In this update9
Full notes
Full Jupiter Hell Classic update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
Jupiter Hell Classic changes
Jupiter Hell Classic 0.10 "Heavy" brings the first new class to the JH cinematic universe (lol) - the Heavy, along with 5 brand new master traits and 6 new regular traits! Two new enemies appear - the Guardian and the Archwarlock, new perks, plenty of buffs to underused equipment and a brand new particle engine for visual pizzazz!
As usual, the DRL mod and the Demo have also been updated to the newest version!
The traditional sectioned patch notes follow below.
== Heavy! ==
GHJ#049 [new] -- Game - new class - Heavy! GHJ#051 [new] -- Traits - 5 new Heavy class Master Traits! GHJ#050 [new] -- Traits - 6 new Heavy class regular traits!
The namesake of the release, the Heavy class is here! Apart from 5 brand new Master traits (ever wanted to dual-wield chainguns?) we have 6 brand new regular traits. The Heavy represents the first class designed with lessons learned from 20 years of balancing the old three - it builds different, it's more bold, and (I hope!) provides new fresh playstyles to the game, not chained or restricted by the 25 year class and trait "meta".
If it becomes popular I hope to revist the three old classes to bring a bit more individual identity to them. And you can surely expect the future Medic class to be as different as the Heavy is!
== Enemies ==
GHJ#302 [new] -- Game - new enemy - Guardian! GHJ#302 [new] -- Game - new enemy - Archwarlock! GHJ#301 [new] -- Game - Warlocks Aura - resists and regen on friendlies GHJ#323 [mod] -- Game - Warlocks - all three warlocks now fly and are immune to floor hazards GHJ#301 [mod] -- Game - Warlocks - to offset warlock buffs their attacks are telegraphed and target position GHJ#334 [mod] -- Game - Ancient - nerf damage 2d6x3->2d4x4, accuracy 5->4
The aim of JHC always was to have an easier early game and harder late game (as opposed to DRL's upside-down balance). This is the part where the endgame gets harder. Both the Guardian and Archwarlock represent an end-game challenge, and warlocks in general got buffs in the form of auras - JH players will know what to expect, DRL players beware - the V is to be feared again ;).
As a bit of a respite, Ancient got a little bit easier as quite a few people complained he was harder than the end-boss :P.
== Traits and resistances ==
GHJ#335 [mod] -- Traits - Intuition - buffed L1 and L2 for a more gradual progression GHJ#302 [mod] -- Traits - Berserker - defensive berserk works as a refresh, not cumulative GHJ#316 [mod] -- Traits - Berserker - stacking limited to 30s, Berserk Pack +100% duration GHJ#295 [mod] -- Traits - Entrenchment - now has 2 resistance tiers instead of 3 based on Spool-up GHJ#294 [mod] -- Traits - Fireangel - fire resist is +25% per level, L3 burn duration reduced to 3s GHJ#297 [mod] -- Game - resistance bonuses cap out at 90% now (from 95%) GHJ#337 [mod] -- Game - status effect resist bonuses now affected by resistance limit GHJ#301 [mod] -- Game - armor/boots based 100% resistances will not fully prevent armor degradation GHJ#301 [mod] -- Game - bleeding reduces accuracy, burning prevents regeneration
Intuition got a better ramp up in power, Berserker got a slight nerf to it's abusive state (huge Berserk stacks) but a buff to Berserk Packs to compensate. Entrenchment got a buff - also in part of the new spool mechanic (see below). Fireangel was busted, probably still is a bit.
As part of the late game challenge balance, resistances have been brought in line. It will become harder to be immune to something (this in general should be a domain of Relics and Masters, not buff stacking), burning and bleeding have additional utility effects now.
== Visuals and UI ==
GHJ#251 [new] -- Visual - Particle system added! GHJ#242 [new] -- UI - SHIFT-G will now equip items from ground if at all possible (old one goes to inv, or ground if full) GHJ#326 [mod] -- UI - Item [m]ore info has explicitly listed weapon group and ammo type
Everyone deserves a bit of flashiness so we added a bit more of that to the fairly ascetic JHC. Expect a bit more in future releases too!
Shift-G will be of note to many - it brings the item from the ground where it supposed to go - into your hand or onto your character. We're strongly considering making this behaviour a default G behaviour next version (will be an option to reconfigure back of course).
== Items ==
GHJ#334 [new] -- Game - new weapon perk, three new armor perks GHJ#295 [new] -- Game - Chain weapons now have Spool-up instead of chainfire! GHJ#301 [mod] -- Game - buffed several exotic and unique weapons GHJ#320 [mod] -- Game - relics that apply status effects to enemies wont apply them on the player on self-damage GHJ#310 [mod] -- Game - buffed the majority of lesser used relics GHJ#301 [mod] -- Game - buffed bullet-proof vest and Necroarmor, acid-boots drop earlier GHJ#334 [mod] -- Game - buffed perks - Desperate and Auto-repair GHJ#326 [mod] -- Game - fixed broken recharge rates, buffed some recharge items GHJ#334 [mod] -- Game - cerberus armor - -20%->-30% move speed GHJ#334 [mod] -- Game - fireproof armor/boots, chem armor - loses it's -10% move speed penalty, durability reset to base GHJ#301 [mod] -- Game - Autoloader will reload weapons in the prepared slot GHJ#286 [mod] -- Game - power mods on boots add +2 armor instead of doubling
Buffs, buffs for everybody! A unique and exotic should be something to be happy about, or at least happy about in fairly non-rare circumstances. And each relic should have a build where people insta-pick it up. Hence many buffs this version.
The recharge rates on rechargable items (both durability on armor and ammo on weapons) was broken and didn't give the intended effect. Each such case has been revisited case by case, so if something recharged assume it might have changed (usually for the better).
Additional thing of note is the Spool-up mechanic for chain weapons replacing the clunky Chainfire alt-fire from the previous version. Simply shoot at the enemies again without actions in-between to spool up the fire rate!
== Other balance changes ==
GHJ#301 [mod] -- AI - generated monster groups will try to keep together GHJ#301 [mod] -- Game - added health globes to E7 and I7 GHJ#301 [mod] -- Game - E7 and I7 have more varied layouts GHJ#301 [mod] -- Game - vaults can now drop boots and melee weapons (no knives, steel boots rarer) GHJ#284 [mod] -- Game - AUTOHIT effects still have 50% miss rate in the dark and don't apply to non-target enemies GHJ#284 [mod] -- Game - Angel of Max Carnage - always hit instead of 98% GHJ#302 [mod] -- Game - Dante - enemy spawns fully favor group spawns GHJ#301 [mod] -- Game - Noxious Hollow - improved enemy variety
Some guaranteed health globes have been added, especially useful for those restricted healing challenges, Europa L7 and Io L7 have more layouts.
Most important change here is the tendency of generated enemy groups to stay together. This is very important in case of Warlocks and their retuines - expect Dante to be much more dangerous.
== Fixes ==
GHJ#298 [fix] -- Game - fixed dual weapon second shot targeting after knockback GHJ#293 [fix] -- Game - fixed ADV shotgun pump sound not playing GHJ#299 [fix] -- Game - fixed rare interaction that bricked rocket launchers GHJ#339 [fix] -- Game - fixed exoskeleton perk improperly applying its bonus to non-melee weapons GHJ#--- [fix] -- Game - autoloader will now only work if weapon is in primary slot GHJ#--- [fix] -- Game - Asgard Forge - fix for *that* annoying layout GHJ#301 [fix] -- Game - Noxious Hollow - less hotstarts and no "start on wall" GHJ#301 [fix] -- Game - multiple flood lever types of the same fluid will now properly work on same level GHJ#324 [fix] -- Game - wither will be applied even with 100% melee resistance GHJ#--- [fix] -- Game - it should be a bit harder to die in the Freeze secret in AoHu GHJ#--- [fix] -- Visual - fixed Army Surplus drops lacking drop animation GHJ#--- [fix] -- Visual - fixed sprite visibility issues when dying from multi-shot weapons GHJ#301 [fix] -- UI - player view, if melee is held Fire -> Attack and it gives the melee attack speed GHJ#324 [fix] -- UI - riot SMG will properly be registered as an exotic GHJ#--- [fix] -- ASCII - fixed name input and look mode cursor [joseph-hlucny]
And the usual round of fixes - quite a few things have been cleaned up this version. Special thanks to joseph-hlucny for providing the ASCII version fix!
== Full changelog ==
0.10 GHJ#049 [new] -- Game - new class - Heavy! GHJ#051 [new] -- Traits - 5 new Heavy class Master Traits! GHJ#050 [new] -- Traits - 6 new Heavy class regular traits! GHJ#302 [new] -- Game - new enemy - Guardian! GHJ#302 [new] -- Game - new enemy - Archwarlock! GHJ#301 [new] -- Game - Warlocks Aura - resists and regen on friendlies GHJ#334 [new] -- Game - new weapon perk, three new armor perks GHJ#295 [new] -- Game - Chain weapons now have Spool-up instead of chainfire! GHJ#251 [new] -- Visual - Particle system added! GHJ#242 [new] -- UI - SHIFT-G will now equip items from ground if at all possible (old one goes to inv, or ground if full) GHJ#301 [mod] -- AI - generated monster groups will try to keep together GHJ#335 [mod] -- Traits - Intuition - buffed L1 and L2 for a more gradual progression GHJ#302 [mod] -- Traits - Berserker - defensive berserk works as a refresh, not cumulative GHJ#316 [mod] -- Traits - Berserker - stacking limited to 30s, Berserk Pack +100% duration GHJ#295 [mod] -- Traits - Entrenchment - now has 2 resistance tiers instead of 3 based on Spool-up GHJ#294 [mod] -- Traits - Fireangel - fire resist is +25% per level, L3 burn duration reduced to 3s GHJ#301 [mod] -- Game - buffed several exotic and unique weapons GHJ#320 [mod] -- Game - relics that apply status effects to enemies wont apply them on the player on self-damage GHJ#310 [mod] -- Game - buffed the majority of lesser used relics GHJ#301 [mod] -- Game - buffed bullet-proof vest and Necroarmor, acid-boots drop earlier GHJ#334 [mod] -- Game - buffed perks - Desperate and Auto-repair GHJ#301 [mod] -- Game - added health globes to E7 and I7 GHJ#301 [mod] -- Game - E7 and I7 have more varied layouts GHJ#323 [mod] -- Game - Warlocks - all three warlocks now fly and are immune to floor hazards GHJ#301 [mod] -- Game - Warlocks - to offset warlock buffs their attacks are telegraphed and target position GHJ#334 [mod] -- Game - Ancient - nerf damage 2d6x3->2d4x4, accuracy 5->4 GHJ#326 [mod] -- Game - fixed broken recharge rates, buffed some recharge items GHJ#297 [mod] -- Game - resistance bonuses cap out at 90% now (from 95%) GHJ#337 [mod] -- Game - status effect resist bonuses now affected by resistance limit GHJ#301 [mod] -- Game - armor/boots based 100% resistances will not fully prevent armor degradation GHJ#301 [mod] -- Game - bleeding reduces accuracy, burning prevents regeneration GHJ#334 [mod] -- Game - cerberus armor - -20%->-30% move speed GHJ#334 [mod] -- Game - fireproof armor/boots, chem armor - loses it's -10% move speed penalty, durability reset to base GHJ#301 [mod] -- Game - Autoloader will reload weapons in the prepared slot GHJ#286 [mod] -- Game - power mods on boots add +2 armor instead of doubling GHJ#301 [mod] -- Game - vaults can now drop boots and melee weapons (no knives, steel boots rarer) GHJ#284 [mod] -- Game - AUTOHIT effects still have 50% miss rate in the dark and don't apply to non-target enemies GHJ#284 [mod] -- Game - Angel of Max Carnage - always hit instead of 98% GHJ#302 [mod] -- Game - Dante - enemy spawns fully favor group spawns GHJ#301 [mod] -- Game - Noxious Hollow - improved enemy variety GHJ#326 [mod] -- UI - Item [m]ore info has explicitly listed weapon group and ammo type GHJ#298 [fix] -- Game - fixed dual weapon second shot targeting after knockback GHJ#293 [fix] -- Game - fixed ADV shotgun pump sound not playing GHJ#299 [fix] -- Game - fixed rare interaction that bricked rocket launchers GHJ#339 [fix] -- Game - fixed exoskeleton perk improperly applying its bonus to non-melee weapons GHJ#--- [fix] -- Game - autoloader will now only work if weapon is in primary slot GHJ#--- [fix] -- Game - Asgard Forge - fix for *that* annoying layout GHJ#301 [fix] -- Game - Noxious Hollow - less hotstarts and no "start on wall" GHJ#301 [fix] -- Game - multiple flood lever types of the same fluid will now properly work on same level GHJ#324 [fix] -- Game - wither will be applied even with 100% melee resistance GHJ#--- [fix] -- Game - it should be a bit harder to die in the Freeze secret in AoHu GHJ#--- [fix] -- Visual - fixed Army Surplus drops lacking drop animation GHJ#--- [fix] -- Visual - fixed sprite visibility issues when dying from multi-shot weapons GHJ#301 [fix] -- UI - player view, if melee is held Fire -> Attack and it gives the melee attack speed GHJ#324 [fix] -- UI - riot SMG will properly be registered as an exotic GHJ#--- [fix] -- ASCII - fixed name input and look mode cursor [joseph-hlucny]
== What's next? ==
Next up we venture to 0.11 "Terminal" which will bring bots, lotsa bots. But luckily it will also bring means to hack them ;). Oh, and Archreavers will be relieved from Spaceport duty, there's a new boss coming to town! See you in May!
Yours truly,
Source
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