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Ziggurat 2 News

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!

Update #46 - New languages!

Hi! Today we're releasing a small update featuring two new languages, French and Czech, as well as a few bugfixes and balancing changes:

New content:
  • Added French and Czech community translations.


Improvements:
  • When generating mission loadout, if a character with a fixed weapon category (such as Rigel) is the one with the mastery bonus, the weapon offering the bonus will be of a compatible category. Also, at least 2 weapons of that category will be offered.


Bugfixes:
  • Fixed weapon model being shown when using an amulet that causes the switch of weapons.
  • Fixed being stuck without wand when purchasing/switching the Swiftspike in the shop.


Gameplay changes:
  • Reduced health and overall difficulty of the Madroot Mandrake.


Update #45 - Hotfix update

Hi! Today's patch fixes a number of bugs introduced in yesterday's update.

Improvements:
  • Tweaked a bit the text font so it's properly aligned.
Bugfixes:
  • Fixed {MasteryPoint} text in the quest result screen.
  • Removed a weapon still in development.
  • Fixed Daily challenge leaderboards having inverted order.
  • Fixed Daily challenge screen showing loadout for the wrong day.

Update #44 - Bugfixes galore, and new boss!



Today's update brings a bunch of bugfixes and quality of life improvements, as well as a new boss, the Madroot Mandrake!

New content:
  • New boss: Madroot Mandrake


Improvements:
  • Weapon information in the equipment list is now condensed to a single DPS stat, and general information on fire rate and elemental proc chance, instead of a precise number. We feel it's easier to compare weapon performance at a quick glance that way.
  • Changed the underlying leaderboard system to use the Steam API. This means there's no limit to the number of them (so all leaderboards will be saved, not just the last 7), and should present fewer issues overall.
  • "Mastery level up" screens are removed from the post-quest result. They're still shown in the list.
  • You'll now be taken to the Laboratory screen right away after a quest.
  • Integrated Steam Rich Presence: Friends will now be able to see which mode are you playing, and at which dungeon floor you are.
  • Removed Menu audio slider, it was a bit redundant after adding the Master Volume slider.


Gameplay changes:
  • Global damage improvements from the skill tree will now also affect character skills, such as Shove or Shield Bash.
  • Some changes to Khorhoi to make it less frustrating to fight, without making it too easy.
  • Letting off and pushing the sprint key/button after shooting/landing is no longer required.
  • Infinite Dungeon: Difficulty increases quicker on really deep floors (floor 25+).


Bugfixes:
  • Shuffle perk wasn't using the shared RNG seed, so it wouldn't act the same way for all players in dailies.
  • Indra's Anntena passive effect was reducing damage instead of increasing it.
  • Fixed some effects that caused a weapon switch (such as amulets) stopping the animation earlier than intended.
  • The "Thorough" perk wasn't affecting the proper stats.
  • Fixed coin drops in Gauntlet being half of what was intended.
  • Fixed amulet model being shown on the weapon animations in specific situations.
  • Fixed performance issues when you have an extremely big mana/health pool.
  • Fixed visual issues with specific effects (such as Arachnid Rime)
  • Fixed AI jump paths in a specific combat room.

Update #43 - Small update

Hi! Today we're releasing a small update with a number of balancing changes and bugfixes that should improve the overall experience:

Gameplay changes:
  • Decreased amount of Summoners spawned in a fight
  • Made it so guardians will be spawned in a room that matches the style of the fight (more open, or with more cover).
  • Slightly changed the layout of a couple boss rooms.
  • Increased initial and per-floor charges of Amulets that use charges.
  • Reduced cooldown of most amulets with unlimited charges.
  • Decreased power/duration of most amulets with unlimited charges. We think that amulets with unlimited charges felt a bit too powerful in short fights, were a single use of the amulet is always available right away. Reducing their power and cooldown makes them useful tools, available more often, but not overpowered.
  • Increased a bit effectiveness of Argo's Resolution.
  • Decreased effectiveness of Carina's Unmatched Talent.
  • Slightly decreased enemy damage boost on missions with higher threat levels.
  • Decreased power of the skills that increased weapons' damage per level.


Improvements:
  • Increased enemy spawn sound volume a bit.
  • Decreased TAA (Used when Antialiasing is set to "Very High") blurriness a bit, should mitigate the "seeing double" problem.
  • On Scavenge fights, a few shards will be spawned right away.
  • Made cutscene texts more readable in Japanese.


Bugfixes:
  • Should have fixed a bug when entering a boss room and trying to leave right away while the intro cutscene is being loaded.
  • Fixed bug in the random room generation algorithm that allowed several repeats of the same room type to be spawned on specific circumstances.
  • Fixed minion bar switching too soon to "X Minions remaining".
  • Fixed double purchases when using a controller in the skill tree.
  • Fixed Forge being always shown in the map key.
  • Fixed Mana Shield being half as effective as intended.