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Ziggurat 2 News

Update #32 - Bugfixes and small balance changes

Hi! Today we're releasing a new update fixing a couple of bugs, and doing some balancing changes to a few weapons and enemies.

Gameply changes:
  • Frozen Warrior: Increased their damage. A recent update decreased player slowdown when frozen, and the Frozen Warriors were not as fearsome as before.
  • Floating and Bronze Warriors: Increased their damage. A recent update decreased their attack hitbox, so they wouldn't hit players as much. This makes them easier to dodge, but they will hit harder.
  • Green Slimes: Reduced the amount of them spawned per fight. While a single Green Slime can be a bit hard to kill, and can deal some damage, the main problem is having several of these ones clumped together. Reducing their numbers should help making them less frustrating to deal with.
  • Raziel: Increased overall damage. Raziel has always been one of the weaker bosses, and fairly easy to dodge. Increasing its damage should punish mistakes without making him too opressive.
  • King Blob III: Increased spread of the counter-attack spikes. King Blob's basic attacks are fairly easy to dodge, but the counter attack was harder to deal with. Increasing the spread should offer more safe space.
  • Power of Heart: Tightened primary attack spread.
  • Bonestorm Cutlass: Tightened secondary attack spread.
  • Done some changes to a few perks to make them more interesting/effective.


Bugfixes:
  • Fixed problem with capital I letters when the system language is set to Turkish.
  • Fixed some issues with alpha transitions, such as the player spawning cutscene, or chest tops.
  • Fixed in-game timer resetting to 0 after resuming a game in progress.

Update #31 - Bugfix update

Hi! We've just released a patch fixing a few bugs reported during the past days, and also adding a useful details screen on the Laboratory.

Improvements:
  • Added an optional window with stat upgrades in the Laboratory.


Bugfixes:
  • Fixed ground hole in the Ice Cave theme.
  • Fixed Gauntlet in Extra Modes having fixed Scholar difficulty
  • Fixed Gauntlet in Extra Modes not applying enemy modifiers properly after Save&Quit
  • Fixed Gauntlet in Extra Modes not having passives/specials unlocked
  • Fixed Amulets not recovering charges between rounds in Gauntlet.
  • Fixed Good Omens perk showing up in Gauntlet.

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