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Sword of the Stars: The Pit 2 News

1.0.26 Update - Suns Out, Guns, Knives, Vibroblades, Grenades, Etc. Out.

Hi gang!
Below you'll find the list of changes and tweaks and additions to the 1.0.26 update. Try out some of the additions and changes made based on your feedback and as always, keep an eye out on the gameplay in general. Without your feedback, we spend all our time in the lab, working on bigger things that take awhile before we can let you play with them (more on one of those things below).

As always, thanks for playing the game and chatting with us about it. And the Summer Sale is on at Steam, so if you know about out there that you think might dig the game, let them know that this is a good time to grab the game price-wise!

To summarize this update, there is a lot of HUD work, most of it where you can see it (map rotation settings, additions to item info, automatic fading to the log list), but some of it is adjustments to optimize icon use. The map control changes are handy, but hurt enemies now leaving trails you can follow is handy AND cool.

OK, we're back to the lab - as always, feedback, feedback, feedback!

Update 1.0.26

Additions
  • (When using attack key) Attack nearest only uses melee weapons
  • (When using attack key ) Melee attacking nearest target is an Option toggle.
  • Minimum Stat requirement shown in Item requirements.
  • Opacity fade added to log list (mouse-over brings back full opacity).
  • Audio stingers added for when player uses elevator and teleports.
  • Mini-map controls now nested in a sub-menu.
  • When the mini map is locked you can choose the cardinal direction.
  • AI processing optimization.
  • Blood trails for fleeing enemies.


Changes
  • Text for Game Over buttons has been updated for clarity.
  • Adjustments made to game loading.
  • Adjustments made to icon loading.
  • Fire effect on player follows player better
  • Improved interact key-press (doors were overriding proper interact selection).
  • Sound drop-off for snoring Moonbear adjusted.
  • Sound level decreased for Electrical Towers in Generator Level.
  • Loading bar has more than one text line (more to come).
  • Tile info mouse over only on in map tiles.


Fixes
  • Grabbed status now cleared when moving between floors.
  • Mistyped Teleport traps fixed. More traps in game now.
  • Show Save Game button available when not valid.
  • Held movement key no longer overrides additional movement key presses (e.g. Hold forward move key, then press left or right, player will move left or right instead of forward).

Meaty Hotfix 1.0.25b

A larger than typical hotfix for the 1.0.25b update. I mean, look at it, it has changes and new stuff added. It's basically a tiny update, but, well, the start of the year was hectic, so we made some hotfixes, and then some bigger fixes, and then said let's make a few changes, and while that was happening, stuff got added. It happens. We can pretend it's 1.0.26 if you want... at least until we do update 1.0.26.

As always - feedback, feedback, feedback!

Changelog 1.0.25b

Fixed
  • Broken fishing rod bug fixed.
  • Modifier feedback bug fixed.
  • Stat going over cap bug fixed.
  • Game loading refactored to remove redundancies causing varous issues.
  • Cooking Fire button-text missing bug fixed.
  • Target Dummy as valid target bugs fixed in tutorial.
  • Adaptoid prop-types list working correct now.
  • Utility Belt shifting location when double-clicking fixed.
  • Stimulants disabled bug


Changed
  • Den Mother tweaked, her chest tables changed
  • Auto-attacking now disabled when enemies are visible but out range (causing players to attack nearby props by accident).
  • Wooden Chest skill check.
  • Adamantium Claws and Razor Fists tool-tips updated to include weapon stats.


Added
  • Player given feedback when Skills & Stats reach their max cap.
  • Adamantium Claws implemented
  • Added confirm pop-up for deleting a saved game when starting a new game.
  • Option added to Game Options to enable / disable the deleting saved game warning.

25.a hotfix

stasis pod set up
elevator bug fixed
prop loot bug

Just kidding - this update is way more than just dressing up the monsters!

Happy Holidays everybody!

This is a meaty update for the team, with a major focus on additions to the biome levels, with new surroundings, new surprises, and even a new scavenging mechanic that takes advantage of the ponds.

The Christmas additions will end after the holidays, so enjoy them while you can. Some we added just because they make us smile, like rats in sweaters and presents replacing ammo crates. Some just makes things feel Christmas-y, like festive trees and snow. But watch for snowmen - they're harmless and if you give one the old what-for, you might find a surprise inside!

What's not temporary are the additions to the Biome levels. We've added to the surroundings, bringing more Sword of the Stars lore into the game with Strangler habitats. And listen carefully for a Den Mother Moonbear. You don't want to wake her. She is however guarding a Strangler cache, so if you think you've got the skills, of if you really desperate, see if you can get in there and make off with whatever you find.

Most importantly however is we've added a new mechanic to the game, which allows you to fish in the Biome ponds in the hopes of catching food and even handy items. With this addition comes a host of related content, including new items (various fish and eels), new messages, and new recipes attached to them. Why eat raw eel when you can make something better with it?

It has been a wild year, bringing The Pit 2 to Early Access and we want to thank you for your support and feedback. If you think back to the game when it entered EA and now, those changes are because you all got into the game and helped us shape it. So thank you for this past year and we're looking forward the new year and everything in store for the game!

We are going to keep and eye on the boards, as we always do after we update, and we'll also be taking a few days off to bundle up on the couch and sip hot drinks, but we'll be back at it in no time.

Have a most excellent holiday, wherever you are, and whatever you celebrate;

From the Kerberos Team to you, Merry Christmas!



Changelog 1.0.25

Added
  • Christmas theme added! Because Ho Ho Ho!
  • Christmas decorations! Rats in Sweaters! Snowmen with goodies!
  • New Christmas placeholder of final floor.
  • Moonbear Den Mother in Biomes.
  • Mushroom Burger. Yum!
  • Various fishing items, including some fish and eels.
  • New recipes using the new fishing items.
  • Fishing rod item with fishing feature (put fishing rod in your hotbar, stand facing water in a biome, and click to cast).
  • Cooking fire "crafting" element added
  • New breakable prop class introduced. Items like pots and small bushes can be easily attacked and smashed. Occasionally they reveal something.
  • Fog Bank element that floats around and blocks line of sight.


Changed
  • Visual improvements and additions to the biome, including additional props and elements as well as texture updates to some elements.
  • Minimap now given visual priority over other UI elements, like the actions list.
  • New features to the options menu. (max screen ratio sizes for the mini map and actions list, so you can adjust their sizes to your preference.)
  • Action list includes more feedback from props.
  • Grid format for picking up large amount of items at once.
  • Weapon tool tip now reports if you don't meet the minimum stat required.


Fixed
  • Lifter Pack now works correctly.
  • Coding Avatar feedback bug fixed.
  • Dismantle never-fail bug fixed.
  • Mismatched name bug fixed.

Hotfix 1.0.24.g

laser damage bug
invisble enemy bug
Line of sight adjustments
Cancel Deploy trap
previous floor reload of enemy data bug
added item charges to loot names
Turrets causing infinite enemy turn bug
Mixing up ammo types when reloading with low ammo bug
High Explosive ammo stats change
distribution tables and rooms updates
Adjusted bonus ammo drops
Envirosuit equip / durability bugs