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Ziggurat 2 News

Update #2 - Fixes and small improvements

Welcome back, young apprentices!

It's been an intense weekend! From what we've read, looks like you're enjoying the game and that's great! We've got plenty nice feedback over the weekend and have a long list of issues and improvements to fix over the next days.

Today we're releasing a quick update that should address the most glaring issues, such as serious performance drops, and other things that could be fixed quickly.

We still have a long list of things to do, and in some point in the future we'll post some kind of roadmap with the intended features/content that we'll be working on. But for now we're still focused on fixing things and small improvements.

Stat of the day: So far, wizards have started over 150,000 fights. Of those, approximately 10,000 have ended in defeat.

More curiosities: The favorite perk choice so far is Sure Shot (Ignore elemental resistances), with a 95% selection rate. Second one is Enraged (Increases damage), with 82%. The least favorite is Black Market (exchange 1 weapon for Shields), with a 10% rate.

While we won't make changes yet (still working on fixes), we'll make some adjustments at some point to make these perks a bit more interesting.

Bugfixes:
  • Fixed internal error when enemy health bars are disabled.
  • Fixed error in map description
  • Fixed reported typos
  • Fixed Render Scale not being properly applied upon starting a new floor.
  • Fixed incorrect color for an amulet.
  • Clamped accuracy to 100% (could get higher because of explosive/piercing weapons)
  • Fixed performance issues when game telemetry started failing.
  • Fixed enemy shot prediction not working when walking against a wall.
  • Fixed Master key disappearing if not picked up before leaving the room.
  • Fixed homing attacks not aiming at the Obelisk base when only one piece remains.
  • Changed Mission Start button to X/Control key to prevent issues with the Space key.
  • Added a small delay to Perk choice screen, should help when the interaction key is bound to Space.
  • Fixed being unable to skip cutscenes with the mouse.
  • Improved item popup behavior when picking several weapons at the same time (now only the last one will be shown).
  • Fixed homing projectiles not working properly in Disruption fights.
  • Fixed mission complete screen counting twice the Money rewards.
  • The curse that causes the rooms to be hidden wouldn't hide the minimap.
  • Fixed missing collision in a corridor that could allow player to go out of bounds.


Improvements:
  • Slightly increased size of enemy drops. Added a setting to make them larger/smaller.
  • Added a setting to disable low health/mana warnings.
  • Changed Mana color description to be white instead of Purple (so it's not confused with Wands). Changed Experience color to be yellowish.
  • Increased maximum sensitivity (again).
  • Changed Barrier color from purple to Green so it's not confused with Shield.
  • Increased a bit visibility of the Pillars in the Sequence fights.


Gameplay changes:
  • Increased Argo's Syphon range from 30 to 40 meters.
  • Halved Mana and health price to use Shrines.
  • Increased available characters from 2 to 3 on the mission briefing.

First-person magic-shooting rogue-lite 'Ziggurat 2' enters Early Access

Ziggurat 2 from Milkstone Studios has arrived in Early Access, letting you jump into the shoes of a mage and blast through some freaky creatures with all sorts of wands and staffs in gorgeous first-person action.

Read the full article here: https://www.gamingonlinux.com/2020/10/first-person-magic-shooting-rogue-lite-ziggurat-2-enters-early-access

Update #1 - Day 1 Hotfixes!

Hi! It's barely been a day since the game entered Early Access, and we're glad to see you're enjoying the game!

In just one day, 25,000 Carrots have been killed! Poor things

Today we're releasing a quick hotfix update, fixing most of the minor issues and nuisances that have been reported.

We haven't fixed them all yet, so expect another update next week!

Changelog:

Bugfixes:
  • Fixed Lost Soul not having a portrait icon
  • Fixed "DungeonName" showing upon main quest completion
  • Fixed missing wall in a room.
  • Fixed auto configuration getting stuck.
  • Fixed wrong behavior upon opening/closing the Steam Overlay.


Improvements:
  • Dash button is disabled when you're unable to use it (for example while Frozen).
  • Increased max Mouse Sensitivity value from 20 to 40
  • Added a way to skip auto configuration
  • Added settings to disable View Bob & Enemy Health Bars
  • Increased a bit the Nostalgia effect resolution.

Ziggurat 2 - Available on Early Access now!



Ziggurat 2, the long awaited sequel to the successful roguelike FPS dungeon crawler, is now available on Steam Early Access.



Check it out now!

https://store.steampowered.com/app/1159560/Ziggurat_2/

Road to Ziggurat 2 - Weapons



We're going to do a series of articles focusing on specific parts of the game's development, explaining a bit how they work and their changes compared to the previous game.

Today's the last day before we'll finally push the button and release the game for everyone to try! Our last article covers weapons and amulets.

[h3]Weapons[/h3]
In Ziggurat 2, an unarmed wizard is a dead wizard. Magic weapons are the best way to deal with all that nasty creatures dwelling the deepest dungeons, and there's plenty of variety!

Weapons are split in 4 big categories:



Magic wands are a special category, as you'll always have one and their energy quickly refills over time. However, they're weak compared to the other ones, and it's meant as a backup weapon when you run out of mana for the other categories.



Spells usually feature short ranged, slow firing attacks, that can either pack a punch or inflict nasty elemental effects on enemies.



Staves tend to have a high fire rate and good accuracy, but a slightly lower damage throughput.



Alchemic weapons are a bit more exotic and range from an assault rifle to hand grenades.

All weapons have an alternate fire that can help in specific situations. For example the Freezing Hail will fire a mist that will freeze most enemies in front of you.

On top of that, after some use, you can level up a weapon's Mastery level, and then upgrade it to increase their damage and unlock some passive effects that will be applied just for having the weapon in your inventory.

[h3]Amulets[/h3]

Amulets are trinkets that will grant you additional powers and skills, similar to wizard skills, but they can be equipped by anyone.

As a change from Ziggurat 1, now you'll always start with an Amulet, and they have a fixed cooldown with a limited number of uses. We think that this way you'll find it easier to use them at the proper time.

Amulets can also be upgraded to make their effect more powerful, as well as unlocking new passive buffs.