (retain the aim bonus after shot). Technician already benefits much from Aim synergy with Hunker, so we gave him a different trait - Tinkerer (+2 charges on stations).
Looking at aim we obviously looked at cover too, now accuracy always helps to avoid cover properly - this fixes a few wierd behaviours too! At the same time we noticed problems with shotgun damage vs cover. Movable cover was taken into account, but wall cover wasnt. We decided to go halfway - cover affects damage, but only half as it affects accuracy of weapons. To offset shotgun stopping power, we increased basic shotgun damage.
Ranges
Following that we took a look at ranges and noticed that they're not to clear. The minimum range was tweaked so now it's the minimum range at which you have full accuracy, and the max range is the range at which you still have any base accuracy. We tweaked some values to a couple weapons, see CHANGELOG below for details - most notably chaingun has now minimum range 3.
Manual targeting
Accuracy also made us take a look at manual targeting. Now the last manual target is remembered unless you move, and as a bonus you can see the health of inanimate objects! I hear rejoicing from blind fire abusers, but hold your horses - aiming at stuff you don't see no longer takes accuracy into account (how can you aim at what you cannot see?) and has the standard -50% to hit penalty against things that are not targeted.
Weapon/Armor mods
Further on the balance train we also took a look at modding. We decided to reduce the mod capacity increase of Whizkid to +1, but to offset that we decided to allow everybody to mod exotic (magenta) weapons with one mod. The idea is that due to overmodded basic weapons there was no place for exotics or ADVs in the meta unless you were a Technician (who can still multi-mod them).
Balance
A small change that might not immediately pop from the list - enemies are now more aggressive, especially in their optimal range. They will more likely shoot instead of moving, especially at the higher difficulties.
We hope that some of the balance changes will introduce more weapon variety viability as well as make mid-late game harder (e.g. we buffed the armor of post-Callisto formers and Summoner). The latter goal is still in the works though (in the meantime play around with plasma ravagers). In general we hope that Scout got a general buff in this release to make him as viable as the other classes - between Deadly precision, Aim and the stealth vs melee improvement.
Transition levels
However, the most immediately visible change is the transition levels! No longer will people ask us how do you take an elevator from Callisto to Europa :P. We took the occasion to add some balancing too - e.g. you have all three energy weapons guarantee to appear on Io early levels.
Visual
Finally there are visual improvements with shadows and smoke effects. The former being a side effect of FINALLY fixing the Iris Pro shadow bug!
Full changelog below!
Changelog
NEW #792 - Callisto L1 upgraded!
NEW #772 - Aim action added (use Wait to add +50% to hit)
NEW #777 - new trait - Steady shot (retain your aim between shots)
NEW #777 - new trait - Focused fire (successive shots +10% acc)
NEW #777 - new trait - Deadly precision (Aim bonus -> crit chance)
NEW #790 - new trait - Tinkerer (+2 charges on stations)
NEW #780 - manual targeting remembers targets until you move
NEW #779 - new setting - turning off "idle" voice quips
NEW #771 - settings now in categories
NEW #780 - targeting doors or other destructible objects shows hp
NEW #690 - weapon range and accuracy topics added to Help
NEW #796 - plasma ravagers added
CHANGE #800 - Valhalla Spaceport updated
CHANGE #801 - Europa L1 - smaller "intro" level with own generator
CHANGE #804 - Europa Central Dig revisited
CHANGE #805 - Io L1 - intro level with guaranteed energy weapons
CHANGE #796 - Whizkid gives +1 mod capacity per level
CHANGE #796 - everyone can mod exotics once
CHANGE #798 - min distance now correctly shows the minimum distance
at which the tohit chance is full while max distance
shows the maximum distance at which it is possible to
hit the enemy (consistency) - all values updated by 1
CHANGE #789 - stealth gives 150% evasion (so -75% melee to-hit)
CHANGE #777 - removed Eagle Eye
CHANGE #781 - shotgun damage properly depends on cover
CHANGE #781 - increased shotgun damage to compensate
CHANGE #777 - removed EE from Marine and Scout, both get Steady shot
Marine gets Focused fire, Scout gets Deadly precision
CHANGE #776 - accuracy calculations refactored!
CHANGE #776 - accuracy now always helps to not hit cover
CHANGE #780 - vault, keydoors have now armor instead of shitload hp
CHANGE #769 - cannot aim at something you cannot see (blindfire -50%)
CHANGE #796 - most demonic melee enemies now cause Bleeding
CHANGE #805 - you can now compare amps on floor
CHANGE #788 - balance - hunter rifle min distance raised by 1
CHANGE #796 - balance - rocket launchers have min dist 2
CHANGE #796 - balance - chaingun min and opt ranges raised by 1
CHANGE #796 - balance - reduced auto, assault, energy max range by 1
CHANGE #788 - balance - non-ammo using enemy ammo drops made more
consistent, with a guaranteed amount
CHANGE #796 - balance - revolver max distance raised by 1
CHANGE #796 - balance - turret max distance decreased (-acc on long)
CHANGE #796 - balance - enemies more likely to attack in opt range
CHANGE #799 - balance - europa+ formers have slightly better armor
CHANGE #799 - balance - CRI marines have better armor
CHANGE #799 - balance - summoner armor buffed
CHANGE #633 - improved shadow quality
CHANGE #807 - improved smoke rendering
FIX #633 - Intel Iris Pro (esp macOS) - fixed shadow rendering
FIX #776 - fixed hitting enemy in cover by firing at enemy behind
FIX #776 - fixed high accuracy display and real chance mismatch
FIX #778 - fixed repeating no ammo quip on reload dance
FIX #781 - fixed mismatch of shotgun damage between world and UI
FIX #768 - explosion range in targeting no longer reveals enemies
FIX #796 - fixed advanced SMG's sometimes having no stats
FIX #792 - fixed yet another case of lootbox in tight corridor
FIX #805 - fixed display for armor value 10 and over
FIX #774 - fixed rare cases of running out of texture space
A traditional bugfix release will probably follow. Next update will probably be 0.9.0 (note that the scheme we use moves to 0.10.0 afterwards, so it's NOT 90% ). It will probably be out at the beginning of October!
Hello marines, time for a content update! 0.8.2 is deployed and you can download it now (you might need to fully restart your client to trigger the update).
Please note there's no save compatibility - your previous run will be silently deleted. Your progress and statistics should stay unaffected.
Most notable change is the addition of the second Io branch - CRI Laboratories! It comes with its own special level - CRI Armory. We'll leave you to discover its secrets for yourself, although prepare as you would for Blacksite Vaults :P.
Second biggest change is Medical and Technical stations. They are carefully placed in terms of randomness (the bulk that you'll find is guaranteed), and allow for some control over your run. With Medical terminals you can either use them as stationary healing, extract a medkit out of them - a combination of both or even more :). Technical stations will allow you to better control your mod supply, or/and repair your armor.
Third topic of 0.8.2 is acid. You'll meet it both as a new barrel type, as well as in the furious hands of the archreavers. Due to the fact that this makes Anomaly even more deadly, we addressed the Friendly Neighbourhood Reaver issue, and guaranteed that those cozy creatures don't spawn right in your face.
Speaking of special levels, we've revisited some and improved the rewards for most of Callisto and Europa special levels. Among them you may find the newly added ADV rocket launchers and chainguns to even your chances out!
There are several smaller changes and bugfixes, most notably killing the fiend burn crash bug (hopefully for good!) and making Io and Boss Reavers not count to the 100% clear count (which should make some of you really happy).
Full changelog below!
Content updates
NEW #496 - new branch - CRI Laboratories!
NEW #496 - new special level - CRI Armory!
NEW #563 - Medical and Technical stations added!
NEW #753 - archreaver attack now with acid
NEW #753 - added acid barrels
NEW #761 - added additional generator to Callisto
NEW #762 - ADV chainguns and ADV rocket launchers added
CHANGE #753 - Anomaly archreavers will no longer summon beside you
CHANGE #747 - Gateway and boss reavers don't count to max kills
CHANGE #750 - No more "alpha-strike" on Valhalla Command
CHANGE #750 - Valhalla Command improved (enemies and rewards)
CHANGE #563 - Ironman has now just 2 levels
CHANGE #563 - swapped armor and weapon position on UI
CHANGE #760 - Angel of Light Travel grants +20% move speed
CHANGE #752 - nerfed Summoner regeneration by half
CHANGE #752 - nerfed calibrated pistol and auto/pistiol amps a bit
CHANGE #761 - improved Callisto and Europa special level rewards
FIX #749 - fixed ridiculous to-hit chance when targeting
FIX #748 - fixed another burning death crash (hopefully the last!)
FIX #755 - Angel of Confidence has 9mm ammo again
FIX #761 - potential dead area fixed- industrial_wide_02 generator
FIX #761 - fixed two cases of unopenable vaults
It is quite possible that a bugfix release will follow, as our point tester is on vacation :P. Next update (0.8.3) should appear September 12th and should be more content heavy than this one!
Thank you, and good luck!
EDIT : Hotfix 0.8.2a
There was a serious crash bug with the CRI Armory that we needed to hotfix, so we took the liberty of fixing a couple minor ones too:
CHANGE #765 - reduced pain generation of healing station
CHANGE #765 - healing station health cap raised to 160
FIX #763 - fixed 50% chance crash on entering CRI Armory
FIX #764 - fixed Io exits placement (L2/3/4 now)
FIX #766 - move autorepeat properly stops on stations now
FIX #767 - Vault and Armory are marked clear on all killed
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!
Content updates
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
UI/Game/Visual updates
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!
EDIT : Hotfix 0.8.1a
We had two serious bugs that we needed to fix (fire fiend burn crash and Angel equipment issues) - and took that opportunity to do a small balance patch, changes below:
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!
Changes (sneaking into a bugfix release)
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)
Graphical/engine/launch bugs
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
Gameplay bugs
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
Hotfix 0.8.0b
FIX #666 - controller weapon choice now properly shows 4th weapon
FIX #697 - invisible people, floating guns fix for AMD Radeon HD 7570M
FIX #696 - possible fix for shader compilation on Intel HD Graphics 4600 OpenGL Windows7
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 Jupiter’s 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.
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!
This may be a point release, but boooy a lot of new stuff is here! The biggest code-wise (but hopefully barely noticable) is the fact that we merged into a new rendering architecture with Vulkan as the default API. We only started optimizations on it, so the benefits as yet are small, but will ultimately lead to both performance gains as well as new graphical goodness. It is IMPERATIVE however to at least briefly test this release on your machine before Friday! Pretty please <3.
If you have any issues running the game (that you didn't before), please contact us ASAP! (preferably on Discord, but forums are also ok). If the game doesn't run at all you can also try passing --gl via right-click properties on Steam, but do report the problem anyway.
VOICE OF JUPITER
I promised new stuff, so another big change is the long awaited voice acting for our JupiterGuy, by the irreplacable Mark Meer! We still didn't add all the interactions that we wanted, but a lot of it is already in. Be warned that our hero has a foul mouth! To those offended by this or streaming/youtubeing (or playing with children beside them), there's an option to tone down the profanity. You can also raise it, but it'll just remove some of the non-profane options. If you're not a big fan of VO, or want to hear less of it because you're playing the hundreth damn time you can also configure the frequency - from off or plot-only quips, to the full package. Tell us what you think!
ULTRAVIOLENCE
For the hardcore players, we invite you to try a bit of the old ULTRAVIOLENCE! While it isn't the highest difficulty we want to add, it should keep you entertained in the meantime. While on the topic of difficulty - we did some rebalancing - there are more enemies overall, Easy is easier (accuracy nerf to enemies), Medium is a bit harder and Hard should be even harder.
SMGs
Next, we added a new weapon class - SMGs. These automatic weapons have poor accuracy (especially at longer distances), but dish a lot of bullets. The benefit however is that they benefit from pistol only skills.
SKILLED
Also noteworthy, each class now has a Skilled trait that improves their class active and passive abilities. Our scout is slowly turning into an assassin?
STEAM SAVES AND ACHIEVEMENTS
Rounding up the big ones, two Steam features were added - Steam Cloud Saves, and Steam achievements - the latter however work only partially - you wont be able to browse them on Steam until the game is officially released.
Apart from that a huge chunk of smaller changes and bugfixes awaits, see the full changelog below!
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 ;).