Alternative "No Ammo" weapon stats added for appropriate weapons (eg. a Combat Baton can still do melee damage when charges are exhausted).
Flee behavior feedback.
Knockback visual flair.
Start floor grace period to AI Sensors (You have a moment to orient yourself before the screaming starts).
Changed
Grenade throw-tracing improvements.
Throwing skill useage incorporated (skill improves from using grenades and xp).
Push functionality added to TK Fist attack.
Paralysis Ray added to Hopkinite Green Man and Maintenance Master.
ID Bio-Mod interface (Double-Click or Right-Click Use to access a menu instead of dragging Bio-Mods on top of the Scanning Analyzer or Diagnostic Chip).
Proteans properly do corrosive damage to melee weapons.
Destroyed door interact bug fixed.
Razor-Fists equipped durability bug fixed.
Turret Knockback bug fixed.
Summer Sale Discount And All The Monsters You Can Handle
The Steam Summer Sale is back and The Pit 2 moves ever closer to leaving Early Access with the 1.0.19 update, which besides adding a host of fixes, tweaks, and quality of life changes saw the last of the monsters added to the game, including The Swamp Strangler, which can make itself invisible, the Harpy Warbot, the Adaptoid - is that a real locker, or an Adaptoid? Only way to find out it get close! - and the ominous Von Neumann Drone.
But that's not all, there are dozens and dozens of Pit denizens lurking in the dark - from little rats to big robots, every level deeper you go will be a bigger and bigger challenge. But remember, besides trying to survive to the bottom, you might luck out and find an Escape Pod, taking your score with you.
Early Access for The Pit 2 was done as an opportunity for players - those new to the series and those who've put a lot of time into the original - to provide us with their feedback on the game as we implemented the final game mechanics and worked to balance the game. Once the game leaves Early Access, the Early Access pricing will go away as well, which means this is one of the last opportunities to pick the game up at Steam Sale prices!
So, grab the game today! If you can't, be sure to put it on your wishlist, and if you already have, please please please give the game a review in the Steam Store!
A couple bugs that deserve a quick squashing today rather than wait on a larger update or hotfix.
1.0.19a
Serum Bio-Mod use item bug.
Ammo bug that was impacting a few weapons.
The PIt 2 Q&A with Designer Martin Cirulis
Martin Cirulis returns to Lucky Luck Luc's Twitch stream to comment on Luc's run in The Pit 2 and answer any questions from Luc or the stream chat.
If you want to see The Pit 2 in action and hear from the man who designed it, jump on it - Luc stream's constantly and Martin will be joining him 11AM PST.
Attack around corner with hotkey line-of-sight issue.
Keyboard input blocked (game “paused”) when menu up.
Invalid resolution check now applied to more than fullscreen.
Added <*> Teleport different floor traps. <*> Teleport door traps.
1.0.18b Hotfix!
1.0.18.b Hotfix
Added
Door destroyed sound FX.
Energy cells now recharge purifier / EZ cooker.
Drag-and-drop on Purifier in inventory to purify items.
Bio-mod bonus / penalty stats added to modded items.
Disarm trap functionality. The red wire! Not the green wire!
Changed
Additional info added to tool tips (extra item details, special item types).
Additional feedback in action list (skills improved from using weapons and props).
Ability damage bonus incorporated in mouse-over in lower left feedback.
Status condition has cleared now included in list messages.
Damage deflected message.
Moving to another floor cancels alarm.
Updated AI pathfinding.
Fixed
Consumable item tool-tip bug for different race values fixed.
Razor Fist durability fixed.
Rangefinder squares now show based on floor tile height (eg. courtyard tiles hide it)
Skip Game over screen bug fixed.
Combat Boot image in SotSDex fixed.
Continue moving after interacting bug fixed.
Door trap parsing bug fixed.
The Pit 2 Gives Players A Third Option Other Than Winning Or Dying; Escape Pods
Update time! Lots of bugs and tweaks as well as a couple of big additions; firstly, the end game screen got a biiiiiiig overhaul. Secondly, a third option to your runs has been added, the Escape Pod!
"A what? Why?" you ask? Well, for a few reason. Firstly because a Roguelike is an unforgiving premise - you make it or you don't. But in The Pit 2 you're also a mercenary treasure hunter, a raptor, so dying doesn't sound terribly profitable. So, we've begun implementing a few features that give you a third option. If you survive long enough to find an escape pod, and maybe you're not too confident about your chances of reaching the bottom, why not take the money and run?
"What money?" you ask, because you are full of questions today! Not literal money, but you've been racking up a score in the game for some time and the Escape Pod is a way to take that score and brag about it. More importantly, we've added Datacore items; cubes filled with vast amounts of alien research and information which will be worth a fortune to any of the galactic empires willing to pay your price. Or, to put it another way, they're worth a LOT of points to towards your total score, provided you leave The Pit alive.
In the coming weeks we'll be expanding on this system, with more cool little twists, but for now you can challenge The Pit as normal and see your end-game stats laid out in the Scoring Screen, which has been given a huge overhaul.
Keep playing! Keep sending us your feedback - feedback is always a big part of these updates. And stay tuned for more cool stuff to come!
1.0.18 Change Log
Added
Escape Pod feature added to game – If you can survive to Floor 15, you may discover Escape Pods, which allow you to escape The Pit as an alternate option to completing last floor or dying. However, to use the escape pods, you will need to provide some missing parts. We will be expanding on this Game Over option in the coming weeks, so stay tuned for details.
Save Game added to Character Select screen when load game is available.
Giant overhaul to Game Over screen / scorecard.
New Recipes added!
New Room type added.
More room variants.
Smart enemies open / close doors.
Blocking feedback added.
Digital fog feedback added.
Dodger feedback added.
Radiation count added to stat sheet.
Resistance values feedback added to the stat sheet.
Razor fists implemented.
Door blocked / cannot close feedback added.
Skills / stats bonus feedback added (Mouse-over skills and stats to see what is influencing the bonus or detriment).
Changed
Adjusted enemy sensor check.
Hunger based on baseline might value instead of current might value in order to clear up shifting values when player are modified by statuses.
Enemy pathfinding adjustments.
Base paste set up, feedback when affect is benefiting the player.
Weapon adjustments.
Safe meat icon updated.
Mecha damage mentioned in combat baton details.
Additional info added to crafting tool tips (when owned in inventory and food item value).