Update 1.0.28 is the least sexy update ever, and that's including hotfixes. Hotfixes have a certain tension to them because they're fixing an immediate issue that's interfering with the game.
1.0.28 - Optimizations - Map fixes
See? Super un-hot.
But, onwards we march!
The Pit 2 Demo Updated To 1.0.27!
As we've worked to expand and improve The Pit 2 in Early Access, there has been a demo available for people to try, which is slightly uncommon, but it seemed to make sense to let people try out a game before deciding to buy, Early Access or not.
It's been over a year since the last demo build, so we figured it's time for a new one.
If you've been pondering the game, try the demo. And if you have the game and want to get your friends to check it out, now they can with a demo that mirrors the current state of the game.
In the demo, you can choose two of the five player characters in the game, The Marine and The Medic, to get an idea how differently characters play compared to one another (you can still check the skills, attributes, and item load-outs of the other three, you just can't play them). Then you can try the first three floors of The Pit 2, with the normal dynamic layouts and randomized encounters and loot! Shoot some things, scrounge for things, make things, turn things into other things! Maybe die! Probably die! It's a Rogue!
And after having some fun on the first three floors, ask yourself... if this is just the demo, what would you find if you could go to floor four and beyond?
Even more things, that's what. Armor, monsters, special biome floors with special surprises, new rooms filled with who knows what! The Pit awaits... who long can you survive?
1.0.27 Update - We were on the Moon... with Steve.
We know over the last months, progress on The Pit 2 slowed and we understand that would lead to reasonable concerns about its future, but the truth of the matter is that for a handful of mundane, video game industry biz reasons, we had to slow down. We never stopped, but it made regular updates less regular obviously.
Does this update mean things are now back to previous output levels? No, only because there will be a ramping up, but it does mean a lot of the things that were stressing our time are concluded, and that just means more time for The Pit 2!
TL;DR We're a smaller indie studio and sometimes as the world and industry moves around us, we have to adjust our focus a bit.
We really appreciate you all checking in and we look forward to hearing more about what loose wires you manage to find and how you like / dislike QOL additions. More to come!
Update 1.0.27
Additions
New Catwalk floor styles added.
Slash and Bite attacks now have a graphic.
Device choices added to prop interactions.
Preferred Devices added. If a device is selected in one interaction, it will become default until uses are spent or a different device is used.
Right-Click inventory Filters to sort inventory by that category.
Changes
Select cosmetic props now have per-tile custom attributes (eg: lighting - let's see if you notice)
Event log moved behind Repair Interface.
New Inventory Filters! Bio Mods and Crafting Materials.
Progress bar added to repair pop-up.
Den Mother culled from around starting areas of Forest Biome levels.
Fixes
Stacked item applied bonus bug fixed.
Equipment damage feedback not updating bug fixed.
Various Typos fixed.
Not Fixed
Those reported sound volume bugs, because our producer didn't check them in on time!
Hi gang! Below you'll find the list of changes and tweaks and additions to the 1.0.26 update. Try out some of the additions and changes made based on your feedback and as always, keep an eye out on the gameplay in general. Without your feedback, we spend all our time in the lab, working on bigger things that take awhile before we can let you play with them (more on one of those things below).
As always, thanks for playing the game and chatting with us about it. And the Summer Sale is on at Steam, so if you know about out there that you think might dig the game, let them know that this is a good time to grab the game price-wise!
To summarize this update, there is a lot of HUD work, most of it where you can see it (map rotation settings, additions to item info, automatic fading to the log list), but some of it is adjustments to optimize icon use. The map control changes are handy, but hurt enemies now leaving trails you can follow is handy AND cool.
OK, we're back to the lab - as always, feedback, feedback, feedback!
Update 1.0.26
Additions
(When using attack key) Attack nearest only uses melee weapons
(When using attack key ) Melee attacking nearest target is an Option toggle.
Minimum Stat requirement shown in Item requirements.
Opacity fade added to log list (mouse-over brings back full opacity).
Audio stingers added for when player uses elevator and teleports.
Mini-map controls now nested in a sub-menu.
When the mini map is locked you can choose the cardinal direction.
AI processing optimization.
Blood trails for fleeing enemies.
Changes
Text for Game Over buttons has been updated for clarity.
Adjustments made to game loading.
Adjustments made to icon loading.
Fire effect on player follows player better
Improved interact key-press (doors were overriding proper interact selection).
Sound drop-off for snoring Moonbear adjusted.
Sound level decreased for Electrical Towers in Generator Level.
Loading bar has more than one text line (more to come).
Tile info mouse over only on in map tiles.
Fixes
Grabbed status now cleared when moving between floors.
Mistyped Teleport traps fixed. More traps in game now.
Show Save Game button available when not valid.
Held movement key no longer overrides additional movement key presses (e.g. Hold forward move key, then press left or right, player will move left or right instead of forward).
Meaty Hotfix 1.0.25b
A larger than typical hotfix for the 1.0.25b update. I mean, look at it, it has changes and new stuff added. It's basically a tiny update, but, well, the start of the year was hectic, so we made some hotfixes, and then some bigger fixes, and then said let's make a few changes, and while that was happening, stuff got added. It happens. We can pretend it's 1.0.26 if you want... at least until we do update 1.0.26.
As always - feedback, feedback, feedback!
Changelog 1.0.25b
Fixed
Broken fishing rod bug fixed.
Modifier feedback bug fixed.
Stat going over cap bug fixed.
Game loading refactored to remove redundancies causing varous issues.
Cooking Fire button-text missing bug fixed.
Target Dummy as valid target bugs fixed in tutorial.
Adaptoid prop-types list working correct now.
Utility Belt shifting location when double-clicking fixed.
Stimulants disabled bug
Changed
Den Mother tweaked, her chest tables changed
Auto-attacking now disabled when enemies are visible but out range (causing players to attack nearby props by accident).
Wooden Chest skill check.
Adamantium Claws and Razor Fists tool-tips updated to include weapon stats.
Added
Player given feedback when Skills & Stats reach their max cap.
Adamantium Claws implemented
Added confirm pop-up for deleting a saved game when starting a new game.
Option added to Game Options to enable / disable the deleting saved game warning.
25.a hotfix
stasis pod set up elevator bug fixed prop loot bug
Just kidding - this update is way more than just dressing up the monsters!
Happy Holidays everybody!
This is a meaty update for the team, with a major focus on additions to the biome levels, with new surroundings, new surprises, and even a new scavenging mechanic that takes advantage of the ponds.
The Christmas additions will end after the holidays, so enjoy them while you can. Some we added just because they make us smile, like rats in sweaters and presents replacing ammo crates. Some just makes things feel Christmas-y, like festive trees and snow. But watch for snowmen - they're harmless and if you give one the old what-for, you might find a surprise inside!
What's not temporary are the additions to the Biome levels. We've added to the surroundings, bringing more Sword of the Stars lore into the game with Strangler habitats. And listen carefully for a Den Mother Moonbear. You don't want to wake her. She is however guarding a Strangler cache, so if you think you've got the skills, of if you really desperate, see if you can get in there and make off with whatever you find.
Most importantly however is we've added a new mechanic to the game, which allows you to fish in the Biome ponds in the hopes of catching food and even handy items. With this addition comes a host of related content, including new items (various fish and eels), new messages, and new recipes attached to them. Why eat raw eel when you can make something better with it?
It has been a wild year, bringing The Pit 2 to Early Access and we want to thank you for your support and feedback. If you think back to the game when it entered EA and now, those changes are because you all got into the game and helped us shape it. So thank you for this past year and we're looking forward the new year and everything in store for the game!
We are going to keep and eye on the boards, as we always do after we update, and we'll also be taking a few days off to bundle up on the couch and sip hot drinks, but we'll be back at it in no time.
Have a most excellent holiday, wherever you are, and whatever you celebrate;
From the Kerberos Team to you, Merry Christmas!
Changelog 1.0.25
Added
Christmas theme added! Because Ho Ho Ho!
Christmas decorations! Rats in Sweaters! Snowmen with goodies!
New Christmas placeholder of final floor.
Moonbear Den Mother in Biomes.
Mushroom Burger. Yum!
Various fishing items, including some fish and eels.
New recipes using the new fishing items.
Fishing rod item with fishing feature (put fishing rod in your hotbar, stand facing water in a biome, and click to cast).
Cooking fire "crafting" element added
New breakable prop class introduced. Items like pots and small bushes can be easily attacked and smashed. Occasionally they reveal something.
Fog Bank element that floats around and blocks line of sight.
Changed
Visual improvements and additions to the biome, including additional props and elements as well as texture updates to some elements.
Minimap now given visual priority over other UI elements, like the actions list.
New features to the options menu. (max screen ratio sizes for the mini map and actions list, so you can adjust their sizes to your preference.)
Action list includes more feedback from props.
Grid format for picking up large amount of items at once.
Weapon tool tip now reports if you don't meet the minimum stat required.
Fixed
Lifter Pack now works correctly.
Coding Avatar feedback bug fixed.
Dismantle never-fail bug fixed.
Mismatched name bug fixed.
Hotfix 1.0.24.g
laser damage bug invisble enemy bug Line of sight adjustments Cancel Deploy trap previous floor reload of enemy data bug added item charges to loot names Turrets causing infinite enemy turn bug Mixing up ammo types when reloading with low ammo bug High Explosive ammo stats change distribution tables and rooms updates Adjusted bonus ammo drops Envirosuit equip / durability bugs
Hotfix Update 1.0.24.f
Bit more then a hotfix, but not quite an update. Wanted to get some of these fixes live before moving on to the next update
trigger multiple adaptiods with multishots Modified Adaptiod exclusion list Motion sensor duration adjusted Adjusted Beserk door trap duration Added scroll controll to opening text scroll Attacks to apadtoid in prop state passed on to adaptiod state Enemies caugth in closing doors from alarms will be crushed fixed alphabetical sorting in sots dex added more feed back for item destroyed door trap added feedback for when status effect is avoided from a stat roll Maitenance Master paralayze beam cool down Load player logic adjusted for edge inventory cases ( ie utility belt placed to the extreme right ) Updating loot item name tag on the ground when topping up a stack but leaving somebehind (if inventory is full and there is no room for a new stack) Adjusted durability mods to be proportional to base value and current value unload ammo from weapon into full inventory drop excess ammo on the grouond teleported log feedback Adjusted icon loading logic Adjusted Enemy loot drop algorithm Enemy and Room tweaks