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Ziggurat 2 News

Update #15 - Weapon levels, revamped loadout, and much more!

Welcome back, young apprentices! Hope you had a nice turn of the year!



Today we're releasing a new update for the game, featuring plenty of changes that should make the game more interesting and engaging to play.

The main highlight is the new Weapon level system, so you can find stronger weapons in deeper floors of a dungeon, and the reworked Loadout interface, with some changes to the way it works and how Coin bonus is calculated.

We've also reworked the way Sitra the Immortal works, so fights with her should pose a greater challenge and be a bit less of a chore.

New features:
  • Weapon level system: You can find more powerful versions of weapons in deeper floors.
  • Omens: Now you must choose an omen before starting a mission. Omens offer a strong boost but come with a noticeable penalty, so adjust your playstyle accordingly!


Improvements:
  • Reworked Loadout UI to be more intuitive. Changed a bit how many items are shown and how money bonuses are calculated.
  • You can now open the Character Sheet from the Perk selection screen.
  • Changed damage resistance texts so they are easier to understand (now they show "-X% to incoming damage").
  • Reduced obelisk priority in homing projectiles' logic.
  • Added more detailed information about weapons in the character sheet and other description windows.


Gameplay changes:
  • Enemy projectiles are now destroyed when defeating the boss.
  • Treasure chests and shops can now show wands from time to time (this was done so you can find stronger versions of them too).
  • Weapons' passive and special skills are unlocked just by reaching a specific Mastery level, no need to upgrade them. For now, characters and amulets still work as before, but this will probably change in the future.
  • Reduced collision size of damage pools dropped by enemies (acid, lava, etc).
  • Reworked Sitra the Immortal:
    • Reduced teleport distance threshold
    • When she teleports, she leaves a minion at her previous position
    • When spawning totems, she teleports away.
    • Spawns 2 totems at the last stage.
    • Reduced Sitra and her totems' health.

  • Added a new drop from enemies that will grant some points of Barrier when picked up.
  • Added two new champion types:
    • Healer: Slowly heals nearby enemies
    • Summoner: Summons carrots


Bugfixes:
  • Fixed animation transitions in specific cases that would lead to enemy animations being played a bit later than intended.
  • Fixed item descriptions not being shown properly when Glossary is disabled.
  • Fixed ledge grab logic activating on narrow collisions (such as door borders).
  • Fixed Loading screen not fading to black, but grey.
  • Fixed player not being immune to damage while in cutscenes.
  • Fixed mouselook up/down still working while in a cutscene.

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.