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Ziggurat 2 News

Update #28 - Gameplay changes & improvements!

Hi! In today's update we're doing some changes to weapon unlockable specials, to make them a bit more interactive and predictable.

We're also changing how poison and burn damage is calculated, so now they're affected by damage multipliers. Should help those weapons keep up the pace in deeper dungeon levels and the more advanced chapters of the campaign.

Gameplay changes
  • Changed weapon special effects so all of them are triggered by killing enemies.
  • Removed chance from weapon special effects, now they will trigger after a fixed number of kills on the proper conditions.
  • Increased range and improved visuals of explosions from weapons' special effects.
  • Poison/Burn damage is now affected by weapon damage multipliers (only on enemies).
  • Clamped maximum enemy speed boost in infinite modes to +25%. Further improvements will instead increase aggressiveness (time between attacks).
  • Treasure chests can no longer drop experience, money or drops. Chests in challenge rooms will still drop the additional rewards.
  • Done some changes to improve determinism on the Daily Challenge. Now weapons obtained should be a bit more consistent irrespective of the perk choices. Perks are still highly contextual, depending on the player choices.
    This also means weapons are no longer assigned depending on the current equipment, so the chances of getting repeat categories are higher.


Bugfixes:
  • Perk choices are now clamped to 4.
  • Bookworm perk / +1 perk choice oath won't show up if you're already at the maximum perk choices limit (4).
  • Fixed rare case of repeat perk choices in a single screen.
  • Temporary buffs (such as health regeneration) are now mantained when using the boss teleport.
  • Fixed rare case of a connector room having only one exit.

Hotfix Update

Hi! Today we're releasing a patch fixing an important issue with boss health, and some other minor fixes.

Improvements:
  • Added additional UI popups when selecting perks with random effects (such as golden weapon).


Bugfixes:
  • Fixed boss health being too high on infinite modes, and too low on non-infinite ones.
  • Changed how the Mob multiplier is applied.
  • Fixed problem with character upgrade screen in specific languages.
  • Minor localization fixes.

Hotfix Update

Hi! We're releasing a quick patch fixing some issues introduced in yesterday's update:

Bugfixes:
  • Fixed Tutorial softlocking when trying to open the perk menu
  • Fixed wrong mana calculation for some upgrades, resulting in abnormally high values.
  • Fixed Scholar perk description (and potentially others) not showing the proper value.

Update #27 - QoL improvements, balancing, and updated Roadmap!

Hi!



Today we're relasing a new update bringing a lot of numeric changes to the table, that we think should help make the game more balanced and fun.

We're also updating our Roadmap, with our content/feature plans for the following months, so check it out!



Improvements
  • Mission threat level is now shown on the map
  • When picking up a weapon or amulet, the one dropped will be placed in the same place where the original was.


Gameplay changes:
  • Perks have now an internal category depending on their effect. When leveling up, perks shown will be of different categories.
  • Increased number of perks shown on level up to 3.
  • Rebalanced many perk values/effects to make them more interesting and balanced with the rest.
  • Increased overall damage for most wands
  • Minor balance changes for other weapons.
  • Minor buff to Carina's Shove damage and a few of her perks.
  • Nerfed Glyndor: Increased mana drain rate, reduced mana pool, reduced mana gained when using the skill, adjusted mana increase of the skill depending on difficulty (so it doesn't grant too little in lower difficulties because of smaller damage received).
  • Increased Wand mana of Eris and Jacob (so now all characters have 50 wand mana).
  • Kira: Increased base length of Shroud. Changed her special to inflict poison on enemies while Shroud is active.
  • Decreased negative effects of shrines.
  • Readjusted XP curves: XP requirements for levels higher than 10 will increase more than before. (Previously the curve became almost flat at that point).
  • Readjusted Mastery level requirements so they don't increase as much for higher Mastery levels.


Bugfixes:
  • Fixed very rare bug in the dungeon generation algorithm.
  • Fixed money counter not updating after praying at a Shrine.
  • Fixed +Mana from amulet upgrades not being applied properly.
  • Bosses will be now invulnerable during the spawn cutscene.
  • Fixed visual glitch when dying.

Update #26 - Shrines & Eris reworked!

Welcome, neophytes and masters alike!



Today we're releasing a new update, changing the way Eris skill works to make her more engaging and fun to play, and also changing the Shrine system to make it a bit more interesting and less dependant on pure luck.

Improvements:
  • Added pictures to the How to Play section
  • Added a help button to a few sections in the campaign.


Gameplay changes:
  • Reworked Eris: No more mana/fire rate penalties, lower XP penalty, lower health, now she spawns 3 skeletons, skeletons are more aggressive and have 100% curse chance.
  • Approximately half of the enemies will completely ignore summons (Eris' skeletons) and go after the player.
  • Reworked Shrines: Now they offer a selection of Oaths, and you may pick one. Some of them still require a small sacrifice to activate.
  • Added new Oath effects only shown in Shrines.
  • Frozen/Shock/Cursed status effects won't reset if you get hit again while still being affected.
  • Reduced spawn rate of Carrots by Shepherd champions.
  • Enemies in special combat rooms (Obelisk, Sequence, etc) will be considered as spawns, so they won't grant score, barrier, or trigger other recovery perk effects.
  • Reduced mana usage of Mana Shield.
  • Campaign unlocks now also unlock items for the Extra Modes. You can still unlock items/characters in Extra Modes same as before, playing the campaign is not mandatory.


Bugfixes:
  • New attempt to tackle the physics related crash (Hopefully this time for real)
  • Fixed "Low health" warning when your health was a low value, even if full.
  • Fixed Sitra's drops only showing on her first damage breakpoint.