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Ziggurat 2 News

Update #23 - Hotfix update

Hi! Today we're releasing a small patch fixing many issues introduced in yesterday's update.

Gameplay changes:
  • Decreased Eris penalties a bit. Decreased her maximum Wand mana a bit.
  • Slightly buffed Eris skeletons health.


Bugfixes:
  • Fixed used shops preventing interaction with dropped items.
  • Fixed perk previews showing wrong values in the shop.
  • Fixed upgrade text tags.
  • Fixed cave lanterns being affected by nearby doors.

Update #22 - February Big content Update!

Welcome back, young apprentices!



Today we're releasing a big content update featuring plenty of interesting improvements and additions, such as new enemies, a new playable character, or new equipment and perks. Check the changelog for the full list!



New features:
  • New Miniboss: Raziel
  • New Miniboss: Knorgh the Savage
  • New Minion: Blue Slime
  • New Minion: Green Slime + Baby Slime
  • New Campaign Mission and Lore.
  • New playable character: Eris the Necromancer
  • 4 New weapons, 2 New amulets, and 10+ New Perks.
  • Hero Perks: Now every wizard has a set of exclusive perks that can be unlocked by mastering the character.
  • Reworked equipment upgrades: Now many of them grant small global improvements (such as +2% health for all characters).


Improvements:
  • Improved Milkstone logo intro
  • Added a custom mouse cursor
  • Added a setting to show a game timer
  • Minor buffs from perks won't show a fullscreen effect.
  • Reduced a bit the amount of screen covered by special effects
  • Now most timed buffs/debuffs from perks, etc will be shown on the left of the screen.
  • Added a specific icon for every amulet on the HUD
  • Character passives are unlocked by mastery, no need to spend money on the upgrade.


Gameplay changes:
  • Limited aim assist level in daily challenges to "Low"
  • Thunderspark: Increased projectile speed.
  • Shock effect now halves fire rate instead of preventing shooting.
  • Reduced duration of category-specific amulets.
  • Increased a bit health of enemies on higher threat missions.
  • Poison effect damage is now increased on higher threat missions (by the same amount as other kinds of enemy damage)
  • Some enemies and themes are now only shown once you reach a specific chapter in the campaign.
  • Items with fewer upgrades have now priority to be pre-selected on the Loadout screen
  • Campaign unlocks are now tiered a bit more, every mission adds new content available to be unlocked (previously it was every 2 missions).


Bugfixes:
  • Fixed Fountain Oath not working properly
  • Fixed some Oaths not working properly on Daily Challenge
  • Fixed some scores showing 0 time on the daily challenge leaderboard
  • Fixed numeric values of perks in the Mission Rewards screen.
  • Fixed Kassia's turrets collision issue.
  • Fixed minor visual problem with amulet cooldown when using the last charge.
  • Fixed enemies getting stuck with the Chained Chest in Combat Challenge rooms.
  • Fixed Glyndor losing mana on the Loading screen.
  • Fixed bullets hitting the wall when close to it on high FOV values.
  • Orcs should now be able to turn around stairs without getting stuck.
  • Should have fixed collision issues with fences on the cathedral theme.
  • Fixed washed out cutscenes when Volumetric lighting is disabled.

Update #21 - Themed rooms and more!

Hi! In today's update we're giving the dungeons a bit more personality with themed room layouts, specific to each dungeon type. We're also fixing a number of bugs and doing a small balance pass to most game elements.

Improvements:
  • Changed "Extra Fire Rate" visual boost effect so it's not mistaken with taking damage.
  • Added more variations to the menu loading screen background.
  • Connector, starting and platforming rooms are now theme specific.


Gameplay changes:
  • Breakable decorations can now drop mana crystals when destroyed. Limited to specific rooms (connectors and combat rooms), and limited to a small amount (1 on connector rooms, 2-6 on combat rooms, depending on room size).
  • Special effects that provide additional drops won't be applied to summoned missions to prevent farming.
  • Capped the strength of knockback the player can receive, so they can't be sent too far when hit by a few of them at the same time.
  • Daily Challenge: Enemy damage increases on every floor, on top of the other difficulty modifiers. Decreased speed boost in higher levels.
  • Scavenge rooms: Decreased number of items required.
  • Enemy balancing:
    • Igneous Nightmare: Reduced amount spawned
    • Burning Soul: Reduced amount spawned
    • Ironclad: Slightly reduced walking speed
    • Carrots: Slightly increased health
    • Hollow Warrior and Frozen Warrior: Slighlty increased damage and health
    • Bronze Warrior: Increased health
    • Reanimated Soldier: Increased health
  • Weapon balancing: Small changes to damage/mana usage of primary and secondary attacks of most weapons.
  • Character balancing:
    • Carina: Increased push damage
    • Glyndor: Increased Syphon duration
    • Jacob: Small speed penalty while using Sacrifice
  • Perk balancing:
    • Black Market: Increased amount of shields earned
    • Arcane Summoning: On top of getting an amulet, you get an additional perk if you already had one.
    • Channeling: Stronger effect.


Bugfixes:
  • Fixed job perks showing up on the shop in Daily Challenge.
  • Fixed Status effect sound not sounding on higher framerates.
  • Fixed issues with freezing jumping enemies.
  • Increased range at which enemies start jumping up/down a ledge. Should help with big crowds getting stuck.

Update #20 - Amulet changes and fixes

Hi! This week we have a small update with a change in how amulets work, as well as other fixes and minor improvements.

We're currently working on the next content batch, and we hope to have it ready by the end of this month, so no new content until then.

Gameplay changes:
  • Only side quests of Threat level 2 and higher can have Oaths, and not all of them. If a side quest requires an Oath, it will show on the Map Room screen.
  • Increased a bit speed of the Lich's Breath projectiles.
  • Daily challenge: Reduced number of rooms spawned on every floor by 1. Should make runs a bit shorter.
  • Daily Challenge: Pickups dropped from renewable sources (such as summoned minions or weapons' special effects) won't count towards score.
  • Reworked amulets:
    • Now their passive/special effect is unlocked when reaching a specific Mastery Level, no need to spend money (just like with Weapons)
    • Some amulets will now have unlimited charges, with a smaller effect and longer cooldown. Upgrades will reduce the cooldown time.
    • The amulets that keep using charges, will now have fewer charges, and recover a limited number of charges every floor. Both values can be upgraded in the lab as usual.


Improvements:
  • Added new How To Play sections (Champions, Daily Challenge).


Bugfixes:
  • Fixed bug that would increase daily challenge score.
  • Fixed amulet charge improvements slightly reducing amulet cooldown
  • Flying enemies that manage to get out of the room bounds should now be teleported back in.
  • Fixed Right click working on selector buttons.

Update #19 - Hotfix update

Hi! Today we're releasing a new update with some fixes and changes to make sure dailies don't take as long to be complete, and don't reach a point where the player is practically invulnerable.

Because of that, today's entries have been reset, so you can play again if you wish.

Gameplay changes:
  • Greatly increased XP required to level up in daily challenge/endless modes
  • Changed some perks so they can only be picked once, to avoid extreme situations (for example Black Orb/White Orb).
  • Monster speed bonus is now capped in deeper levels of Endless/Daily challenge (floors 20+), from that point on, Damage will be boosted instead.
  • Reduced beneficial effect of Vital Energy


Improvements:
  • Dailies no longer show "Defeat" when done.
  • Increased map scroll speed.


Bugfixes:
  • Fixed job perks (such as "Apprentice") showing up in shops in the daily challenge.
  • Fixed Mastery progress not highlighted for Amulets/Characters in the mission complete screen.
  • Enemy charge attacks (From skulls and Vanguards) now work properly with enhanced speed stats.
  • Should have fixed Wand shown in the Daily Challenge screen being different to the one actually used (we're not 100% sure about this one, so if you still experience it, please let us know).