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Ziggurat 2 News

Hotfix Update

Hi! We're releasing a quick patch fixing some issues introduced in yesterday's update:

Bugfixes:
  • Fixed Tutorial softlocking when trying to open the perk menu
  • Fixed wrong mana calculation for some upgrades, resulting in abnormally high values.
  • Fixed Scholar perk description (and potentially others) not showing the proper value.

Update #27 - QoL improvements, balancing, and updated Roadmap!

Hi!



Today we're relasing a new update bringing a lot of numeric changes to the table, that we think should help make the game more balanced and fun.

We're also updating our Roadmap, with our content/feature plans for the following months, so check it out!



Improvements
  • Mission threat level is now shown on the map
  • When picking up a weapon or amulet, the one dropped will be placed in the same place where the original was.


Gameplay changes:
  • Perks have now an internal category depending on their effect. When leveling up, perks shown will be of different categories.
  • Increased number of perks shown on level up to 3.
  • Rebalanced many perk values/effects to make them more interesting and balanced with the rest.
  • Increased overall damage for most wands
  • Minor balance changes for other weapons.
  • Minor buff to Carina's Shove damage and a few of her perks.
  • Nerfed Glyndor: Increased mana drain rate, reduced mana pool, reduced mana gained when using the skill, adjusted mana increase of the skill depending on difficulty (so it doesn't grant too little in lower difficulties because of smaller damage received).
  • Increased Wand mana of Eris and Jacob (so now all characters have 50 wand mana).
  • Kira: Increased base length of Shroud. Changed her special to inflict poison on enemies while Shroud is active.
  • Decreased negative effects of shrines.
  • Readjusted XP curves: XP requirements for levels higher than 10 will increase more than before. (Previously the curve became almost flat at that point).
  • Readjusted Mastery level requirements so they don't increase as much for higher Mastery levels.


Bugfixes:
  • Fixed very rare bug in the dungeon generation algorithm.
  • Fixed money counter not updating after praying at a Shrine.
  • Fixed +Mana from amulet upgrades not being applied properly.
  • Bosses will be now invulnerable during the spawn cutscene.
  • Fixed visual glitch when dying.

Update #26 - Shrines & Eris reworked!

Welcome, neophytes and masters alike!



Today we're releasing a new update, changing the way Eris skill works to make her more engaging and fun to play, and also changing the Shrine system to make it a bit more interesting and less dependant on pure luck.

Improvements:
  • Added pictures to the How to Play section
  • Added a help button to a few sections in the campaign.


Gameplay changes:
  • Reworked Eris: No more mana/fire rate penalties, lower XP penalty, lower health, now she spawns 3 skeletons, skeletons are more aggressive and have 100% curse chance.
  • Approximately half of the enemies will completely ignore summons (Eris' skeletons) and go after the player.
  • Reworked Shrines: Now they offer a selection of Oaths, and you may pick one. Some of them still require a small sacrifice to activate.
  • Added new Oath effects only shown in Shrines.
  • Frozen/Shock/Cursed status effects won't reset if you get hit again while still being affected.
  • Reduced spawn rate of Carrots by Shepherd champions.
  • Enemies in special combat rooms (Obelisk, Sequence, etc) will be considered as spawns, so they won't grant score, barrier, or trigger other recovery perk effects.
  • Reduced mana usage of Mana Shield.
  • Campaign unlocks now also unlock items for the Extra Modes. You can still unlock items/characters in Extra Modes same as before, playing the campaign is not mandatory.


Bugfixes:
  • New attempt to tackle the physics related crash (Hopefully this time for real)
  • Fixed "Low health" warning when your health was a low value, even if full.
  • Fixed Sitra's drops only showing on her first damage breakpoint.


Update #25 - Small update

Hi! Today we're releasing a small update, addressing a few issues introduced in the last update, and doing a few balancing changes to the recently added enemies.



Gameplay changes:
  • Perks with random effects (such as Golden Weapon) will now use the perk RNG seed, so a similar course of choices in the daily will lead to the same results for those.
  • Improved Mob perk effect.
  • Improved Reassembly perk effect.
  • Magic Missile: Now they don't use player's vertical orientation when shot.
  • Increased pick distance of the Master key.
  • Campaign loadout: Default item is now weighted so it's more common to have underleveled items, but not forced to be the one with the lowest upgrade level.
  • Weapon balance: Slightly adjusted damage/mana usage/fire rate of most weapons.
  • Baby Slimes: Decreased poison chance
  • Green Slimes: Decreased health and number of projectiles shot.
  • Decreased Kassia's turrets health
  • Decreased +Armor passive effect of some weapons from +10% to +5%.


Improvements:
  • Timed (purple) spikes: Made easier to be spotted.
  • Perks are now sorted by name on the Library


Bugfixes:
  • Fixed being able to have two artifacts active at the same time.
  • Should have fixed a crash related with a division by zero.
  • Fixed a boss having a standard health bar
  • Fixed frozen slimes reacting to hits.
  • Fixed UI bug with Purity perk.
  • Fixed Mob not working.
  • Fixed character perks not showing the proper data on the mission result.

Update #24 - Hotfix update 2

Hi! We've just submitted a second hotfix that should make the newly added equipment show up as rewards for Threat 3+ missions.