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Release Notes for Jupiter Hell

Release 1.2 - Varia - December 13th, 2021


Release 1.1 - Exordium - October 12th, 2021


Hotfix 1.0c - Dante - October 12th, 2021


Hotfix 1.0b - Dante - October 12th, 2021


Hotfix 1.0a - Dante - August 15th, 2021


Patch 0.9.11 (28 June 2021)

NEW #1350 - Unique items! (18 weapons, 3 armors, 3 helmets) NEW #1394 - Relics! (13 minor and 12 major) NEW #1421 - Player Data page with uniques, relics and exotics NEW #1393 - option to turn off UI window transparency NEW #1393 - option to modify minimap transparency NEW #1411 - CRI rail rifle (and ADV) added (common railgun)! CHANGE #1390 - Mk1 and Mk2 stations have per-episode lists CHANGE #1390 - Mk1 and Mk2 stations - same list but Mk1 is AV1 CHANGE #1355 - item icons now have fading and animation CHANGE #1399 - help, hints and tutorial respects keybindings CHANGE #1399 - text profanity can now be turned off as well CHANGE #1390 - red keycards option at manufacture stations CHANGE #1396 - item and activate sprites revealed on level clear CHANGE #1393 - added font interline for readability CHANGE #1397 - drop position prioritizes source-visible squares CHANGE #1398 - permanent effects now have their own section CHANGE #1398 - CRI backpack is now a permanent upgrade CHANGE #1393 - reduced amount of chromatic aberration CHANGE #1400 - improved post mortem kill list CHANGE #1414 - Army of Darkness requires Furious (not Ironman) CHANGE #1411 - 7.62 sniper slightly nerfed, railgun buffed CHANGE #1420 - Wealth wish changed CHANGE #1418 - crash save parachute will work on loaded level CHANGE #1419 - improved FX of rocket and mortar attacks CHANGE #1426 - reduced regular medusa damage and accuracy CHANGE #1426 - increased arch/exalt medusa armor CHANGE #1426 - EXPLOSIVE ravagers need to reload after shot FIX #1417 - fixed edge case in improper smoke vision FIX #1403 - fixed crit display for exact multiples of 100% FIX #1425 - fixed XP from player induced barrel explosions FIX #1416 - frenzy perk properly removed on switching weapons FIX #1400 - proper plural enemy names in mortem FIX #1393 - ASCII now pixel perfect FIX #1395 - fix for Apple M1 white background FIX #1394 - fixed BFT icon color FIX #1426 - fixed summoner buff not procing early enough FIX #1416 - fixed SHIFT compare with target on door frame


Patch 0.9.10 (9 June 2021)

NEW #0683 - Medusa - dangerous end-game enemy! NEW #1353 - new exotic - the big gun you've been waiting for! NEW #1352 - new exotic - railgun! NEW #1370 - 7 new exotic melee weapons! NEW #1371 - added melee AMPs with appropriate perks NEW #1258 - UI - enemy health bar flashing damage indicator NEW #1383 - Mk2 m-facture stations can reroll basic perks NEW #1383 - Mk3 m-facture stations can also reroll adv perks NEW #1320 - 30 new message-"quests"! CHANGE #1369 - SPACE now reactivates station you're standing on CHANGE #1386 - Mk2 stations moved post-Callisto, Mk3 post-Europa CHANGE #1386 - AV3's generally not present on Callisto CHANGE #1379 - Nightmare once again has UV enemy accuracy buff CHANGE #1384 - Infiltrator L2 and L3 much more interesting! CHANGE #1384 - Juggernaut protects from all frontal attacks CHANGE #1384 - Juggernaut values slightly lower to offset CHANGE #1381 - Vampyre reduced to 5%/5%/10% CHANGE #1381 - Vampyre L2+ heals armor on mech/semi-mech kills CHANGE #1378 - Summoner fight made harder (esp UV+) CHANGE #1357 - SusFire, Onslaught are not reset by free actions CHANGE #1359 - Point Blank perk works in range 1-2 CHANGE #1359 - Retailiate adds full pain percentage to damage CHANGE #1359 - Durable perk now doubles durability CHANGE #1358 - bullet visuals match game effects (not physics) CHANGE #1365 - improved light and sprite fade effects CHANGE #1373 - removed unused Feet slot from equipment CHANGE #1373 - added world seed to mortem CHANGE #1368 - light defaults changed (shotgun light artefacts) CHANGE #1377 - no reaver infestations on Callisto CHANGE #1375 - ongoing sounds very quiet on menus and endgame CHANGE #1292 - changed turret AI and buffed CRI turrets CHANGE #1258 - better damage info for Crit > 100% CHANGE #1382 - barrel explosion chains properly chain CHANGE #1382 - physics properly throttle and chain CHANGE #1328 - most melee weapons have their swap time halved CHANGE #1328 - Swashbuckler buffed to compensate for swap time CHANGE #1384 - damage resist effects properly reduce pain CHANGE #1385 - AoLT - no extra gun, doesn't block Hoarder CHANGE #1372 - red keycards more common FIX #1385 - fixed Swashbuckler zero-time swap not working FIX #1213 - volatile storage level crashes fixed FIX #1213 - Volatile Storage has a barrel count cap FIX #1213 - mass explosions won't kill the music anymore FIX #1372 - CRI bot Mk2 properly uses his weapons FIX #1361 - fixed t-pose after teleport FIX #1376 - disabled enemies no longer progress calibration FIX #1375 - fixed rare edge case of rotary sound after death FIX #1292 - enemies properly detect that they are attacked FIX #1385 - hidden special levels wont show up on Recon FIX #1384 - you can no longer re-hack/disable from Security FIX #1384 - sentries in CalSec can no longer be hacked FIX #1384 - fixed red-locked/active-locked branch elevators FIX #1384 - drones hacked via terminal will have control


Patch 0.9.9 (4 May 2021)

NEW #1243 - message destinations - 4 kinds (mini-levels)! NEW #1243 - 1 of the 3 branches on each moon we'll be locked! NEW #1336 - 6 new exotic armors with unique perks! NEW #1337 - 6 new exotic headgear with unique perks! NEW #1339 - 4 new exotic weapons with unique perks! NEW #1338 - 2 rare new exotic mods to be found! NEW #1330 - you can store trait choices for later! NEW #1264 - Angel of Exaltation! NEW #1317 - XP based monster generation! NEW #1218 - auto-calibration at tech stations and in kits! CHANGE #1282 - leaning animation for around corner shots CHANGE #1317 - player always gets level 2 if clearing Cali L1 CHANGE #1294 - Bladedancer is now the blade dual-wield trait CHANGE #1294 - Blademaster allows free attacks after a move CHANGE #1331 - Onslaught works with autos and SMGs CHANGE #1331 - Onslaught now works with Sustained Fire CHANGE #1331 - Onslaught L1 dodge penalty reduced to -30% CHANGE #1333 - Survivor grants critical chance bonus CHANGE #1333 - Angry Mo-fo and Survivor changed prereqs CHANGE #1329 - technical station now fully repairs armor CHANGE #1218 - manufacture stations now have dismantle option CHANGE #1327 - all base items now have 4 mod capacity CHANGE #1327 - AV1 items have 1 less, AV2+ have 2 less capacity CHANGE #1327 - only Whizkid L3 grants extra mod capacity CHANGE #1338 - loader mod pack removed, sustain mod pack added CHANGE #1328 - knife has 50% swap time CHANGE #1334 - door animations now look as intended CHANGE #1100 - better visual rotation tracking CHANGE #0101 - elevators have animated doors CHANGE #1203 - camera behavior changed CHANGE #1203 - player can be gibbed CHANGE #0068 - camera zoom/pan modes (WIP) FIX #1335 - fixed some Secure Vault events clearing on enter FIX #1332 - fixed barrel direction for Onslaught FIX #1327 - ADV armor and helmets properly inherit stats FIX #1332 - fixed rare issue with duplicate invisible player


Patch 0.9.8 (15 April 2021)

NEW #1322 - Data module in terminals with messages! NEW #1321 - Journal screen with important message store! NEW #1319 - storable information messages with world effect NEW #1323 - big set of flavor messages for terminals NEW #1285 - Intermission screens between moons and on win! NEW #1233 - exotics have their dedicated perks + 1 random! NEW #1311 - AV items now have 1 or 2 perks, but stronger! NEW #1310 - couple new perks available through modding NEW #1310 - item perks now have tiers (common, adv, exotic) CHANGE #1233 - exotic weapons once again drop from special boxes CHANGE #1309 - base weapon manufacture at manufacture stations CHANGE #1309 - Europa L1 has a Mk1 manufacture station CHANGE #1315 - reload times equal or greater to 2 turns buffed CHANGE #1295 - most resistance sources are only part effective CHANGE #1310 - removed advanced perks from regular mod lists CHANGE #1306 - non-ADV-capable melee weapons buffed slightly CHANGE #0642 - fixed most outstanding ASCII mode bugs CHANGE #1310 - mod capacity of ADV weapons 1 lower than regular CHANGE #1310 - high mod capacity of many weapons reduced by 1 CHANGE #1310 - item view shows total mod capacity incl. Whizkid CHANGE #1316 - terminals are guaranteed on events that use them CHANGE #1323 - Callisto L2, Europa L2 and Io L2 have terminals CHANGE #1314 - auto weapons split into semi, auto and rotary CHANGE #1314 - semi weapons now have their own level rewards CHANGE #1233 - massively increased the start ammo on AoHubris FIX #1323 - terminal will always be reachable from the entry FIX #0642 - broadcast wont trigger powerjack anymore FIX #1324 - extra stealth shots will now properly stack FIX #1295 - partial resistances fixed FIX #1295 - archreavers properly acid-resistant FIX #1312 - fixed sustain perk overflow and shot cost bug FIX #1307 - vaults will no longer block paths to elevators FIX #1308 - Europa Ruins inaccessible rooms fixed


Patch 0.9.7c (15 March 2021)

One more hotfix release before we fully bury ourselves in 0.9.8 development! This hotfix has two minor balance changes, and fixes to almost all known outstanding bugs. Enjoy!

CHANGE #1290 - combat pistol 2x9 but range 4/7, fixed sound
CHANGE #1290 - Gunslinger L2 reduces opimal range penalty to -1
FIX #1225 - fixed rare 0 damage bug when destroying armor
FIX #1225 - massive fix to pathfinding for enemies and allies
FIX #1225 - fixed critical bug with negative minimum range
FIX #1235 - early branches will always have 3 levels size
FIX #1225 - fixed trait order display in mortem
FIX #1225 - possible fix for OSX post-game crash
FIX #1225 - fixed several unreachable level parts on Europa
FIX #1225 - fixed Limbo safe zone
FIX #1225 - fixed ADV plasma pistol name


Patch 0.9.7b (4 March 2021)

Right on the heels of the Expanse release we bring you a "hotfix" patch which is more than just bugfixes. As the next release will probably drop at the end of the month, we wanted to push in some fixes, balance changes and QOL features before that!

Notable changes include on-screen enemy weapon information, orb healing buffs (especially on higher difficulties), improvements to UI keybindings customization (yes, you can now bind everything to the keypad!), more common orange and cell weapons, buffs to early game pistols, 9mm autos, finisher perk and increased enemy count on higher difficulty after Europa. Also, a LOT of fixes :).

CHANGE #1291 - orb healing depends on depth, not difficulty
CHANGE #1273 - increased enemy count on Io+ higher difficulties
CHANGE #1274 - enemy weapon shown on enemy UI if carryable
CHANGE #1272 - balanced Dark Cathedral secret rewards
CHANGE #1268 - increased Europa Central Dig safe zone
CHANGE #1269 - keypad can be used where hardcoded enter required
CHANGE #1288 - clarified Remote Hacker L3 description
CHANGE #1277 - you can reset configuration in each config menu
CHANGE #1278 - you can bind confirm and cancel for game and UI
CHANGE #1289 - changes in the accuracy mod perk-list
CHANGE #1286 - decreased the rarity of cell-based weapons
CHANGE #1270 - finisher perk works for enemies below 50% health
CHANGE #1290 - 9mm auto rifle damage buffed
CHANGE #1290 - rare pistols/revs improved, and more common
CHANGE #1290 - 7.62 sniper has 100% crit damage
CHANGE #1270 - slightly buffed auto AMPs
FIX #1286 - fixed Io L1 guaranteed cell weapons
FIX #1293 - fixed military sentry mortar attack
FIX #1287 - fixed Dark Cathedral visuals (now actually dark)
FIX #1271 - fixed Callisto Mines tower lights
FIX #1271 - fixed Europa Ruins inaccessible rooms
FIX #1259 - fixed terminal/station crash
FIX #1259 - fixed helmet pickup crash
FIX #1259 - fixed gibbing related crash
FIX #1259 - fixed save/load related crash


Patch 0.9.7 (23 February 2021)

Took us a bit more time, but this release is HUGE! Jupiter Hell 0.9.7 Expanse features larger moons, mid-point levels, new generators for second halfs of the moons, 4 new branches and 4 new special levels, much improved monster placement and lists, and on top of that a huge rework of traits! But before we go into detail - there’s an important announcement we need to make.

So, there it is - six more months until full release. We’re excited, and we’re shifting gears on the development. Now, back to regular programming! Here's what the Expanse update brings to Jupiter Hell:

Expanded moons

Each of the three moons now sports 7 levels. Each moon has a midpoint level, with dedicated generators at level 4. Each moon has different new generators for its latter half, to provide for a more varied and interesting experience when traveling the main route. Additionally, due to the moons being larger, each moon will connect to three branches.

New branches

A total of four branches have been added - Callisto Rift, Europa Ruins, Shadow Halls and Noxious Mines. Each new branch has a new special level, Noxious Mines use the old Noxious Hollow, while Infernal Lock has been added to Io main route. Especially of note are Europa Ruins and Shadow Halls which feature a brand new tileset, and especially interesting special levels ;)

Expanded traits

As if that were not enough there is a HUGE expansion of traits. Every trait has now 3 levels, and while some higher levels are just additional stats, among the expanded traits some have completely new (or significantly revamped) effects!

Listing every change in this department would make this post longer than anyone would care to read so either read the descriptions in game, or the massive changelog below!

Interesting traits to note are the new Sysop trait, the Headshot trait enhancements (and changing it to a on cooldown effect so you can now take it with Wizard), 3 levels of Toxicologist, the scout Infiltrator trait, the really fun 2 new levels of Remote Hack, the redesigned Swashbuckler trait, the new Cover Master trait... actually, you'd just better fire up the game and read the trait descriptions anew :D

You'll be able to take advantage of the new trait levels, as the expanded moons result in more XP!

As we merged some traits together, and removed a few underused traits, we're left some space to add new exciting traits in the future too!

Monster generation

The game we all know is known for its huge fights, and Jupiter Hell can't be any different! Monsters now more often get generated in larger packs, especially at higher difficulties, leading to more exciting fights and a better challenge once you're already rocking that Master Trait of choice ;). We also balanced late game spawns better - Io and Beyond won't be a cakewalk anymore.

Full Changelog

That's no moon, it's the changelog!

NEW #1235 - all moons are an extra level longer
NEW #1235 - Callisto Hub midpoint level
NEW #1235 - Callisto - second part has new generators
NEW #1244 - Callisto - new branch - Callisto Rift
NEW #1247 - Callisto - Callisto Rift special level
NEW #1235 - Europa - Concourse midpoint level
NEW #1235 - Europa - second part has new generators
NEW #1245 - Europa - new branch - Europa Ruins
NEW #1248 - Europa - new special level - Frozen Temple
NEW #1235 - Io - Nexus mipoint level
NEW #1235 - Io - second part has new generators
NEW #1235 - Io - Noxious Mines branch added (Noxious Hollow)
NEW #1253 - Io - Infernal Lock special level added (Io main)
NEW #1246 - Io - Shadow Halls branch added
NEW #1249 - Io - new special level - Dark Cathedral
NEW #1235 - toxic fiend added
NEW #1262 - enemies will appear in mixed packs and swarms
NEW #1237 - all traits have now 3 levels! See below:
CHANGE #1236 - master traits are available now at levels 8,11,14
CHANGE #1237 - Skilled perk goes up to level 3 with more bonuses
CHANGE #1240 - Juggler is now a 3 level trait with more bonuses
CHANGE #1238 - Gun Hoarder and Packrat merged into 3 level trait
CHANGE #1237 - Networker and Tinkerer merged into 3 lev Sysop
CHANGE #1241 - Son of a Gun and Gunslinger go up to level 3
CHANGE #1241 - SoG and Gunslinger affect optimal range (not acc)
CHANGE #1241 - Headshot now a 3 level skill used on cooldown
CHANGE #1241 - Headshot no longer blocks Wizard
CHANGE #1237 - Toxicologist now 3 levels (more damage, nades!)
CHANGE #1237 - Energy Leech now 3 levs (lootbox energy, nonmelee)
CHANGE #1237 - Stealth Hack -> Infiltrator (loot/term detect)
CHANGE #1237 - Remote Hack gets 3 levels (autohacking!)
CHANGE #1237 - Golddigger merged into Infiltrator
CHANGE #1238 - Scout Whizkid requires Eagle Eye (usable on AoLT)
CHANGE #1237 - Whizkid now 3 levels, L2 and L3 increase capacity
CHANGE #1237 - Executioner now 3 levels (value nerf, inc range)
CHANGE #1237 - Swashbuckler up to 3 levels (critical buff!)
CHANGE #1237 - Juggernaut, Rip'n'Tear and Bladedancer now 3 levs
CHANGE #1237 - Blademaster buff- melee damage bonus at L2 and L3
CHANGE #1237 - Hellrunner modified to 3 levels, dodge adjusted
CHANGE #1237 - Dodgemaster now 3 levels (L2 min dodge, L3 max)
CHANGE #1237 - Dash gets 3 levels, adds damage reduction
CHANGE #1237 - Running now 3 levels (cost and cooldown reduced)
CHANGE #1237 - Bloodhound now 3 levels (up to full reveal)
CHANGE #1237 - Angry Mofo now 3 levels (more damage and resist)
CHANGE #1237 - Powerjack and Field Medic now 3 levels
CHANGE #1237 - Scavenger now 3 levels (convert to cells/rockets)
CHANGE #1237 - Grenadier has now 3 levels (more,gibs,explosion)
CHANGE #1237 - Eagle Eye has now 3 levels (different ranges)
CHANGE #1237 - Reloader and Army Surplus has additional L3 level
CHANGE #1237 - Ironman goes up to level 3 (for +60 health total)
CHANGE #1237 - Tough as Nails and Hacking has additional L3 level
CHANGE #1237 - Sustained Fire and Furious has additional L3 level
CHANGE #1242 - Pinpoint merged into Deadly Precision (3 levels)
CHANGE #1237 - Hunker Down, Steady Shot and Incoming merged into
a 3 level trait for both Marine and Tech
CHANGE #1237 - Cancel/Escape when modding returns a menu level up
CHANGE #1235 - ice fiend health buffed
CHANGE #1237 - removed Gun Kata accuracy penalty
CHANGE #1237 - removed +1 opt from Sharpshooter
CHANGE #1237 - Vampyre L1/L2 heals less but minimum 5hp
CHANGE #1237 - removed Shottyman, Reload Dance and Second Wind
CHANGE #1237 - removed Die Hard
CHANGE #1237 - swapped Momentum and Vampyre mod tier for melee
CHANGE #1251 - balanced the enemy lists, Hard+ late game harder!
CHANGE #1251 - earliest reaver infestations 2 levels later
CHANGE #1251 - more exalted will spawn on Hard+ on Io/Beyond
CHANGE #1251 - EASY has same amount of enemies as MEDIUM
FIX #1235 - fixed issues with inaccessible floors in Beyond
FIX #1235 - Beyond L3 will properly reveal last 3 enemies
FIX #1237 - medical station states its 160 health max
FIX #1237 - medical health inc wont eat a charge at 160 health
FIX #1237 - skills that reveal will work with ammo terminals
FIX #1237 - zero-time weapon swap will update target info
FIX #1257 - exalted fiends with ranged attack fixed
FIX #1261 - Gun Kata no longer works in the Abyss
FIX #1260 - SHIFT-F will trigger Swashbuckler melee in-place
FIX #1235 - fixed a few rare issues with BSP generators


Patch 0.9.6 (13 January 2021)

It's been a bit longer than usual, but we're back to present you a new release of Jupiter Hell - 0.9.6 Terminal! This release features upgraded terminals, enhancements to hacking, stacking elemental damage, 20 new weapon/armor perks, revisited mod pack perk lists and more!

Terminal upgrade

Apart from obvious visual changes, there are also new options, as well as reorganizing old options into modules. You can extract multitools from terminals and stations with charges, but you also can charge terminals with the multitools you have - hence multitools become a universal currency that can be traded for terminal bonuses, health upgrades, mods, ADV equpiment, 'nades or ammo :). You'll also notice that terminals now have more information about their options and the environment. We're also preparing everything for further expansions, expect at least one more top-level module!

Hacking upgrade

Most notably we added the Broadcast option, with information on currently hacked bots, and the ability to mass send commands. Remote Hack will bring up the Broadcast interface if no valid target for hacking is present. Additionally, we improved the behavior of the current commands like HUNT and WAIT. Finally, and probably the most important QOL change gameplay-wise - you won't accidentally hit your bots, nor will they accidentally hit you! Oh, the glory of IFF protocols :P.

Stacking elemental damage

Fire, Bleed and Poison now stack. Be wary as this is a very double-edged sword! This brings elemental perks, items and skills to a whole new damage potential, and gives more value to protection perks, stims and medkits. Let's just say that after the first iteration we had to give the Summoner some poison resistance, as he tended to die from just one gas grenade :P.

New perks and mod pack lists

Each of the 3 basic mod packs (power, bulk and accuracy) now has 5 possible perks - to get to the last (usually strongest) perk, you'll need Whizkid 2. We noticed our perk pool was quite weak with some options - especially shotguns, launchers and helmets, so we added 20 (!) new perks to the pools. 18 of those are accessible via standard mod packs.

The new perks have also been added to the ADV weapon/armor/headslot potential roll lists too!

Grenadier

Finally, as this seems to be a release where Technician finally gets some love, we decided to give him a new Grenadier trait as an icing on the cake :).

Minor changes

The FAST keyword on exalted enemies (especially reavers) has been nerfed. Acid and plasma damage won't damage armor as much as it did. Also, grenades will no longer accidentally hit cover right in front of you (sorry Blind!).

Changelog

NEW #1223 - Broadcast (command all) option added to hacking
NEW #1223 - Broadcast and hack UI gives info on current bots
NEW #1223 - Remote Hack will Broadcast if no target
NEW #1220 - you can now mass hack drones at terminals
NEW #1220 - you can initiate purge mode from terminals
NEW #1220 - Recon module in terminals shows exist in branch
NEW #1217 - fire, poison and bleed damage now stacks/degrades!
NEW #1232 - Tech Trait - Grenadier!
NEW #1227 - 20 new weapon/armor/helmet perks!
NEW #1227 - expanded power, bulk and accuracy pack perk lists!
CHANGE #1227 - new perks added to current ADV perk lists
CHANGE #1218 - you can now charge stations with 1 multitool/charge
CHANGE #1218 - you can now extract stimpacks from medical stations
CHANGE #1218 - manufacture stations have more options
CHANGE #1222 - Protocol - HUNT tracking improved
CHANGE #1223 - Protocol - WAIT will not try to chase enemies
CHANGE #1222 - improved pathfinding for enemies
CHANGE #1219 - grenades will no longer hit cover right in front
CHANGE #1224 - hacked bots will no longer hit allies and player
CHANGE #1224 - player will no longer accidentally hit allies
CHANGE #1223 - using a multitool to repair bot fully repairs it
CHANGE #1229 - enemies alerted by sound event will "idle" sound
CHANGE #1217 - acid and plasma will damage armor a little less
CHANGE #1221 - FAST exalted only affects movement speed
CHANGE #1217 - FAST reavers will start to appear 4 levels later
FIX #1223 - Wizard L2 description and summon name fixed
FIX #1217 - fixed negative status lingering after level change
FIX #1217 - fixed min-range coloring


Patch 0.9.5 (2 November 2020)

Time to bring the game to the next level with 0.9.5 "Advance"! Three major pillars of this release are new Traits (and improvements to old ones), fully perk-based ADV equipment, and a new perk-based item modding system - read all about it below!

Character Advancement

Four new traits have been added, each with an important role to fill.

Marine got Army Surplus, which is his way to deal with ammo shortage. Useful on challenge runs, and when Bulletstorm is eating way to many bullets.

Scout gets two new traits - first is Executioner, which buffs both early- (and late-) game melee, and also close-range shotgun or SMG play as well! That trait is borderline overpowered right now, so be sure to play around with it before we nerf it :). The other trait is Stealth Hack - which starts off a possibility of hacking builds for Scout - these will become more powerful with the next release (Terminal).

Tech gets Toxicologist, which we hope will become a base of builds of its own - starting what we hope will be elemental builds for the various classes (more such traits will come later). Changing your defensive Smoke screen skill to a offensive toxic cloud can be quite fun!

Apart from that, there are slight changes in some traits (i.e. Dash and Assassinate got slight nerfs due to Executioner), some overhauls (Tough as Nails now grants raw armor value, like it did in DRL), and improvements (Bloodhound has a short-range heat vision, Powerjack works with stations and ammo terminals), as well as a big buff to Adrenaline - now costs 30 Fury irrespective of difficulty and grants a 5-second buff that protects from pain.

ADVanced Equipment

We removed all non-perk based stat changes for ADV equipment - all stat changes are now based on perks and the perk amount (and quality) depends on the ADV item tier. Those perks are now also displayed in the postmortem for you to brag about if you find a particularly broken piece.

All non-ADV AMPs have been removed, and instead ADV general AMPs have been introduced.

The perk pool has been significantly increased, mostly for general AMPs but also for headgear, armors and weapons.

ADV Perk-based Modding

The old trio of Accuracy, Bulk and Power packs is still present, but instead of increasing stats, they provide a choice of perks you can apply to your equipment. Usually you pick one of two, but Whizkid increases the pool size. The perk pool is deterministic and depends on the item type and group.

ADV weapons have the regular amount of mod slots, so this can get to a ridiculous number of perk counts.

We are aware that this, along with the ADV changes, actually makes the game a bit harder, but also allows for more diversity in items (instead of just counting on a high-damage ADV pumped with P-mods). The trait changes offset this a bit, and further balance changes should bring the difficulty back to what it was.

Medkit and Stimpack Improvements

All medkits and stimpacks clear all negative buffs. Additionally, stimpacks protect the user from negative buffs for the duration of the Stimmed buff.

Other Balance Changes

We buffed all mid-tier melee weapons to make the progress between them more fluid. Knife and Demonic Sword stay the same, chainsaw got a small nerf - all others do more damage.

Angel of Mercy now won't reduce health from exalted kills which should bring it a bit closer to "doable" on Nightmare.

Bugfixes

Most notably, enemies won't accidentally melee each other - which prevents unintended infighting and protects the player from friendly melee attacks. Assassinate now properly works on the secret level, and there won't be any more secure vaults on Asterius (which could block game progress completely). Read the full changelog below for more:

Full changelog

NEW #1210 - Trait - Marine - Army Surplus!
NEW #1208 - Trait - Scout - Executioner!
NEW #1097 - Trait - Scout - Stealth Hack!
NEW #1208 - Trait - Tech - Toxicologist!
NEW #1205 - mods overhaul - mods now grant keywords!
NEW #1192 - general utility ADV AMPs added
NEW #1192 - several new AMP, armor, head perks added
NEW #1192 - ADV perks displayed in post mortem
CHANGE #1216 - all med and stimpacks clear negative status effects
CHANGE #1216 - stims protect from all status effects for duration
CHANGE #1205 - Whizkid increases also perk selection when modding
CHANGE #1192 - ADV weapons may roll with multiple status effects
CHANGE #1192 - removed all non-ADV amps, AMPs are perk-only
CHANGE #1192 - all ADV armors, helmets, visors are perk-only
CHANGE #1192 - all ADV weapons are perk-only
CHANGE #1208 - Nerfed Assassinate due to Executioner
CHANGE #1208 - Dash no longer provides a crit-chance bonus
CHANGE #1097 - Scout loses packrat, Scavenger now reqs Gun Hoarder
CHANGE #1210 - Adrenaline now adds buff that protects from pain
CHANGE #1210 - Adrenaline costs 30 Fury independent of difficulty
CHANGE #1210 - Bloodhound additionally detects enemies at range 2
CHANGE #1210 - Tough as Nails grants armor instead of pain reduct
CHANGE #1210 - Reloader - L1 is -50% when empty, L2 gives 50% DR
CHANGE #1210 - Powerjack - works with stations and ammo terminals
CHANGE #1215 - buffed all mid-range melee weapon damage a bit
CHANGE #1212 - Angel of Mercy wont reduce health for exalted kills
FIX #1208 - Energy Leech was giving 1 point too much energy
FIX #1207 - Assassinate now properly works on secret level
FIX #1208 - no more secure vaults on Asterius
FIX #1209 - enemies will no longer accidentally melee attack
FIX #1214 - fixed cleared events/levels on Nightmare!

What's next?

Initially, this update was supposed to be "Terminal" with improvements to terminals and hacking, but we got sidetracked with a revamp of the ADV and modding system. Hence, 0.9.6 Terminal is coming next - expect it within 3-4 weeks from now!

P.S. There are some issues with OSX builds, we're working on them right now!

EDIT : 0.9.5a hotfix!

FIX - fixed values for Critical, Molten, Barbed and Guarded mod perks
FIX - ADV dual shotgun has now proper amount of mod slots
CHANGE - single shot auto weapons now have perks at level 4 instead of 1
CHANGE - armors can be modded multiple times with the same mod (Whizkid)
CHANGE - Assassinate nerfed - no more refund, no critical damage bonuses


Patch 0.9.4 (28 September 2020)

Asterius Habitat
Ice fiends
Hyperblaster
Nightmare balance
Masters and Traits
Changelog
What's next?

Patch 0.9.3 (07 September 2020)

Nightmare!
Platinum and Diamond badges
Gibbing
Level events
ADV AMPs
Plasma grenade
UI
Balance changes
What's next?

Patch 0.9.2 (27 July 2020)

Helmets, Visors and Gasmasks
Vision range
New special levels
Balancing
Other changes

Patch 0.9.1 (02 June 2020)

Mimir Habitat
Callisto all lit up
Sentries
Grenade buffs
Balance changes
UI improvements
Changelog
What's next

Patch 0.9.0 (28 April 2020)

Masters!
Marine Masters
Scout Masters
Technician Masters
New Uncommon Weapons
Chaingun Spool-up
Improved Animations
UI Improvements
Major Balance Changes
Plethora of Bugfixes
Changelog

Patch 0.8.11 (31 March 2020)

Melee - Rip'n'Tear!
Melee arsenal
New traits
New special level
GFX pass
Bugfixes
Changelog
What's next

Patch 0.8.10 (09 March 2020)

Special levels revisited
Minimap, megamap
Basic melee
Scout and Marine class skill buff
Critical hit changes
Accuracy mod pack
Inventory size
Minor changes
Changelog
What's next

Patch 0.8.9 (24 February 2020)

Protocol
Voice
Music
Damage types
Telegraphed attacks
Exalted
Balance pass
Angel of Hubris
Other stuff
Changelog
What's next

Patch 0.8.8 (03 February 2020)

Gunslinger
Health orbs
Rare mods
Callisto changes
Balance pass
Trait view
Angel of Mercy
Fixes
Changelog
What's next

Patch 0.8.7 (13 January 2020)

Hacking
Terminals
Technical stations
Backpack
Scouting skills
UI
Marine
Balance
Fixes
Changelog:
What's next

Patch 0.8.6 (23 December 2019)


Patch 0.8.5 (18 November 2019)

Kerberos
Beyond
Perks
Item drops
Dodge and traits
Finally

Patch 0.8.4 (14 October 2019)

Infernal Intellect
Weapon Perks
Quality of Life
Balance Changes
Full Changelog
Next Update
Help us out!

Patch 0.8.3 (17 September 2019)

It's update time again!
Accuracy
Ranges
Manual targeting
Weapon/Armor mods
Balance
Transition levels
Visual
Changelog

Patch 0.8.2 (02 September 2019)


Patch 0.8.1a (16 August 2019)

Content updates
UI/Game/Visual updates

Patch 0.8.0b (08 August 2019)


Patch 0.8.0a (06 August 2019)

Changes (sneaking into a bugfix release)
Graphical/engine/launch bugs
Gameplay bugs