adaptiod adjustments (sensor spotting, damage trigger, exclusioins) ammo type modifications Attack bot in wall bug Movement modifier code refactored ruined surviellance console infinite spawn bug monster spawn tweaks
Hotfix 1.0.24.d
brood mother spawning rats in doors bug click walk through doors (new first floor bug, issue with new floor algorithm) interact with props at a distance bug tool adept stacking bug cleaned up discrepancies in range feedback Biome / Unique floor distribution algorithm bug Disabled slow trap from webs until slow stacking bug can be sorted out
1.0.24.c hotfix
24.c infinite loading map bug(usually after a biome) pick up item tweaks (g and shift g will take all if the menu is open) click to pick up menu option added to game options turret code change so can be targeted and display proper range info
Tricks and Treats Return To The Pit 2
Normally a noisy and raucous place, The Musty Brig was more of a low hum that evening, for it was Halloween, and Old Gunny was several glasses into his favorite rot gut, which is when he usually starts telling tales. And when Gunny shared war-stories, everybody listened because they often learned something that might keep them alive at a critical point.
Often, but not always.
"And the rock rats, they run around, like little skeletons... skittering..." Gunny started making little noises and wiggling his fingers in an attempt to approximate what a skeleton rat looked and sounded like, but mostly he looked like he was trying to play an invisible piano.
"Where is this asteroid facility again?" Asked someone in the back. It was a younger Raptor. To look at him, he probably hadn't explored more than the abandoned and cleared Pit in the Feldspar Mountains.
"Wouldn't you like to know!" Hollered Gunny. "Where's m'drink?"
The keeper poured him another one. There was no point cutting Gunny off, it just ended in a fight, Gunny versus everybody.
"The hallways are littered with gravestones, cobwebs that could slow a tank, and Fear Gourds. It's enough to make yer blood run cold. But worst of all..."
It felt like the whole bar leaned in all at once, waiting for him to finish the sentence.
And waiting.
"Where's m'drink?"
"You're holding it!" Shouted the crowd.
"Worst of all... is Jack Strangler. Ten, no twelve feet tall, he's all sinew and claw, but instead of a head, he has a fiery Fear Gourd!" The crowd chuckled. "But only around Halloween."
There were murmurs, as older Raptors explained Halloween to the younger mercs. The old customs didn't always carry to the new colonies.
"You're full of it, Sarge!" Someone yelled out.
"It's true! And the rat mothers wear witches hats!"
That broke the dam, and the entire place started howling before breaking into a filthy song favored by SolForce Marines only they'd changed the hero of the song to be old Gunny.
"Happy Halloween, you bunch of knuckle-draggers!" Shouted the barkeep. "Drinks are on Gunny!"
It's Halloween and that means it's time for Kerberos Productions to celebrate by adding little tricks n treats to our game. The Pit 2 launched into Early Access last Halloween, so we didn't get dressed up then - it would have sent a confusing message about what the game was - but after a year of improvements and incorporating the feedback of players, we're ready to get a little spooky!
But don't worry, if these Halloween events aren't your style - the event is only temporary, lasting just the week leading up to All Hallows Eve, and on top of that, we've put a switch on the Character Select screens, so you can turn off the fun if you want. Why would you? We don't know, but just in case, we don't want you to feel like we're forcing it on you.
So, gear up Raptors and get ready to jump into The Pit, but be ready. It's scientifically proved to be creepier than usual.
And if you don't have them already, you should check out The PIt and Kaiju-A-GoGo, two of our older games that also like to get into the Ghostly spirit of things (ha!).
Update 1.0.24 - New Difficulty Levels, Achievements, and SpooOOooky Stuff!
Greetings! Summer is gone, Fall is here, and it is time for a new update. It's been about six weeks since our last update, but we've been busy, never fear.
The biggest addition to the game, at least from a play perspective, is Difficulty Settings. Now you can take on The Pit at an easier setting as well as a harder setting. Because some days you just want to punch monsters with less stress. And other days you just want to be the hardest Raptor around.
Not to be scoffed at are Steam Achievements. We enjoy them as much as you do and now is the time to add them to the game.
We also made some changes to the game and fixed a lot of bugs, but one last addition should be called out and that's the Pick Up Items Menu. Some of us (like our producer) are inventory pack-rats, happy to grab anything and everything dropped at their feet, and then eventually they have to clean it out. Others are more discerning about what they want and need to pick-up, so if that's the type of player you are, we've added an options that let's you pick and choose what you want to add to your inventory. Had a big fight and now there's all manner of loot around? Use the menu to grab what you want, and leave behind anything you don't!
And one final note; It's Halloween soon! And that means spooky, right? So, next week, be on the look-out for some seasonal treats as you try and survive...
...THE PIT!
1.0.24
Additions
Steam achievements!
Three difficulty settings - Hard, Normal, Easy, which you can set on the Character Select screen before you launch your run into The Pit.
Pick up items menu - When faced with a lot of dropped loot in an area, you can Right-Click and select only specific items you want to pick-up.
Halloween mode - automatically available close to Halloween (On/Off option on character screen for those who don't like Halloween, though we can't imagine such a person.)
Changes
Player starts in new airlock entrance to The Pit. You're on an asteroid after all, it only makes sense you came in through an airlock.
Fixes
Movement instructions made by player during an enemy turn will now be cleared if the movement keys are let go.
Unable To Move prompt checks key bindings so any player key changes are accurately reflected in on-screen instructions.
Exit tutorial bug fixed.
Scanning analyzer 0% chance bug fixed.
Empty cooker exploit fixed.
Improvised Med-kit missing disease now clears properly.
Biome exit point on the mini-map in proper location.
Armor Quality Update - 1.0.23
Well hey! Did you survive Monster Summer? In The Pit 2 we mean. It has been a few weeks since our last update - chalk it up to Summertime. Everybody's either taking a break or attending a conference. But Fall is coming and we're ready to share something we've been working on. Armor Qualities!
This is one players have been asking for and now everybody can try it out - up until now, not all armors were created equal, but now that even applies to armors of the same type!
Two pieces of kit might have very different disabilities - or maybe they have the same protection, like you just got them fresh from SolForce Quartermaster, but one just seems to let you move a bit freer than the other, or it moves quieter.
Armor scavenging and crafting has just taken an interesting turn now that the end results might just give you that little extra edge... IN THE PIT!
Changelog 1.0.23
Armor Quality - Because maybe that Red Green Special armor made of field-expedient duct-tape is going to serve you better than that off-the-shelf Flak Jacket you found!
Room distribution adjustments
Zuuling AI tweaks
Adaptoid spawn adjustments
Want to know more about the qualities of your armor - come chat about it with the developers on The Pit 2 community boards!
Speaking of the community boards and Fall and so forth, make sure you're checking out the boards here on Steam, as we will be talking more and more about the final steps leading us out of Early Access, so now more than ever is the time to make your thoughts and ideas heard!
22.b hotfix
Key binding for fullscreen map ( "`" tilde by default) Loot mini map tool tip bug fix Scaling fix for extreme map shapes in fullscreen mode
Update 1.0.22 - He’s the map, he’s the map! I’M THE MAP!
Not the biggest update, but we’ve made some big changes to the map. Big shift in presentation, big changes in how it displays level info. Have a look and let us know how you like it.
[start changelog]
Changelog 1.0.22
Really cool level map update.
Various minor adjustments and tweaks.
[that is all]
Hotfix 1.0.21b
Changelog
Fixed
Door interact button persisting after destroyed bug
Empty prop mouse-over bug
Failed initialized door / line-of-sight bug
Changes
Smoothing control for camera following player (slider in Game Options)