1. Ziggurat 2
  2. News

Ziggurat 2 News

Update #20 - Amulet changes and fixes

Hi! This week we have a small update with a change in how amulets work, as well as other fixes and minor improvements.

We're currently working on the next content batch, and we hope to have it ready by the end of this month, so no new content until then.

Gameplay changes:
  • Only side quests of Threat level 2 and higher can have Oaths, and not all of them. If a side quest requires an Oath, it will show on the Map Room screen.
  • Increased a bit speed of the Lich's Breath projectiles.
  • Daily challenge: Reduced number of rooms spawned on every floor by 1. Should make runs a bit shorter.
  • Daily Challenge: Pickups dropped from renewable sources (such as summoned minions or weapons' special effects) won't count towards score.
  • Reworked amulets:
    • Now their passive/special effect is unlocked when reaching a specific Mastery Level, no need to spend money (just like with Weapons)
    • Some amulets will now have unlimited charges, with a smaller effect and longer cooldown. Upgrades will reduce the cooldown time.
    • The amulets that keep using charges, will now have fewer charges, and recover a limited number of charges every floor. Both values can be upgraded in the lab as usual.


Improvements:
  • Added new How To Play sections (Champions, Daily Challenge).


Bugfixes:
  • Fixed bug that would increase daily challenge score.
  • Fixed amulet charge improvements slightly reducing amulet cooldown
  • Flying enemies that manage to get out of the room bounds should now be teleported back in.
  • Fixed Right click working on selector buttons.

Update #19 - Hotfix update

Hi! Today we're releasing a new update with some fixes and changes to make sure dailies don't take as long to be complete, and don't reach a point where the player is practically invulnerable.

Because of that, today's entries have been reset, so you can play again if you wish.

Gameplay changes:
  • Greatly increased XP required to level up in daily challenge/endless modes
  • Changed some perks so they can only be picked once, to avoid extreme situations (for example Black Orb/White Orb).
  • Monster speed bonus is now capped in deeper levels of Endless/Daily challenge (floors 20+), from that point on, Damage will be boosted instead.
  • Reduced beneficial effect of Vital Energy


Improvements:
  • Dailies no longer show "Defeat" when done.
  • Increased map scroll speed.


Bugfixes:
  • Fixed job perks (such as "Apprentice") showing up in shops in the daily challenge.
  • Fixed Mastery progress not highlighted for Amulets/Characters in the mission complete screen.
  • Enemy charge attacks (From skulls and Vanguards) now work properly with enhanced speed stats.
  • Should have fixed Wand shown in the Daily Challenge screen being different to the one actually used (we're not 100% sure about this one, so if you still experience it, please let us know).

Update #18 - Daily challenge!

Hi! Today we're releasing a new update bringing the Daily Challenge to the modes. It's still in beta, so please report any problems you experience with it

New features:
  • Daily Challenge added to Extra Modes. Try to get as far as possible in a seeded run, with just one attempt, and compare your results with other players!


Improvements:
  • Added auto-pause when the game window loses focus. Can be disabled in settings->game.
  • Changed a bit one of the starting rooms layout so the Oath/Weapon chest is more prominent.


Bugfixes:
  • Fixed formatting problem for health/ammo values over 1,000


Gameplay changes:
  • Increased enemy boost rate on deeper levels of the Infinite dungeon.

Update #17 - New minions!

Hi! This week we're releasing a new update featuring 2 new minions, the Ironclad and the Vanguard, both fearsome melee enemies.





We've also changed the way Omens are chosen, moving the decision to the starting room instead of the loading screen, and changed their name to Oaths. In a future update we'll make it so they are only used on specific missions, but for now they will be on all side quests.

New features:
  • 2 new enemies: Ironclad and Vanguard


Improvements:
  • Oaths (previously Omens) are now chosen in the starting room.
  • Memory allocation optimizations in order to reduce stuttering during combat.
  • Improved HUD information for temporary effects and amulet/skill cooldowns.
  • Added health/mana information on the Perk selection screen.


Gameplay changes:
  • Changed the way the campaign progresses: Now you just need to complete a number of side quests in order to unlock the next main quest, instead of having to complete specific ones to find the map pieces.
  • Changed the less popular Oath's effects to make them more interesting / punishing.


Bugfixes:
  • Fixed Oaths not working when resuming a saved game in progress.
  • Fixed misplaced texts for some Oath effects.
  • Fixed shops not showing properly the weapon level.
  • Fixed some minions spawning with the miniboss intro animation.
  • Fixed animation issues for jumping minions.
  • Fixed amulets not being completely destroyed when cursed with a "lose amulet" effect.
  • Fixed Healer champion's regeneration effect being shown when outside of range, or when the champion is already defeated.
  • Fixed Healer champion's regeneration effect not being shown when an enemy spawns within its healing range.
  • Fixed Healer champion not having an icon on its health bar.

Update #16 - Hotfix update

Hi! Today we're releasing a patch that fixes some issues introduced in yesterday's update:

Improvements:
  • Detrimental numeric values in perks, shrine effects, omens, etc. are now shown in red.


Bugfixes:
  • Fixed perk level not shown properly in the character sheet
  • Fixed incorrect perk values in the Library.
  • Fixed wrong texts for enemy damage Omen.
  • Fixed loading screens showing lore text in caps.
  • Fixed Weapon damage upgrades not being properly applied.