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Ziggurat 2 News

Update #51 - Pre-release patch!



Hi!

Today's update is an important one, as it's the final one before the transition from Early Access to full release, that will be done in just a few hours.

This update brings new content and features, along with an important amount of polish to pretty much everything.

We hope you enjoy the game as much as we do!

New features:
  • Ascension system to keep playing beyond the final mission.
  • New enemy: Goblin Gunslinger
  • New bosses: Examiner Draco and Examiner Auriga
  • New Supporters Pack DLC featuring 4 weapons (not yet available).
  • Added Steam trading cards.
  • Added a new Achievement for Kraz.
  • Added Vietnamese translation.


Improvements:
  • Added narration to Story cutscenes.
  • Added a Cutscenes button in the Library to replay Story cutscenes.
  • Added a page about difficulty settings in the How to Play
  • Increased default FOV a bit and reduced amount of camera movement/roll caused by View bob (can still be completely disabled via Settings).
  • Added additional information on how to obtain Insight on the "Not enough Insight" message.
  • Added a setting to show attack cooldown below the crosshair.
  • Added a setting to disable status effects on the screen border.
  • Added a different sound when you're hurt but damage is applied to barrier/shield instead of health.
  • Added a setting to disable the hit confirmation sound.
  • Added a bunch of layouts for small combat rooms.
  • Improved Argo texture.
  • Replaced news in the main menu with social links.
  • Changed a bit looks of doors leading to the guardian or locked by the Master lock.
  • Character passives are now shown in the loadout, hero selection screen, etc.


Gameplay changes:
  • Quests no longer give Insight as a possible reward when no other rewards are available.
  • Decreased duration of the Champions fight modifier.
  • Shrines can no longer be rerolled. Increased price of perk rerolls.
  • Sequential shots and beams are now interrupted when climbing on a ledge.
  • The final boss is now also the final boss in the Ziggurat Trial mode.
  • Changed how weapons are grouped in the shop (for example 3 wands, 3 alchemy weapons, etc.).
  • Daily Challenge: Decreased enemy health boost , increased enemy damage boost.
  • Fixed armor enemies' attacks sometimes exploding on the origin position.
  • Some changes to a few characters' passives.
  • Improved a bit Jacob's skills.
  • Reduced Avarice perk power.
  • Decreased Bulk perk movement penalty.
  • Changed "Recover more mana when picking up a weapon" skill for "Recover mana when facing the guardian"
  • Armor enemies now require line of sight to shoot.


Bugfixes:
  • Fixed recoil issues on the Soulcutter wand.
  • Fixed enemies spawning inside decorations in the Town theme.
  • Fixed enemies frozen while jumping teleporting once the freeze ended.
  • Fixed accuracy tracking for Beam weapons.
  • Fixed Sitra totems not showing a health bar.
  • Fixed Sitra spawning zombies on the destination position when teleporting, instead of the source.
  • Fixed Final boss not showing up in further missions in the campaign or classic modes.
  • Fixed Kraz's facial animation.
  • Fixed seeing two characters at the same time on the loadout screen.
  • Fixed UI issues showing negative health.
  • Fixed firerate not affecting beam attacks. Now it increases mana usage and damage accordingly.
  • Fixed witch bosses sometimes spawning in the wrong place.
  • Fixed Magic Binding showing weird behavior when the Wand was selected prior to picking the perk.
  • Fixed music volume increasing to 100% for an instant when exiting the game.
  • Fixed Gauntlet mode enemy waves not being properly completed on higher rounds.
  • Fixed boss intro cutscenes not using the proper lighting.

Update #50 - September Big Content Update!

Hi! Today we're releasing a long-waited content update, bringing the final quest (along with the Final boss!), new equipment and perks to unlock, and an impressive new dungeon theme.



We're coming close to the 1.0 release (hopefully by late October/early November!), and while we still have a few things we want to add before that (such as a new minion in the works, the New Game+ feature and a few surprises for our Early Access supporters), we consider most of the content and balancing finished, so it's a pretty good time to get the game if you haven't yet!

New Content:
  • New equipment Tier:
    • 2 New Wands
    • 2 New Spell weapons
    • 2 New Staves
    • 2 New Alchemy weapons
    • 2 New Amulets
    • 10 New perks
  • New unlockable character: Kraz the Monk.
  • Added Campaign Final Quest, and the final boss.
  • New Dungeon Theme: Town


Improvements:
  • Revised signs in oath descriptions.
  • Added contextual description to teleport portals.


Gameplay changes:
  • Boss XP gems do not disappear over time.
  • Re-Spec on the lab now has a fixed price of 2 Insight.
  • Beam attacks (such as Indra's Antenna) now update their damage bonuses every frame, instead of just at the start of the beam.
  • Weapon levels are now more consistant. Also weapons found in shops always have a higher level. The ones found in non-starter chests also are a bit better, but not by that much.


Bugfixes:
  • Fixed Guardian Seal banner shown in Gauntlet mode
  • Fixed map not showing "Floor 1 of 2" like it used to.
  • Fixed wrong movement when panning the dungeon map with a controller.
  • Poison/Fire damage numbers were not fully consistant (applied damage was)
  • Fixed Barter not working as expected.

Update #49 - Bugfix update

Hi! Today we're releasing an update fixing a number of issues found after the UI change:

Improvements:
  • Changed small barricade collision so you don't slide away from them.


Gameplay changes:
  • "Dismantle" perk is now limited to a maximum number of chests found.
  • Changed a bit the way the dungeon layout is created, should prevent the "all rooms are on one side of the starting floor" syndrome.
  • Changed a bit how shops are spawned, now there should be more guarantees of getting a shop every now and then.
  • Increased perk re-roll prices.
  • Reduced a bit enemy health increase on higher tier quests.


Bugfixes:
  • Fixed potential spawn of goal items in the exact same spot in one of the new special combat room layouts.
  • Fixed Health description in the shop.
  • Fixed side mana bars not adjusting their size based on the pool capacity.
  • Fixed preview models being fused in the Loadout screen when load times were long.
  • Fixed key pieces count not being properly shown after a save & quit (keys would still work fine, it was just an UI bug)

Update #48 - UI/Hud Makeover!

Hi! Today we're releasing an update that brings a complete redesign of all the game's UI look and feel, bringing it more in line with the game's theme. Hope you like it!

Improvements
  • Complete UI and HUD Makeover
  • Damage to bosses in the "angry" state is shown as resisted.
  • Added a popup prompting the player to open the chained chest when looking at the closed doors after the challenge is complete.
  • Added a visual effect to the "Continue" button in the loading screen.
  • Perk description/equipment lore is shown in the Reward Unlocked screen.


Gameplay changes:
  • Character passive/special skills are unlocked a bit earlier in the campaign.

Update #47 - New miniboss and plenty of QoL improvements!

Hi! Today we're releasing an update bringing a new Boss, the Grim Reaper, a fearsome entity with an unending hunger for living souls, and plenty of fixes and quality of life improvements.



New content:
  • New boss: Grim Reaper
  • Added new Chained Chest and Special Fight room layouts.


Improvements:
  • Plenty of CPU/GPU performance improvements that should help improve FPS/stability on lower end computers.
  • Added a temporary slowdown when defeating the boss.
  • Changed UI look and duration of the goal in non-standard fights.
  • Made it more clear that weapon mastery is rewarded with Insight in the Mission Complete screen.
  • Streamlined a bit the transition from the Mission Complete screen to the Laboratory.
  • Stopwatch is now moved to the left corner when the minimap is hidden.
  • After clearing a Chained Chest challenge, doors won't be unlocked until you open the chest.
  • Leveleable perks now show how values change when choosing the next level.


Gameplay changes:
  • Capped Weapon Fire rate: Now it can't be slower than 0,25x, and can't be faster than 4x the original fire rate.
  • Capped some camera offsets to prevent "going through walls" with strong recoil and high fire rate.
  • When an enemy is damaged, its health bar won't be shown if the enemy isn't visible (Damage numbers will still be shown).
  • Reorganized shops, now they will show 3 weapons, 3 perks, or wand+amulet+health.
  • Increased a bit enemy variety on the first missions of the campaign.
  • Timed spikes now move a bit faster, should reduce wait times and make them easier to be noticed.
  • Changed the amount of required key pieces to be always 3.
  • Bosses won't perform direct attacks (such as projectiles) while Kira is using Shroud. They will still perform melee and non-targeted attacks (such as bombs, spawns, circle shots...).
  • Homing projectiles and predictive shots won't track Kira while she is using Shroud.
  • Sitra: Decreased duration and damage of Scythes, increased chances of inflicting Curse; Increased totem health, but it will also drop much more mana when defeated; Increased respawn delay after defeating a corpse summoned by a totem.
  • Fountains now show how much maximum health is increased when drinking from them.


Bugfixes:
  • Fixed bug/exploit when using Sirius' skill just before the boss intro.
  • Fixed locked characters not being properly hidden on the Classic modes list.


We're still wroking on a big content update that we'll hopefully release in a few weeks, so stay tuned!