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Ziggurat 2 News

Update #7 - Community translations, balancing changes and new equipment!

Welcome back, fellow apprentices!



Today we're releasing a new update, featuring a huge amount of balancing changes in order to make some weapons and perks more interesting, as well as tone down a bit some enemies that were just too dangerous.

While we think is a step in the proper direction, it's definitely not the last, so stay tuned for future adjustments!

Stat of the day: Enraged has been so far the most popular perk, with a whooping 5.4:1 chances of being selected! But that's going to change today!

Community translations: We have set up a Crowdin project where you can join and suggest translations for all the text in the game.
Crowdin: https://crowdin.com/project/ziggurat-2
(Be warned, there may be spoilers for future items etc) While the game is still available only in Spanish and English, we hope to be able to add new languages once they've progressed a bit!
Feel free to join our discord server https://discord.gg/vq2pb9U for more information!

New items
  • New wand: Soulcutter
  • New Staff: Eagle Claw


Improvements:
  • Added a setting to disable the inventory screen key while in combat
  • If you activate a skill or amulet while a lasting effect is active, the progress bar of the effect in the HUD will reset to show just the started effect.
  • Equipment and shrine effects now show numeric values in the descriptions.
  • Added tooltips to many setting options.
  • Improved looks of Stats in the Stats, end floor and end mission screens.


Gameplay changes:
  • Reduced chances of fight modifiers in big and small rooms.
  • Enemy tracking is now slighlty changed based on difficulty (higher difficulty: more tracking).
  • Equipment and character Mastery (for the campaign) is now earned on final blow, not on pickup of the experience crystal. It's also unmodified by experience multipliers from perks etc.
  • Enemy balance:
    • Carrots: Increased damage
    • Burning soul: Reduced fire rate a bit, decreased amount spawned, decreased physical hit damage
    • Lost soul: Decreased hit damage
    • Floating warrior: Decreased attack homing properties a bit, decreased projectile hitbox.
    • Reanimated prisoner: Decreased total health
    • Goblins (both): Decreased amount spawned
    • Glacial Nightmare, Igneous Nightmare: Decreased amount spawned
    • Brulak the Sick: Decreased amount of projectiles in stage 2 attacks. decreased damage and explosion radius of the bombardment attack.
  • Weapon balance:
    • Swiftspike: Decreased damage, mana usage and explosion radius of alternate fire.
    • Thunderspark: Decreased mana usage
    • Windleaf: Decreased alternate fire damage.
    • Freezing Hail: Increased damage
    • Skull of Xanatos: Reduced alternate fire damage
    • Chill Splinters: Increased damage
    • Divine Wrath: Decreased mana usage, increased damage
    • Eye of Twilight: Increased damage
    • Undead scepter: Decreaed mana usage
    • Atlantean Spear: Increased damage, decreased mana usage
    • Solar Staff: Decreased damage of alternate fire.
    • Twin Fangs: Decreased mana usage
    • Fireweaver Bomb: Decreased mana usage
    • Doombringer: Increased damage
    • Retribution: Decreased damage
    • Energy Blaster: Increased damage, decreased mana usage
    • Magnus rifle: decreased damage
  • Perk balance:
    • Bookworm: Reduced XP bonus
    • Berserker: Better values
    • BlackMarket: More shield granted
    • SleightOfHand: Added a limited mana boost
    • Energized: Increased shield conversion
    • Lightweight: Reduced health penalty
    • Curse: Better values
    • Sprinter: Added freeze resistance
    • Vampirism: Worse values
    • Bunnyhopper: Added ammo usage bonus
    • Brute: Better values
    • Cleansing: Adds barrier
    • Risky business: Better values
    • Tranquility: Better values
    • Dark Forge: Better values
    • Equalizer: Added slight mana boost
    • Scaredy cat: Increased effect duration



Bugfixes:
  • Fixed amulets acting weird in the shop.
  • "Carrot Rain" modifier will not show up if there are flying enemies in the fight
  • Fixed obelisk spawn in front of door.
  • Fixed perks from Treasures diseappearing if not picked right away.
  • Fixed button notifications diseappearing when going back to the rewards screen.
  • Fixed Asiro's shield not blocking damage from explosions, and some specific attacks.

Update #6 - Hotfix update

Hi! Today we're releasing a small update fixing some important bugs:

Bugfixes:
  • Fixed UI problem when selecting a Perk on the mission rewards screen.
  • Fixed Endure perk not working as intended.
  • Fixed total number of unlockable perks.


Improvements:
  • You can now go back from menus using the right click
  • Added a toggle to show icon keys on the map screen.

Update #5 - Balancing and detailed perk descriptions!

Welcome, wizards and witches of all planes!

Today we're pushing a small update bringing an important bugfix and a much requested feature, perk detailed descriptions!

Now you'll be able to know how much a perk increases your stats, so you can make better guesses.

It's not fully complete, as A) shrine effects won't show detailed data yet and B) perks with random effects (such as Golden Weapon) don't show yet which weapon was selected. However we wanted to push the update anyways in order to deliver the bugfix before the weekend.

We've also added a way to upgrade items from the campaign results screen, and enhanced the visual effects on elemental damage so it's easier to know when you're dealing reduced or extra damage.

Finally, we've done a quick balancing pass on enemies, in order to have them perform at their expected strength.

Bugfixes:
  • Fixed a bug where enemies wouldn't spawn in small rooms.


Improvements:
  • Changed visual feedback of elemental resistance and vulnerabilities so they're easier to detect.
  • Perk descriptions now show numeric values for their effects
  • You can now open the equipment upgrade screen from the mission results screen.


Gameplay changes - Balanced enemies:
  • Carrots: More health
  • Peppers: Less damage, a bit slower
  • Radishes: Fewer of them spawned
  • Bronze Warriors: More damage
  • Ghosts: Less damage, a bit slower
  • Lost souls: Less health
  • Burning souls: Less health, less damage, fewer of them spawned

Update #4 - Burning hatred

Welcome back, fellow wizards. Today we're releasing a new update bringing a new enemy, as well as a plethora of fixes and improvements.

Whatever little humanity that remained in these old bones has been long consumed by flames.

An eternity in the underworld will get anyone to their nerves.


After this update, we'll start work on one of the most requested changes, which is to add specific details to perk descriptions. We want to do it properly so it may take a while, and we may take the chance to tune some perks to make them more useful or interesting while we're at it. Stay tuned for more updates!

New enemy: Burning Soul

Improvements:
  • Added a progress bar showing duration of timed character and amulet skills
  • Added upgrade level of items in the in-game inventory
  • Changed respawn behavior of special combat rooms (obelisks, scavenge). Enemies should take a bit longer to respawn once killed.
  • Added sound and visual effects to moving platforms.
  • Perks dropped by treasure chests now have to be picked up manually. They will show their icon and description when looking at them.
  • You can now rotate monsters in the bestiary
  • Rewards for main quests are now shown in the campaign map.
  • Changed icon for the Master key drop in the minimap so it's a key, not a lock.
  • Increased FPS cap to 500.


Gameplay changes:
  • Glyndor no longer recovers mana for damage over time effects (such as lava or poison)
  • Reduced healing penalty of Regeneration perk
  • Increased damage time of bosses' stomp attack, so it's more dangerous to bait them.


Bugfixes
  • Fixed Celestial Horn icon
  • Removed pain sounds when you're invulnerable (for example Glyndor while using Shell)
  • Fixed Scavenge items counting towards progress even if not picked
  • Invulnerable enemies will no longer show the hit confirmation effect.
  • A weapon that changed its category (for example because of a shrine effect) will keep the new category if dropped and picked up again
  • Fixed issue with hundreds of enemies being spawned if it took some time to load their model.
  • Should have fixed issue with Lights Out not working as intended.

Update #3 - Screams of pain!

Welcome back, young apprentices!

Today we're releasing a new update, bringing a new batch of fixes and minor improvements. The most important one is the addition of character sounds when jumping, being hurt, etc. (Sorry, no voice acting yet).

Fortunately we're quickly emptying the list of critical bugs and will be able to get to work a bit on balance before starting with new features and content. This update also brings a few changes to that.

Stat of the day: Wizards have fired over 16,000,000 shots so far.

More Curiosities: Over 200,000 Peppers have been spawned so far, dealing almost half a million points of damage to the unfortunate wizards that stood in their way.

Bugfixes:
  • Fixed Nostalgia pixelated effect being upside down when render scale was not 100%
  • Fixed (this time for true) total money count shown in mission rewards screen
  • Changed vertical platforming room so they have ground below. This way they can't push you down the floor.
  • Made it so if you somehow fall out of bounds, you're repositioned back in the room.
  • Fixed floor intro not showing "Last Floor" or "Single Floor"
  • Fixed an issue with text width
  • Fixed some items not showing up as unlocks in the mission rewards.
  • Fixed Carrots feeling a bit dumb when Kira uses her Shroud.
  • Fixed wizards' cloaks acting weird sometimes


Improvements:
  • More accurate room culling when outside of combat, should improve overall performance.
  • Changed a setting that could be adding some input lag in specific circumstances.
  • Increased maximum vertical sensitivity to 2.
  • Changed location of the War in the North mission so it's in what mundane beings would think it's North.
  • Added a button to skip the reward popups after a mission.
  • Added an indicator for objects that can be leveled up, but can't be afforded yet.
  • Changed the way perks are determined on level up: Now they shouldn't repeat as often (except the ones you already have and can level up).



New features:
  • Added wizard sounds when being hit, jumping, etc.


Gameplay changes:
  • Bosses will still perform some attacks against a shrouded Kira.
  • Increased a bit difficulty for Novice and Apprentice. Lowered a bit difficulty for Scholar.
  • Reduced death explosion damage of Peppers a bit. Reduced the amount of peppers spawned.