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Ziggurat 2 News

Update #30 - April Big Content Update!

Welcome back!



Today we're releasing a big content update, featuring plenty of content such as new playable characters, new equipment or the new Gauntlet mode!

For future updates, we intend to focus on increasing enemy variety, while we keep adding new playable characters and interesting equipment.

New features:
  • 2 New Campaign missions and lore.
  • New Playable Character: Rigel
  • New Playable Character: Margaret
  • 4 New Weapons, 2 New amulets, 10+ New perks (some of them unlocked by default).
  • New Dungeon Theme: Ice Cave
  • New Gauntlet mode, available in some missions and in Extra Modes.




Gameplay changes - In-game:
  • Shrines no longer offer a temporary boost as a positive outcome.
  • Capped maximum charge of devices in Overload fights.
  • Increased Thunderspark projectile velocity.
  • Fixed Knorgh the Savage being affected by Kira' skill.
  • Increased difficulty curve of the Daily Challenge.
  • Tweaked some amulets effects and cooldowns to make them more balanced.
  • Increased enemy respawn timer in Overload fights.
  • Glyndor is now immune to status effects while using Shell.
  • Changed Conversion perk behavior so it's useful when only one pool has mana.
  • Bosses will now deal more damage to Eris summons, and will focus Eris instead of the summons.
  • Atlantean Spear: Increased collider size of the secondary attack.
  • Changed one 2x1 room layout so it offers a bit better navigation.
  • Eris' summons now deal a bit less damage and draw less enemy aggression (so more enemies will go after Eris).
  • Increased enemy variety in fights on deeper floors (so more types of enemies are spawned in the same fight).
  • Slightly increased enemy health and reduced enemy numbers in deeper floors.
  • Floating Warrior and Bronze Warrior: reduced projectile hitbox size.
  • Shrines no longer require a sacrifice to be used.
  • Slightly increased the chances of getting a health/barrier drop over mana.
  • Lost Souls and Orcs will no longer try to charge through fences.
  • Melee enemies should no longer stay still when Kira is Shrouded.


Gameplay changes - Campaign:
  • Reduced difficulty increase of higher threat missions in Campaign.
  • Longer missions in Campaign can now reward with more than one weapon.
  • Story missions in Campaign can now reward equipment, not just the character, and can grant partial rewards.
  • Decreased weight of underleveled items being chosen as the Default item.




Improvements:
  • Difficulty setting is now assigned to the whole save slot (so it's the same for Campaign and Extra modes).
  • Reduced Column collider in the egypt theme (should be able to walk between them and a wall now).


Bugfixes:
  • Fixed some ragdoll issues with Agatha.
  • "Surprise" perk should now show popups for both assigned perks.
  • Fixed First Mastery level in campaign requiring 0 experience.
  • Fixed enemy line of sight issues related with Eris' summons.
  • Fixed Jacob starting the mission slightly displaced.
  • Should have fixed an RNG issue that would cause to see the same enemy repeated a lot in consecutive rooms on the same floor (This can still happen, but now it will be just luck, not a problem with how random seeds are assigned).
  • Fixed some characters starting in an incorrect pose in the teleport cutscene.


Update #29 - King Blob is here!



Hi! In today's update we're adding a new Boss, King Blob III. Take care if you don't want to get slimed to death!

New features:
  • New Miniboss: King Blob III
  • New boss room layout.


Gameplay changes:
  • Campaign mission threat levels are now fixed: 1 mission below max threat, the rest of them at max threat.
  • Reverted daily challenge weapon determinism from last update: It didn't really work out.
  • Capped maximum amount of enemies spawned to prevent extremely long battles on the endless dungeon.
  • Decreased pickup friction so they will slide a bit.
  • Revised the layout of a few boss rooms so they are a bit more open.


Improvements:
  • Changed the way the enemy shader works. Now they should look a bit less flat, while still standing out over the background.
  • Increased visibility of specific enemies such as the Stone Nightmares or the Wraiths.


Bugfixes:
  • Fixed collision for corridor stairs in the Cave theme.
  • Fixed wrong UI values for Magnus rifle
  • Stat increases from level ups should now be seeded in the daily challenge
  • Fixed being able to mantain vertical velocity, and reaching higher places., when jumping over decorations.
  • Fixed player status effect sounds not stopping properly with specific skill/amulet combinations.
  • Fixed improper camera "recoil" when using a skill.
  • Fixed fade out issue when completing an intermediate floor.


We also wanted to let you know that one member of the team will leave in a few days. While we'll try to find a new member as soon as possible, we'll probably be unable to keep the scheduled update roadmap. This shouldn't affect the next update too much, as the content is almost complete, but the ones for May and onwards will probably be delayed.

Hotfix update

Hi! We're releasing a quick hotfix, fixing an important issue related to perks:

Fixed only utility perks being shown

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.