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Ziggurat 2 News

Update #14 - Hotfix update

Hi! Today we're releasing a small update fixing some bugs found during the weekend, and minor balance adjustments to one of the new bosses.

Gameplay changes:
  • Increased health of Sitra and her invocation totems


Bugfixes:
  • Fixed a rare case of being shown the same perk twice on level up.
  • Fixed issues regarding tooltips in shop descriptions.
  • Fixed character no longer being applied when resuming a game in progress in Extra Modes.

Update #13 - New bosses!



Hi! Today we're releasing a new update featuring plenty of new bosses eager to crush your chances of surviving the dungeon!

With 5 new bosses, we're more than doubling the amount currently available. They're now split in two kinds: Minibosses that will be found in the initial floors of dungeons, more reliant on minions and without invulnerability stages, and the standard bosses you've seen so far, waiting for you in the final floor.

While we've tried to make sure everything works fine and the new bosses present a proper challenge, we may have missed some things, so please let us know if you find any issues!

New features:
  • 2 New bosses
  • 3 New minibosses


Improvements:
  • Improved initial startup loading times.
  • Added more preloading to reduce stutters when loading model data on slower hard drives.
  • Damage over time (mostly status effects) will now show damage numbers and update the health bar.


Bugfixes:
  • Fixed leveleable perk pickups not showing the proper information
  • Fixed rebind issue with mouse buttons.
  • Fixed an issue with weapon accuracy stat in the campaign (results from the first dungeon weren't properly applied, causing reported accuracy to be way higher than the actual value).


This is the last update of the year (aside from possible hotfixes), and we'll be taking a short Christmas holidays. We have lots of ideas to further improve the game, so stay tuned for future updates, and stay safe!

Update #12 - Bugfix update

Hi! Today we're releasing a small update with fixes to most of the issues found during the weekend:

Bugfixes:
  • If an error is found while loading a game in progress, the game should go back to the main menu now.
  • Fixed an error while loading a game in progress when a room layout was changed.
  • Fixed unlocalized shrine effect description
  • Damage multiplier should now affect Lava Stone.
  • Fixed tooltip UI not refreshing properly.

Update #11 - How to play and plenty of fixes!

It's Friday!

Today we're releasing a new update that fixes many of the issues recently reported, and adds the How to Play section, with information on some of the game mechanics that weren't explained anywhere else.

New features
  • Added How to play section to the Settings list, with information on many of the game mechanics.


Improvements:
  • Changed a bit Urguth's environment so minions don't blend in with the fog.
  • Shrine effects are now applied after the cutscene, not before. This should prevent the level up sound from being heard before seeing the cutscene.
  • Added some preloading to prevent a few hiccups in the first combats when playing on a slower hard drive. Not perfect yet, but should be better.
  • Added a victory pop-up when finishing a fight.
  • Added tooltips with information on specific stats on perk and equipment screens.


Gameplay changes:
  • Agatha: Made it so she doesn't move as close as before. This way she shouldn't use her explosion attack as often.
  • Agatha: Made ground projectiles slower (this was actually a bug).
  • Some weapon attacks now have knockback.
  • Stomp attacks from Orc bosses now have knockback.
  • Reduced Curse effect on bosses a bit.
  • Reduced complexity of some boss room layouts so they are not as cramped.
  • Minions spawned by others will drop ammo twice as often. This should be noticeable on boss fights.


Bugfixes:
  • Fixed running out of perks causing an error while loading the next floor.
  • Fixed being able to move while in a cutscene.
  • Fixed being able to open a chest from behind a wall.
  • Fixed knockback effects cancelling jump momentum.
  • Fixed Level Complete screen being black when antialiasing is Off and Quality is set to a low value.
  • Fixed incorrect unlock number shown in the Select Character screen.

Update #10 - Infinite Dungeon and much more!

Welcome back! Today we're releasing a new update, adding many new features and plenty of improvements to the game. The main highlights are the Extra Modes section, featuring the classic Ziggurat Trial and Infinite Dungeon modes, and the Damage Numbers, which will add additional feedback on the damage you're dealing to enemies.

We also have more in store for next week, including a bunch of new bosses to fight against, so stay tuned!

New features:
  • Damage numbers: See how much damage every hit deals! We've made sure they're not annoying or distracting at all, but if you want to get rid of them they can be disabled in settings.
  • Extra Modes: Ziggurat Trial (classic mode with no permanent progression and no loadout selection) and Infinite Dungeon (endless floors with ever-increasing difficulty).
  • Added Razer Chroma support. It will show selected weapon category and flash red if damaged.
  • Added Brazillian Portuguese language thanks to community localization.


Improvements:
  • Changed the way game data is structured. This should lead to slightly more disk space usage, but faster loads and smaller update download sizes in the future.
  • Inner Wisdom and similar perks now show which weapon received the boost.
  • Every boss has now its own lighting setting.
  • Totally revamped Player's movement system. Now it shouldn't get stuck as often with the environment as before. This has been a huge change in the game's internals, so if you find any problems please let us know.


Gameplay changes:
  • Decreased chances of getting a punishment in shrines. Now they're 60-25-15 chances of good-mixed-bad results.
  • Reduced number of enemies spawned in special combats (Obelisks, Scavenge, etc) in deeper floors.
  • Increased difficulty of the Chained Chest combat in deeper floors (was ok in the first floors, but too easy after that).
  • Bosses have more health in deeper floors (again, it was fine on the first floors, but they had too few health later).
  • Increased damage and number of minions spawned of Urguth the wise (Ice boss).


Bugfixes:
  • Fixed some enemies still turning around while frozen.
  • Fixed light and environment settings not being applied properly after first floor. This includes the "Lights Out" room modifier.
  • Fixed error message when trying to start a main quest without having enough map pieces.