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 ;).
Jupiter Hell Beta 0.7.0!
THE WAR ON IO UPDATE
Welcome to Io, Marines - there's a war raging! There's a lot of meat in this release so gear up and get ready (and restart Steam to force the update!)
INTRODUCING IO
We’ve added a whole new level, Io, placed between Europa and Beyond. On Io you'll encounter CRI - a "good" corporation who came to take out the trash. Unfortunately, that also includes you. Two new enemies from this faction can be encountered - CRI marines and CRI bots.
NOTE: Io and it's content is a work in progress - there's only one branch, no special levels, and no new weapons (yes, they're coming!). Our next update should address that so stay tuned!
NEW TUTORIAL
We’ve also added a full-blown tutorial for new players or to refresh your memory. Technically it's mandatory, but if you really don't want to do it, set skip_tutorial to true in the options. We’ve also included is a more robust help system.
SCORING SYSTEM
We’ve taken a look at the scoring system and revamped it so it’s easier to understand:
We’re pretty happy withe this as it makes a bit more sense, but let us know what you think!
MUSIC UPDATES
Finally there's a lot more music added to Callisto by our Roland La Goy, and a general sound update for the enemies - turn those sliders up :P.
So that’s all for this release Marines.
Our next major version should be out in ~two weeks and will include further UI color improvements, additional Io content and more so stay tuned! As always, see below for a full changelog and we await your feedback.
Have fun with your new CRI friends on Io!
FULL CHANGELOG
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
Jupiter Hell Beta 0.6.2!
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!
Jupiter Hell Beta 0.6.1!
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!
EDIT: A couple significant bugs have popped up, so we did a quick bugfix version! See below for what has been fixed:
Beta 0.6.1b - May 13, 2019
FIX #437 - fixed cases of AI assymetry, and increased vision range to 7 for most
FIX #436 - fixed waking up of Military Base enemies
FIX #439 - fixed double UI icons on some doors and missing UI icon on proximity doors
FIX #438 - limbo send you to level 16 instead of 17
FIX #440 - turn-counter reset at new game
FIX #435 - AoSh - rockets get also converted into a shell
FIX #434 - AoSh - fixed ability to pick up non-shotgun advanced weapons on AoSh
Jupiter Hell Beta 0.6.0!
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 :).
EDIT: a bug has been found, please redownload 0.6.0b!
We had one major bug that we needed to fix fast, and we added two small balance changes too - please redownload/restart steam to get the latest 0.6.0b version!
Beta 0.6.0b - April 29, 2019
CHANGE #416 - buffed drone damage a bit for Europa and Beyond drones
CHANGE #415 - removed boring items from "special" loot drop tag (magenta boxes and exalted drops)
FIX #414 - removed a case that might generate an inaccessible exit in Callisto Mines
Jupiter Hell Beta 0.5.2!
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 :)
Jupiter Hell Beta 0.5.1!
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 :)
Jupiter Hell Beta 0.5.0 and itch.io Beta Access!
Beta Access on itch.io!
First of all, we've been working on pre-Early Access Beta availability, and we're happy to offer it via itch.io - Jupiter Hell BETA at itch.io! Buying BETA access through itch.io will still provide you a Steam key at Early Access! We're not sure if we will still be distributing/updating via itch.io after Steam Early Access launches. If you're a backer of Jupiter Hell at the player level below BETA access and want to upgrade to BETA, e-mail us at ( support at chaosforge org ) with your Kickstarted data (backer number and e-mail used) for a 75%-off coupon for the BETA - (you will still be entitled to only one Steam key though!). At this moment the BETA costs more than the game at Early Access release (to be fair to Kickstarter Backers). The game will have a lower price at Early Access launch - tentatively scheduled for June.
0.5.0 released!
Time to wrap up the 0.4.x line and release 0.5.0! Vulkan is still WIP, but to offset that we bring you some juicy gameplay additions! There's a whopping total of 6 new traits this release, all of them fairly interesting. For the defence we have Die Hard and Second Wind, Scavenger for ammo management, Reload Dance, Run'n'Gun and Field Medic to round things off.
We also present a basic version of the player data screen - you can check your deaths, wins and kills - medals and badges will follow at some point in the future!
Apart from that, the usual round of minor balancing, tweaks and fixes has also been done.
Check out below for the full changelog!
We await for your feedback (especially on the new traits)!
Changelog
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!
Jupiter Hell Beta 0.4.2!
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 :).
Jupiter Hell Beta 0.4.1!
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