The much awaited Jupiter Hell update 0.8.11 a.k.a. Berserker is live! The theme is unsurprisingly melee combat, but new general traits have also been added and the gameplay flow of the player classes improved! Read all about it below!
Melee - Rip'n'Tear!
Apart from return of the chainsaw, we've added a couple more melee weapons (katanas in space anyone?), added melee focused traits and improved melee synergy of others.
A disclaimer first though - Jupiter Hell is a game of ranged combat - trying to play it melee only is much harder than any ranged build. That said, melee excels in late game in dishing huge amounts of damage! Right now it's almost viable to main melee late game, and once Masters hit next release this will definitely be true! Now however it's quite useful as a hybrid build - if they get too close, they're toast!
There is a new Melee help topic in the game with all the needed information! Especially if you want to try out Angel of Berserk, the obvious challenge addition for this release :)
Melee arsenal
Apart from the aformentioned chainsaw, you can find several tiers of melee weapons, some of which even have ADV variants (anyone want an ADV machete?). Bladed melee weapons are special, utilizing Melee Guard mechanic - if you're close to enemies you get an extra dodge bonus. Speaking of mechanics - you both can bump into and "F"ire a melee weapon to attack (also diagonally), and you'll move to the enemy space at kill. If you want to prevent that (i.e. not stepping out of cover), you can hold SHIFT when pressing attack to prevent that.
New traits
In the melee department, Marine gets Rip'n'Tear that generates more Fury on melee kills and provides a damage bonus based on how much current Fury you have. Tech gets Bladedancer which doubles or even triples Melee Guard values, and Scout gets Swashbuckler that instantly switches to a melee weapon if one is present on melee attack and Energy Leech that produces Energy on melee kills.
Apart from that we added new traits useful in melee builds, but also useful in general - Scout gets Dash which makes consecutive moves in a given direction be twice as fast (and a critical bonus at L2 if dashing into melee), Tech gets Juggernaut which reduces enemy damage when moving towards the targeted enemy and Powerjack that allows to siphon Power from Terminals, and Marine gets Running, similar to the now removed Scout Running, but fueled by Fury instead of once per level. Angry Motherfucker now gives bonus damage based on missing health, not pain.
Lots of smaller changes in the Changelog below, we also removed some less used traits to make room for new and future stuff.
New special level
We've removed Arena from Beyond (it was kinda boring, it might return in an improved form!), and in its place there's a hidden new special level. No spoilers :P
GFX pass
We've improved performance a bit, and also improved visual quality (esp. normal maps). Addionally we did an improvement pass on enemy animations and FX (work in progress). Finally some of you might notice the game running smoother, even within the same FPS range.
Bugfixes
And of course the regular batch of bugfixes, the major ones listed below. Two things of note is that AI will no longer without provocation perform infighting, and that the guaranteed plasma weapon drops on Io L1 will now be present on higher difficulties.
Changelog
Beta 0.8.11 - Berserker - March 31, 2020 NEW #0508 - Melee is in, Rip and Tear! NEW #1039 - Melee - melee weapons added! NEW #1038 - Melee - Melee guard (dodge bonus if enemies close) NEW #1044 - Challenge - Angel of Berserk! NEW #1054 - New hidden special level added in Beyond! NEW #0508 - Trait - Rip and Tear for Marine (Melee) NEW #1042 - Trait - Bladedancer for Tech (Melee) NEW #0508 - Trait - Dash for Scout (General), loses Running NEW #0508 - Trait - Energy Leech for Scout (Melee) NEW #0508 - Trait - Juggernaut for Tech (Close range/Melee) NEW #0976 - Trait - Swashbuckler for Scout (Hybrid) NEW #1042 - Trait - Running for Marine (Fury based) NEW #1042 - Trait - Powerjack for Tech (+30 Power/Terminal) CHANGE #1048 - Trait - Angry Mo-fo % based on missing health CHANGE #1042 - Tech - Extra Batteries removed, +10 per Skilled CHANGE #1042 - Marine - high-health enemies generate 2 Fury CHANGE #1036 - Scout - activating stealth no longer costs a turn CHANGE #1036 - Marine loses Focused Fire CHANGE #1036 - Scout loses Reloader (Shottyman req Gun Hoarder) CHANGE #1036 - Tech loses TaN, Hunker Down base, GH req Packrat CHANGE #1053 - you will no longer accidentally melee barrels CHANGE #1059 - melee killing bots/turrets wont proc explosion CHANGE #1059 - Dodgemaster removes dodge decay from melee CHANGE #1059 - evasion (dodge+guard+others) caps at 95% CHANGE #1041 - Challenge - Shotgunnery converts to current ammo CHANGE #1054 - removed Arena from Beyond L1, might return later CHANGE #1051 - GFX - improved animation and FX of enemies CHANGE #1047 - GFX - improved general color/light quality CHANGE #1047 - GFX - improved volumetric lighting CHANGE #1047 - GFX - improved roughness (bumpiness/normals) CHANGE #1047 - GFX - performance improvement pass FIX #1050 - GFX - fixed animation blending with empty states FIX #1053 - AI - unintended infighting removed FIX #1038 - AI - enemies will no longer try impossible charges FIX #1053 - Loot - guaranteed plasma weapons on Io L1 working FIX #1035 - Melee - weak melee no longer damages armor
What's next
We're slowly reaching 0.9.0 Masters - the release everyone is waiting for that will introduce Master Traits :). The release is scheduled for April 27th, but we may squeeze in a smaller 0.8.12 update before that! Keep your eyes open and tell us what you think of this new release!
Jupiter Hell 0.8.10 - Explorer!
Time for Jupiter Hell update 0.8.10 a.k.a. Explorer! The main theme of this update is revisiting Special Levels (including adding a new one too), minimap (and maximap :P) improvements, basic melee to prep us for Berserker, Scout and Marine class skill buffs and a lot of minor improvements!
We're putting the game on -20% sale, so it's also a great moment to help us spread the news :)
Special levels revisited
We made a pass on all special level rewards to make them feel... well, more special. Some of the levels have a reward drop based on your most commonly used weapon group, some have now unique items/mechanics as rewards - check the full changelog below!
Blacksite Vaults and CRI Armory red doors are now indestructible - the rewards are improved however, and there's always one red card to be found on the level. Valhalla Command has received a significant do-over along with a unique reward for fully clearing it!
Interesting unique rewards have also been added to Tyre Outpost and Containment Area. The backpack has been moved to Refueling Base.
We also introduced our first "alternative" level - instead of Military Barracks you might encounter Callisto Docking Bay - tell us what you think of it!
Also, you might notice that some places in Europa look a bit better this update :).
Our long term goal is to have each level have it's own flavored gimmick, and unique reward. Also, we plan on most levels to have at least one "alternative" later.
Minimap, megamap
To continue the theme of exploration, we finally added the option to configure minimap size - now you can choose between the old size, or two larger sizes. If you need to see the map even better, you can get a screen size map on screen (by holding "m" or left bumper on pad).
Basic melee
One of the major changes this patch was a revamp of the melee system in preparation for the upcoming Berserker update - all ranged weapons now have a melee attack, that you can use by bumping into an enemy, or forcing a melee attack with SHIFT-F (even diagonally). As there are no melee traits yet (wait for Berserker) the damage is not gonna be large, but may still be used as a ammo conserving finisher. More significantly, humanoid enemies will now always melee if in range 1 - which can be (ab)used to your advantage!
Scout and Marine class skill buff
Technician is currently the most powerfull class, and Scout the weakest, so time for some buffs!
Marine Adrenaline was the most complex skill to use, but we wanted Marine to be the "base class" - to fix that, but not lose Adrenaline's interesting mechanics, we changed it so it ALWAYS heals for a set amount of health, but heals more if convert pain. This allows it to be a panic button even if you forget to heal after the shotgun face hit, yet still awards the better player with more health if used in the proper situation.
Scout invisibility doesn't break smell tracking as opposed to techs smoke. To offset that, we're giving Scout a whopping +100% to critical chance when firing from stealth. Now those Skilled stealth shots are worth even more!
Critical hit changes
Speaking of critical hits - now everything can properly have a critical hit. Moreover, critical chance rolls over 100%. So if you have 240% crit chance with +50% critical damage, you'll do +100% damage with 40% chance to do +150%. 240% crit chance sounds impossible? Try Scout in Stealth, aiming two turns with Deadly Precision and shooting a good revolver :P. Speaking of criticals, Headshot now adds +100% crit chance instead of the plain damage bonus, but has a shorter cooldown and no accuracy penalty.
Accuracy mod pack
Accuracy mods now increase optimal range of a weapon instead of adding a flat accuracy bonus. This is actually a buff, especially in the case of weapons like SMG's or revolvers. Additionally this works for shotguns as well, increasing the distance to which you do full damage and the damage fallof starts! Additionally, ADV weapons now can roll with improved optimal distance.
Inventory size
You'll notice that the red keycards are now more important, and we've added a lot other stuff since the last inventory size upgrade, so we decided it's high time to increase default inventory size by 2 to make your exploring a bit less tedious.
Minor changes
Vaults can now have hold technical stations or the new manufacturing stations instead of the purple box. We increased the safe zone when entering the level (less near spawns), and changed the enemy amount curve a bit, reducing Callisto and Europa (to a lesser degree) enemy count. We buffed both .44 ammo exotics, did minor performance improvements, and fixed several bugs. See full list in the changelog below.
Changelog
Beta 0.8.10 - Explorer - March 9, 2020 NEW #1013 - Callisto Docking Bay added as Barracks alternative NEW #1006 - basic melee - all weapons can be used in melee NEW #1006 - melee override - use SHIFT-F to force melee attack NEW #1028 - Scout - stealth gives +100% crit chance (stacks!) NEW #1028 - Marine - adrenaline always heals a bit! NEW #1004 - large map view! ("m" key or LBumper on pad) NEW #1004 - base minimap can be made larger in configuration! NEW #1016 - Valhalla Command revisited! NEW #1032 - manufacturing stations, look in vaults and Tyre! CHANGE #1029 - increased default inventory size by 2 slots CHANGE #0905 - visual Europa upgrades CHANGE #1029 - increased no spawn zone around player entry by 2 CHANGE #0977 - CRIArmory and BSVault doors are indestructible CHANGE #0977 - CRIArmory and BSVault have a warden with 1 red card CHANGE #0977 - both have "most used weapon" related rewards CHANGE #0977 - Black Site Vault has 4 red card locked doors CHANGE #0977 - CAnomaly has a tier 1 or 2 amp for most used weapon CHANGE #0977 - CCommand has a adv weapon of most used weapon type CHANGE #1022 - Tyre and Containment have a special reward! CHANGE #1029 - improved Limbo rewards, Arena has 4 ammo boxes CHANGE #1006 - AI - enemies with guns will now melee if in range 1 CHANGE #1006 - AI - enemies that run out of ammo will now melee CHANGE #1001 - accuracy mod pack now increases optimal distance CHANGE #1001 - ADV weapons may come with improved optimal distance CHANGE #1010 - increased minimal spawn range on Io and Europa L1 CHANGE #0905 - Military Barracks - alternative layouts CHANGE #1019 - minor optimization pass CHANGE #1017 - vsync improvements to Vulkan version CHANGE #1006 - exalted enemies wont engage in in-fighting CHANGE #1026 - buffed both .44 exotic weapons CHANGE #1027 - crit chance over 100% may proc crit damage again CHANGE #1033 - minor difficulty scaling curve adjustment CHANGE #1029 - Headshot now: +100% crit chance, no acc penalty, 4cd CHANGE #1031 - vaults may now contian tech or manufacture stations FIX #1024 - fix empty black squares on floor FIX #1024 - fixed Io missing double door floor mesh FIX #1024 - fixed area near L1 dropship having no physics mesh FIX #1006 - removed free hack exploit FIX #1004 - fixed a group of crash/exploits related to AoHubris FIX #1003 - regenerate level if not enough elevators are created FIX #0977 - CRI phase won't put you in a red keycard vault FIX #1015 - untriggered telegraphs cleared on level exit FIX #1006 - enemies will no longer target disabled bots/turrets
What's next
Next version will be the long awaited Berserker update - melee weapons (not just the chainsaw :P) and non-master melee related traits! We hope to squeeze some smaller changes in too, so even if you're not a melee fan you'll have something to play with :P. And after Berserker drops, it will be full speed ahead towards the Masters update! Drop by our Discord to see stuff unfold in realtime :)
Jupiter Hell 0.8.9 - Protocol!
Introducing Jupiter Hell update 0.8.9 a.k.a. Protocol! You asked, and we listened, now you can command your hacked bots to do something else than just aimlessly stagger around! This is more of a "lots of small stuff" release, so there's a bit to go over!
Protocol
Once you successfully hack a bot or a drone, now you can bump into it to change it's main protocol - be it to wait, follow you or actively hunt for enemies. Additionally you can swap places with it or repair it using multitools! If your dream was an army of robotic followers, Protocol got you covered!
Voice
New voice lines from Mark Meer have been added to the game! We mostly focused on adding more variety to the lines that repeat themselves and add more weapon-specific quips. We also added some rare level entry quips that you may find if playing on the higher difficulties :)
Music
If you're a fan of Roland La Goy's JH soundtrack, you'll be happy to know that 4 new tracks have been added this release! The problematic part is that they're mostly placed on the later parts of the game, especially in Beyond, so hide your pride and lower the difficulty level for a few runs :P
Damage types
All "environmental" damage types have been buffed and most of them got a bit of an overhaul. Most of the status effects now do more damage. Smoke clears gas, gas clears smoke, and both clear fire. Fire now spreads! Fire and freeze cancel each other out. Bleed has a pain addition on tick against the player, and a flat accuracy debuff against enemies. EMP has been reworked so that even weaker EMP sources has slowing effect against the stronger EMP shielded enemies (looking at you CRI bots). Acid now damages armor a lot, but as long as you have armor, damage to health is significantly lower. Speaking of armor - it now degrades linearly, not in "jumps" as before.
Telegraphed attacks
Telegraphed attacks are now more obviously marked - this currently was just the charge attack. Now however being hit by a charge deals critical damage! The base melee damage of charging enemies has been reduced a bit to compensate. Additionally siege ravagers now telegraph their attack before shooting, but have been buffed a bit to compensate for that, and made less rare.
Exalted
If you ever met a RESILENT REGEN exalted you know that it's simply not fair - well, this will no longer happen :P. There's a bit of control what keywords can spawn together, additionally we added three new keywords to the pool - HUNTER, JUGGERNAUT and UNSTABLE. Especially the last one can turn out to be quite fun! Exalted spawn a bit more often, and can come in groups of 2 or 4, depending on difficulty, and spawn further from level entry points.
Balance pass
Late game has been rebalanced a bit, should provide more consistent ammo, and definitely there's more boxes to be found in Beyond. CRI plasma pistols now shoot using 1 cell at a cost of a small range nerf.
Angel of Hubris
While this might seem like a rehash of Angel of Confidence (you start on Io) to make things more fun you start with an exotic of your choice :).
Other stuff
We added a bit of visual flair - fade-in and fade-out animations on level transitions, different look of every class (especially armor-less) and made the game work better with widescreen monitors (no more UI scaling).
Changelog
Beta 0.8.9 - Protocol - February 24, 2020 NEW #986 - reprogram, swap position and repair hack bots/drones! NEW #997 - Angel or Hubris! (with exotic choice!) NEW #989 - new voice-over lines for various events NEW #989 - 4 new music tracks for the late-game levels! NEW #982 - visual distinction between player classes NEW #987 - new exalted keywords - HUNTER, JUGGERNAUT, UNSTABLE NEW #991 - trait pick order in mortem CHANGE #984 - health orb generated under player can be picked up CHANGE #803 - added slight fade-in and fade-out on level transition CHANGE #759 - better telegraphed attack indicators CHANGE #759 - siege ravagers now have telegraphed attack CHANGE #759 - siege rav's buffed and made more common to compensate CHANGE #759 - charge deals critical damage! (x2 fiends, x1.5 rest) CHANGE #988 - smoke and gas kill fire and themselves respectively CHANGE #988 - ignite/fire has limited spreading capability CHANGE #988 - ignite and freeze cancel each other out CHANGE #988 - bleed - pain on tick, flat acc debuf against enemies CHANGE #988 - gas and smoke now reset scent to 0 on every tick CHANGE #988 - all poison damage doubled, poison lasts 4 ticks CHANGE #988 - acid status damage increased a lot - armor protects much better from acid, but is damaged by it a lot too CHANGE #974 - EMP reworked: more range in levels, not binary effect CHANGE #994 - armor protection is now linear to its damage! CHANGE #987 - exalted no longer can spawn both RESILIENT and REGEN CHANGE #987 - slightly increased exalted spawn rate CHANGE #987 - exalted groups can be 2 to 4 (difficulty factors in) CHANGE #984 - exalted spawn further away from entry points CHANGE #985 - CRI plasma pistol shots now cost 1, mag 4, range 4/8 CHANGE #985 - less plasma ammo in the CRI branch CHANGE #984 - turrets don't spawn near the entry elevator CHANGE #990 - Beyond has a bit more soldiers, more of them have.44 CHANGE #990 - Beyond L2 and L3 have now guaranteed boxes CHANGE #996 - slight buffs to underused exotics CHANGE #997 - UI preserves aspect ratio (widescreen UI better) FIX #504 - no more MSVC runtime dependency FIX #983 - fixed kill reason for suicide deaths FIX #986 - hacked bots will no longer attack new hacked bots FIX #986 - fixed issue with ALIVE but not TARGETABLE placement FIX #980 - restarting music from 0% volume will now always work
What's next
Next version (0.8.10) will be subtitled Explorer and be themed around level generation and special levels - it's expected to land in two weeks time, so stay tuned! Also, be sure to drop by our Discord, where most of the design discussion takes place :)
Jupiter Hell 0.8.8 - Gunslinger!
Introducing Jupiter Hell update 0.8.8 a.k.a. Gunslinger! A most requested DRL feature is making a comeback - dual wielding of pistols! Apart from that, there's new stuff to find, balance changes and bugfixes, so let's jump right in!
Gunslinger
The new Marine and Scout trait allows you to finally relive your Hollywood fantasy and run in guns blazin. With this trait you can dual wield pistols, revolvers and SMGs or any combination thereof. Game-wise this is achieved by having the trait and two consecutive slots with applicable weapons - you pick the first and it wields both! Both guns are shot at the same time, and reloaded at the same time - with a slight penalty. Not to leave Tech in the dust, we moved to him the Headshot trait (which still is very strong!). To celebrate the new trait we're bringing back the fan-favorite DRL challenge - Angel of Marksmanship!.
Health orbs
Balancing healing items has been a pain for us, until we reminded ourselves of a feature that should have been there from the start - health orbs! These are powerups that you pickup automatically when you walk over them. But fear not that you need to avoid them not to waste health points - they overheal with no penalty, so there's no reason not to pick them up on sight! Contrary to their original implementation health over 100% doesn't decay, but is reset back to max at level exit. Thanks to that we've been able to balance health drops better and it will be easier to balance health in the future as well!
Rare mods
There's new loot to be found, rare mods. Contrary to regular mods, these do not increase statistics, but bestow known ADV traits on any weapon (ADV and Exotics not excluded!) you wish that has a mod slot left. There are five of those available now, Frenzy, Loader, Vampiric, EMP and Cold - we tried to pick those trats that will make finding one of them always useful. More may come in the future. With a bit of luck you can now build some really overpowered shit :P
Callisto changes
The three most boring level generator layouts in Callisto have been improved, and all Callisto generators were fixed to drop the requested amount of loot boxes and support vaults if present. In general especially on easier levels there should be more items found in the early game.
Balance pass
Apart from balancing pistol traits due to dual wield being available, we gave a general range buff to ALL shotguns. They should feel a bit better now, without giving too much buff to those pesky sergeants. We also made a significant balance pass on late game enemy presence and a bit on stats - in general the amount of armored ravagers has been reduced, and CRI bots nerfed a little (they now come in two equally common variants, the other has a plasma rifle-like weapon). We're keeping a close eye on later game balance and will probably do more changes there next update!
Trait view
Long requested UI/UX enhancement - there's a new panel (shortcut "v" on keyboard or switch panels from inventory) with the list of all available traits - colorized and browsable with info what is already picked. Additionally you can also look up class information if you didn't pay attention on the class choice screen :)
Angel of Mercy
And finally for the masochistic among you is a Challenge of the ridiculous sort (hey, people DID beat Angel of New York Reload!), which is a variation on the Angel of Pacifism theme - each kill drains your maximum health! You get some extra experience each level to offset it a bit though - good luck, you're gonna need it!
Fixes
And finally the regular batch of fixes is in, those that weren't serious enough to be hotfixed - list in the changelog.
Changelog
Beta 0.8.8 - Gunslinger - February 3, 2020 NEW #962 - Trait - Marine/Scout - Gunslinger! (dual pistol/smg) NEW #956 - UI - in-game trait view panel (also with class info) NEW #970 - 5 new rare mods! (adding an ADV perk to weapons) NEW #971 - Challenge - Angel of Marksmanship! NEW #968 - Challenge - Angel of Mercy! NEW #969 - health orb - immediate use medkit with overload! CHANGE #969 - health over 100 (from orbs) fades on level enter CHANGE #969 - medical boxes drop one item and possibly an orb CHANGE #969 - all exalted packs drop an orb, orbs drop from general CHANGE #969 - orb healing is difficulty dependent (E40-U25) CHANGE #962 - Tech gets Headshot CHANGE #962 - Scout loses Headshot, Marine loses Run'n'Gun CHANGE #954 - reordering weapon slots now takes time CHANGE #954 - Balance - reduced SoG accuracy bonus to +10%/lvl CHANGE #933 - Balance - default stack sizes of crates ammo reduced CHANGE #933 - Balance - increased phase kit drop rate CHANGE #933 - Balance - increased multitool drop rate CHANGE #963 - Balance - shotgun and double shotgun max range +1 CHANGE #963 - Balance - all exotic shotguns max range +1 CHANGE #963 - Balance - assault shotgun optimal range +1 CHANGE #966 - Angel of Confidence gets a CRI phase device CHANGE #907 - improved Callisto dark platform level generator CHANGE #907 - improved Callisto "4 room" level generator CHANGE #907 - improved Callisto "inner block" level generator CHANGE #907 - all improved generators will now spawn vault properly CHANGE #907 - Callisto generators will more rarely underspawn boxes CHANGE #975 - Balance - no armored ravagers on Europa except Dig CHANGE #975 - Balance - on Io, armored ravagers appear only solo CHANGE #975 - Balance - less armored ravagers in late game CHANGE #975 - Balance - CRI bots reload after 3 shots, damage lower CHANGE #975 - Balance - CRI bots appear with automatic weapons FIX #954 - fixed tutorial tooltip for weapon/armor FIX #958 - fixed crash on Scavenger ammo pickup without a weapon FIX #961 - fixed hacked turrets being safe against melee enemies FIX #955 - realigned protection values for armor FIX #918 - poison, bleed, freeze and acid will remove on death FIX #965 - armor on floor will no longer be receiving damage FIX #978 - Focused Fire no longer works for out of vision enemy FIX #953 - items given from stations/skills no longer circumvent Lua triggers (fixes getting items on AoI) FIX #979 - Tech - overkill blocks headshot, and vice versa. This might be reverted at some point as its just there to prevent 5 active skills (UX issue)
What's next
Next version (0.8.9) will come out within the next few weeks. Originally we planned to do Melee next, but quite possibly we'll do a content release before that, with more generator improvements, special level improvements, overhauls and additions, a new enemy and more new stuff in general - stay tuned!
Jupiter Hell 0.8.7 - Hellhack!
Introducing Jupiter Hell update 0.8.7 a.k.a. Hellhack! To celerbrate the new update we're putting the game on a -20% discount for a week - perfect moment for you if you'd like to help us promote the game :). There's a lot to go through, so lets jump right into it!
Hacking
Annoyed by drones getting in your way? Tired of those turrets chipping away your health? The big bad security bot giving you nightmares? Time to turn the tables!
You can hack any mechanical enemy by bumping into him. This brings up a hacking menu, where if you have enough multitools (which replaced repair kits) you can either disable the enemy (cheap) or hack it to convert it to your side (expensive). Scouts and Technicians have access to the Hacking trait which dramatically reduces the cost of bot disabling and hacking. Finally technician only has access to an Active trait that can perform a hack remotely!
Both a successful disable and hack gives you the enemies experience (hack twice as much!) and the items he had. The hacked enemies continue their previous wandering - later we'll probably introduce a way to make them follow you or even take more direct control :).
Terminals
Terminals now appear not only on levels that have a vault. The reveal map option has been boosted, and marks stations and loot boxes on the level. A new option allows you to download tracking data, permanently revealing the enemies on the minimap. Finally through a terminal you can remotely mass disable/hack the turrets on a given level!
Technical stations
Dismantling is no longer reserved to the Technician, anyone can perfectly dismantle a modded weapon as a new option in tech stations. Additionally you can extract the new multitools from them.
Backpack
As an option for the utility slot you can find a Backpack raising your inventory space. So does (although to a lesser degree) a new perk for armors!
Scouting skills
Each class gets its own scouting trait - which reveals more info on the minimap. The Technician has one to sense terminals and stations, the Scout has one to sense loot chests, and the Marine gets Bloodhound, allowing it to regain minimap info on enemies he already saw (useful for baiting!).
UI
We've done quite a bit of minor UI improvements (full list in the changelog). Most notably you can ESC-exit out of most in-game menus now, and items created are put directly into your inventory if space is available. You can also reorder your weapons on the Equipment screen!
Marine
Not to leave the trusty Marine underpowered due to all those hacking changes, we've given him Ironman back, and moved to him the Field Medic perk!
Balance
We've done a significant balance pass that should make EASY and MEDIUM difficulties easier. We've also buffed SMG's and pistols and made cells stack up to 100. Ammo found in boxes is in larger stacks, and gray lootboxes drop more stuff!
Fixes
There haven't been many bugs introduced in the last update but we still nailed a few :)
Changelog
Beta 0.8.7 - January 13, 2020 NEW #015 - bot hacking! - you can disable or hack bots, drones and turrets using multitools (bump into them) NEW #015 - Trait - Hack skill for Scout/Tech reducing hack cost NEW #015 - Remote Hacking active skill for Technician NEW #894 - multitools - replace repair kits, used also for hack NEW #946 - Music - new menu theme NEW #939 - technical stations allow anyone to dismantle modded items for the cost of 2 charges NEW #938 - revealed stations and terminals marked on the minimap NEW #938 - revealed unopened lootboxes marked on the minimap NEW #949 - Trait - Marine - Bloodhound (track met enemies) NEW #949 - Trait - Scout - Golddigger (reveal loot boxes) NEW #949 - Trait - Tech - Networking (reveal terminals/stations) NEW #579 - CRI backpack! To be found randomly, but maybe Tyre... NEW #579 - Compartments perk for armor (+2 inv capacity) NEW #950 - Terminals - can enable tracking for enemies (3multi) NEW #015 - Terminals - can mass hack/disable turrets NEW #015 - Terminals - appear on non-vault maps NEW #894 - Terminals - you can extract tools from tech stations NEW #770 - UI - you can rebind UI keybindings NEW #935 - UI - Home, End, PgUp and PgDown keys work CHANGE #926 - UI - you can ESC out of a mod or dismantle menu CHANGE #926 - UI - you can ESC out of a station or terminal menu CHANGE #926 - UI - items created by stations are put to inv if space CHANGE #937 - UI - SHIFT-view of stacked items shows stack/carried CHANGE #937 - UI - character screen kills moved to bottom CHANGE #937 - UI - damage is colored if affected by target health CHANGE #937 - UI - use weapon slot key to reorder weapons in equip CHANGE #937 - UI - default minimap size a bit larger (config later) CHANGE #950 - Terminal map reveal costs 1 multitool (0 with hacking) CHANGE #950 - Terminal map reveal reveals chests and stations CHANGE #940 - Trait - Marine has Ironman back (possibly temporarily) CHANGE #940 - Trait - Field Medic is now a Marine trait (50%->30%) CHANGE #940 - Trait - Marine loses Spray'n'Pray CHANGE #015 - Technician starts with 3 multitools instead of mod CHANGE #937 - vault doors now magenta, red card doors now red CHANGE #936 - audio feedback on weapon swap CHANGE #907 - more walls on the Callisto platform generator CHANGE #907 - changed one Europa generator to doublewidth corridor CHANGE #943 - Balance - removed accuracy penalties from most SMGs CHANGE #942 - Balance - reduced amount of enemies on Europa L1 CHANGE #940 - Balance - slightly reduced amount of enemies CHANGE #940 - Balance - reduced accuracy of Callisto/Europa formers CHANGE #940 - Balance - slightly reduced health of C/E formers CHANGE #940 - Balance - bumped pistol and revolver damage +2 CHANGE #940 - Balance - Son of a Gun gives +20% accuracy and crit/lv CHANGE #933 - Balance - more ammo per stack from boxes CHANGE #933 - Balance - cells stack now up to 100 CHANGE #933 - Balance - general boxes drop 1 more, ammo boxes 1 less CHANGE #944 - Balance - ravager melee is now pierce FIX #941 - fixed visibility of poison, freeze, disable effects FIX #932 - fixed "Sustained" status being too long FIX #940 - Tyre Outpost reward list is now stable FIX #948 - fixed terminal visuals
What's next
Next version should drop at the end of the month (or beginning of the next), and will either be about Melee or Dualgunning :). We want to wrap those two up, so before February ends we can finally implement a long awaited feature - Master Traits! If need be, hotfixes will be deployed within the next days. See you next version, and help us spread the word :)
Jupiter Hell 0.8.6 - Fury, Energy, Power!
Last release of the year brings you class-specific resources, new traits, a mod capacity system, a new challenge and more!
Class resources
Each class has now it's own resource - Fury for Marines, Energy for Scouts and Power for Techs. Using a class skill now isn't limited to one use per level, but controlled by usage of this resource. Each class has a different way to replenish that resource - Marine needs kills, Scout opening chests and Tech gathers power dropped by mechanical and semi-mechanical enemies. The cost of class skill usage is lower than the capacity of the resource and you can invest traits in increasing capacity too - possibly having two skill uses back to back! The system will be expanded with additional resource use possibilities and balancing in further updates, so stay tuned!
Sustained Fire and Pinpoint
Speaking of traits, apart from the new resource traits we also removed the overpowered Son of a Bitch, and substituted it with a more proactive trait - Sustained Fire for Marine/Tech and Pinpoint for Scouts - check them out!
Mod capacity and Dismantle
Moding has also gone some changes - now mod capacity is an item trait instead of being controlled by Whizkid. This allows us to balance the capacity by weapon - most of them have capacity of what you'd have at old Whizkid 2, but some have higher capacity. Also ADV weapons may now come with more mod slots! Closing out this change, you might also enjoy the new Tech active skill - Dismantle, that allows you to destroy an item and get one random mod it had back (or more if you're Skilled enough!).
Callisto L1 and New York Reload
To make early game a bit more varied we also added two layouts for Callisto 1. For veterans we added Angel of New York Reload - despite ridiculous rules we checked it's beatable on Easy, no idea if it's beatable on higher levels - if you do, please tell us!
Full Changelog
NEW #929 - ALL classes have a different class resource - this resource is used instead of "once per level" CD NEW #929 - Marine has Fury, regeneated by kills NEW #929 - Scout has Energy, regeneated by opening chests NEW #929 - Tech has Power, regeneated by power orbs NEW #929 - Marine gets Furious trait, that increases Fury NEW #929 - Tech gets Extra Batteries trait increasing Power NEW #925 - max mod amount is controlled by item mod capacity NEW #925 - new Technician active class skill - Dismantle! NEW #928 - Technician and Marine get Sustained Fire trait! NEW #928 - Scout gets Pinpoint trait! NEW #906 - two new layouts for Callisto L1 NEW #927 - Angel of New York! CHANGE #929 - stimpacks regenerate class resource CHANGE #929 - removed perks allowing extra class skill use CHANGE #929 - Ironman and Son of a Bitch traits removed CHANGE #925 - WhizKid now controls max mod level of the same type CHANGE #930 - updated MoltenVK, performance gain on MacOS FIX #923 - fixed border calculations for atlas packer FIX #916 - removed duplicated scissor and viewport setup for shadow pass FIX #913 - stabilised Vulkan implementation in terms of ALT+TAB ( fullscreen switching ) and resolution changes - added support for suboptimal KHR - added support for single, double and tripple buffering - on low end gfx cards single buffering is default FIX #921 - fixed broken status effects on ADV rifles and SMGs FIX #167 - fixed a TON of ragdoll issues FIX #167 - fixed hit animation issues FIX #167 - fixed walk and attack animation timing FIX #167 - hit ragdoll wont trigger at low FPS values FIX #914 - you can no longer gain aim bonus without a target
Future Updates
The real work that went into this release however is as yet not apparent. We fully rewrote the animation and ragdoll system in preparation for much anticipated future features - Melee and Dualgunner. These two are also essential to bring you the most anticipated feature - Master Traits. Nuff to say that in upcoming updates things will get interesting :). That said, the immedately next update might be more a love letter to the Technician, stay tuned!
Next version should appear somewhere in the middle of January. Finally, from us at ChaosForge we wish you a Merry Christmas and a Happy New Year (full of great Jupiter Hell updates :P)!
Steam Awards 2019 - Vote now for Jupiter Hell!
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!
Jupiter Hell 0.8.5a!
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:
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!
Jupiter Hell 0.8.5 - Hounds of Hell!
Here we are again, a bit late due to conferences and cats, but Hounds of Hell are live!
Kerberos
As the name implies one of the major additions is kerberos - a huge hound-like late game enemy. Don't be deceived - it comes in many variants, and only the basic one is a melee enemy! Apart from elemental versions it also comes with an enrage ability - if you kill it, kill it fast!
Beyond
The second part of this versions name implies a tileset remaster of the Beyond levels - aside from the regular lava/rocks we rock a new basalt-themed visual tileset, especially for beyond. To celebrate, we gave the Summoner boss-fight a significant revamp :).
Perks
While not in the name itself, the third change might be the most significant - and definitely the most fun! We significantly expanded on the weapon perks feature from the previous update, added several new perks and added perks for armor too - among them of special interest are the class perks - which give boosts to your class skills, or an extra charge to your once-per-level ability! Due to the bigger pool every ADV weapon now comes with at least one perk! Moreover, energy weapons (pistols, rifles and shotguns) have their ADV versions added. To not let exotic weapons fall too much behind, we've added a perk to most of them too!
Item drops
Speaking of ADV weapons, we modified the item drop system - item level is now independent of difficulty (and less dependent on where it drops) - however a seperate mechanic controls the drop "tier". Special boxes (magenta) are now tiered - regular ones are Tier 1, vault and exalted drops are now Tier 2, and special levels can have one or more Tier 3 drops. These control mostly the quality of ADV weapons - Tier 3 weapons and armor will have 2 perks guaranteed!
Dodge and traits
Regarding armor it now has a negative dodge modifier - the heavier the armor, the bigger the penalty. Do not worry too much though, as base dodge was increased to compensate, and armor has been made significantly more durable (a common request).
To top off, two new traits are added Dodgemaster for Scout and Incoming! for Marine and Technician, to help with survivability.
Finally
Finally (among a plethora of bugfixes) we added a new challenge - Angel of Doom - let us know what you think about it :).
Full changelog below, we really can't wait for your feedback on this release, be it here, on the forums or on Discord :D
Happy hunting! NEW #867 - new enemy - kerberos! (with several variants) NEW #871 - ADV armor now rolls with perks! NEW #873 - ADV armor can have class perks (ability modifing) NEW #869 - new weapon ADV perks - Frenzy, Vampiric and elemental! NEW #869 - new rocket launcher ADV perks - Toxic and Haze NEW #869 - ADV energy pistol, rifle and shotgun added NEW #868 - ADV tiers - regular t1, vault/exalted t2, special t3 NEW #880 - new Scout trait - Dodgemaster NEW #882 - new Marine/Tech trait - Incoming! NEW #866 - new beyond basalt rocks tileset NEW #866 - expanded summoner boss-fight NEW #797 - Angel of Doom added! CHANGE #797 - AoSh adds 3xEMP grenade and a special Frenzy trait CHANGE #883 - most exotic weapons have perks added from the ADV pool CHANGE #882 - Marine gets Shredder back (experimental) CHANGE #869 - ADV launchers and shotguns always have perks CHANGE #876 - armor has dodge penalties, base dodge increased CHANGE #868 - item drop quality is no longer increased by difficulty CHANGE #870 - improved armor durability, especially ADV armor CHANGE #870 - swapped level 2 guaranteed extra medbox for armor box CHANGE #872 - increased SHIFT-compare window CHANGE #872 - increased player info screen size CHANGE #865 - new, faster and more precise, fire line algorithm CHANGE #880 - reloader has just 2 levels now (might be removed) CHANGE #889 - added SHIFT, wait, hunker and aim info to Tutorial FIX #872 - armor no longer show description in SHIFT compare FIX #870 - toxic enemies no longer take poison damage FIX #865 - enemies will no longer waste ammo on 0% shots FIX #865 - if you see it you have non-zero chance to hit FIX #875 - fixed landing craft - now is cover instead of block FIX #888 - CRI phase checks if destination is reachable FIX #888 - fix for rare case of player dissapearing after phase FIX #890 - fixed chroma effect on Vulkan (now matches OpenGL) FIX #885 - potential fix for alt-tab issues Next version (0.8.6) will be out in 2-3 weeks and will feature terminal/technician changes, telegraphed attack improvements, new content, and hopefully the first effects of the animation system upgrades that we're planning for this period. 'Till next!
Jupiter Hell 0.8.4 - Infernal Intellect!
Time to outsmart hell itself! The major 0.8.4 update is now live and most notably introduces a full overhaul of Jupiter Hell's AI system! Enemies now can hear you, smell you and humanoids know the value of cover!
Infernal Intellect
The AI system has been completely rewritten - humanoids will now take and stay in cover if close, and most of the enemies will react to the noise you and other enemies make! To make things more interesting, fiends and ravagers can now track you by smell - there's nowhere to hide from them! The new AI increases the general difficulty, but makes (especially the early levels) the game more interesting - just standing behind cover and mashing "F" is no longer the best tactic - sometimes you need to retreat to bait the enemies to follow you, and often you'll be ambushed by enemies following you by scent, or interested in the noise you made.
Weapon Perks
The other big update is the introduction of weapon perks on ADV weapons. Take careful note of them as they might prove much better than regular modded weapons or exotics especially if the perk requirements are met. Perks for example can increase damage based on the type of enemy, your distance to them, whether they are wounded or make reloading of the weapon really fast if its empty, or even automatically reload on move! The perk list will be slowly expanded both in variety as well as adding them to other items in the future!
Quality of Life
Two "quality of life" features have been added - an audible click on wait, and highlighting the last enemies on the level on the minimap (doesn't trigger on levels with summons). We also made "swap time" actually work propely, which also changes a lot - we reduced the 200% swap time weapons as this might be a bit much, especially for seasoned players.
Balance Changes
Due to the AI changes we made some enemy nerfs - Callisto formers are less accurate, and the UV enemy buff of accuracy has been reduced to +10%. Speaking of UV, we also made it so that there are no "lucky drops" of early late game weapons - to provide for a more consistent early game.
We nerfed P-mods a bit, as they basically reduced endgame to P3-modding a rapid-fire weapon - to offset that, summoner armor has been nerfed and now everyone can single-mod ADV weapons and everyone has two levels of Whizkid. This is subject to change soon, as we'll be doing a full mod overhaul in the near future, so stay tuned!
Full Changelog
NEW #852 - ADV weapons now may have unique perks! NEW #812 - Major AI overhaul! (see other issues for details) NEW #812 - humanoids will now consider (and stay in) cover! NEW #841 - most enemies will hear and investigate sounds! NEW #840 - fiends and reavers now can follow player scent! NEW #850 - waiting now plays an audible click NEW #851 - last 3 enemies may be revealed on the minimap CHANGE #812 - enemies will no longer ignore you if they saw you CHANGE #839 - AI aware state resets after losing target CHANGE #833 - UV enemy accuracy bonus reduced from 20% to 10% CHANGE #833 - Callisto formers have even lower accuracy CHANGE #833 - wall cover now gives 70% cover instead of 80% CHANGE #834 - p-mods give +1 on multishot bullet weapons (smg/auto) CHANGE #834 - nerfed summoner armor slightly CHANGE #834 - everyone can single mod ADV items CHANGE #834 - Technician can mod every item twice by default CHANGE #834 - every class has two levels of Whizkid CHANGE #835 - min depth for some items added - no early UV chainguns CHANGE #732 - reduced the emissiveness of lava cave rocks CHANGE #732 - improved terrain rendering performance CHANGE #847 - crash handler will work when Vulkan device is lost CHANGE #842 - crash handler will work when assertion fails CHANGE #824 - Aim modifier is always lost when switching weapons CHANGE #823 - Aim resets if loosing sight of enemy CHANGE #852 - Point Blank now gives +80% crit chance CHANGE #732 - optimized terrain rendering CHANGE #845 - decreased 200% swap-times to 150% to prevent surprises: FIX #845 - swap time now works properly FIX #853 - fixed targeting related crash on level change FIX #732 - ADV auto rifle now uses proper sprite FIX #732 - minor spelling/grammar fixes FIX #831 - fixed crash on trying to drop with empty inventory FIX #849 - pad trigger will no longer lock on use from ground FIX #846 - 0-damage sources (smoke screen) wont "benefit" from SoB FIX #830 - reset enemy number after wipe (fixes enemies left)
Next Update
Due to Game Industry Conference coming next weekend, the next update (0.8.5) will come in around three weeks time, although you can expect a bugfix version or two within the next few days :P
Help us out!
Please tell us what you think of the recent changes, in the comments, on the Forums or on Discord!
Also, we're launching this update with a discount, so if you're a dedicated player it's a great moment to share Jupiter Hell with your communities :)
Thanks for all your support, and see you next update!
EDIT: 0.8.4a
A hotfix has been deployed! We noticed that early game is a bit more punishing than we intended to, so we're rolling out a slight buff to early along with bugfixes: CHANGE #857 - capped exalted regenerate at 6hp/turn max CHANGE #855 - reduced amount of enemies on Callisto 1 and Europa 1 CHANGE #856 - added a guaranteed extra med chest on Callisto 2 FIX #859 - scent trackers will no longer melee enemies on path FIX #854 - Point Blank trait description fixed FIX #860 - Autoloader perk works with extended magazine
EDIT: 0.8.4b
Quick hotfix for the Callisto Anomaly crash and EMP grenades not working on security bots: FIX #--- - fixed Callisto Anomaly (and rarely others) crash FIX #--- - security bots will properly be disabled by EMP again