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Sword of the Stars: The Pit 2 News

Update changelog for 1.0.16d hotfix

1.0.16d hotfix
  • Prompts and Flare effect hooked up for when you unlock a recipe.
  • Crafted items are now automatically added to your inventory.
  • Dynamic loot drop locations added.
  • HUD disappearing bug fixed.
  • Mini-map has new, smaller default size.
  • Save camera setting in game options (toggle whether to save and reload your current settings camera zoom and rotation for the next game. Is off by default).
  • More room variations.

Touchbase Tuesday: 1.0.12 and 1.0.13 Medics, Monsters, and... Mweapons.

The world went a little sideways last time we did an update, like it felt a little off to celebrate our efforts when chaos and confusion ruled world news, so with this new bi-weekly update, we've got a lot to talk about.

There is so much in this game!

For starters, Astryd Jemison, SolForce medic, has returned to The Pit and players can take advantage of her environmentally hardened Caduceus armor and transfusor gun (not to mention her electrified, bot-thumpin' combat baton)!



Not as rugged as marine Raptors, Astryd isn't as fragile as the Engineer or Scout, as she enters The Pit with her disease and poison resistant armor, her bot flattening Combat Baton, and most importantly, her Transfuser gun, which not only deals damage, but transfers health from enemy targets to herself. Used wisely, The Medic offers new and exciting runs down into The Pit!

There are so many new things in the game now, it's a lot of talk about! Prop in your way? Bash it till it breaks. Weapons and their abilities have been expanded in-game, so watch for them to inflict all sorts of conditions on the player! New camera controls on the HUD to make it easier for players to get the best view of the action or tweak it just the way they like it!

Last update we added Mods and these are worth mentioning again. Mods come in three flavors; the kind that modify your weapons, the kind that modify your armor, and the kind that modify you. The only trouble is this is SolForce tech and while you know how to add, what they do, well, that's a bit of a guess. But you don't have to gamble on fusing a crappy and permanent mod onto your favorite rifle, if you have the means to scan them first. But hey, when you're against the wall, maybe it can't hurt to roll the dice.



---------------------------- Fryoids and Cyberjaegers and... Scraplings! Oh My! ----------------------------

On top of all this, we've added lots of player feedback, a couple new pistols, and a host of new monsters to keep you on your toes. We have a few more updates to come, but every update brings us closer to leaving Early Access and that means now more than ever we need your input! Keep on playing the game, keep letting us know if you find bugs or even just things that bug you, and most of all tell us have far you make it... into The Pit!

This is a really good update to jump in on if you haven't checked out the game in awhile! Thanks everybody!

Update 1.0.13

Added
  • New Character Class - The Medic!
  • Can’t have The Medic without Caduceus Armor, which has disease and Poison resistance.
  • Or combat baton. Treats all bots like an old TV set. Just whack their sides until they stop working.
  • Or transfuser, which damages all targets, and transfers Hit Points from organic enemies to the player.
  • New class of enemies; Scraplets!
  • Do you like proteans? Good! Because here come more blobby enemies!
  • Xomboids
  • Cryoids
  • Toxoids
  • Fryoids!
  • Cyberjaeger bear added.
  • You can now split stacks of items in your Inventory.
  • You can now merge stacks of items in your Inventory.
  • HUD camera control widget at top-right of screen.
  • When you destroy a door now, you will see a Destroyed Door and not blank space.
  • Players can now load ammo-type from context menu.
  • Chem pods added.
  • Rad pods added.
  • Bio pods added.
  • Manufacturing Bay added.
  • Cold status effected added. (Hug a Cryoid, you’ll see what we mean)
  • Scavenger bot is now a thieving little jerk. It will attempt to steal something from your inventory and then run away if successful. Get it to get your stuff back!
  • Range feedback added.
  • Projectile-class hooked up for enemies, allowing for more enemy attack variety.
  • Heavy pistol added.
  • Snub-nosed pistol added.
  • Prop destructibility expanded, allowing for blocking props to be smashed! (WIP)
  • Player Stats window can now to be set to auto-expand when level achieved (as it has been) or to remain closed until Player manually opens it (Default C or click player outline in HUD - HUD will indicate when skill points are available). Toggle is in Player Stats window.
  • More attack mode additions to weapon classes (exclusions, damage per target type, life drain, disintegration, cone fire, groups attacks, DOTs, knock-back, grapple, etc.)
  • Bolo attack-class for Stranglers and variants.
Changed
  • Adjustment to the rotation equation for the mini map to minimize screen footprint.
  • All grenades now display their specific explosion effects.
  • Interactive Prop messages have been tweaked to list outcome probabilities better.
  • Interactive Prop messages have been tweaked to display remaining attempts (hack, lockpick, etc.)
  • Door lock-pick odds have modifiers to reflect floor level.
  • Door lock-pick odds have modifiers per room types.
  • Enemy attacks are now shuffled for more variety when attacking.
  • Mini-map fog of war has been refactored and optimized.
  • Armors with boots/gloves/helmets now take up appropriate Body Slots, not just the torso.
  • Preservers now properly equipped with their Confusion Ray.
  • Preservers now heal enemies in adjacent tiles.
  • Room props are now hidden until room is opened, same as enemies.
  • Auto-attack key (Default F) will continue to attack same target so long as it remains in range, rather than jump to nearer targets.
Fixed
  • Character Select screen starting inventory bug.
  • Clean up prop list when making new room.
  • Initial loading equipped armor bug.
  • Prop widget various bug fixes.
  • Player no longer shimmies around sometimes when interacting with prop.
  • Enemies properly attack with grenades again.
  • Shadow flicker from weapon model fixed.
  • Enemy weapon now have a cool down period again, where appropriate.
  • Various adjustments and fixes to AI operations, bugs, and additional behavior modes (such as Condition effects on enemies).



Changelog 1.0.12
======================

Added
  • Weapon Quality System: weapon stats adjusted based on quality.
  • Bio Mods: Drag and drop these mods onto weapons, armor, even yourself, and gain new bonuses... or perhaps new penalties.
  • Bio Mods ID: Use Scanning Analyzer or Diagnostic Chip to reveal what bonuses or penalties a Bio Mod has. Or live dangerously and just slap 'em on!
  • Weapon Bio Mods: Drag and drop onto weapons with Mod slots in the Inventory. You'll be promoted to confirm the mod before it's fused on.
  • Armor Bio Mods: Same as Weapon Mods, drag and drop onto armor with Mod slots.
  • Serum Bio Mods: These Mods apply to your character. Apply them by "using" them, like eating food or using a med-kit.
  • Enemy Health bars: Mouse over an enemy to see just how much fight they have left in them.
  • Drag and drop to reload weapons. Can be used to switch ammo type.
  • Drag and drop weapons onto repair kits to fix weapon damage.
  • New additional default keys for camera controls, number keys/pad 8,4,6,2 to rotate and 5 to reset.
  • More room variety.
Changed
  • Ammo Type selection now has UI buttons. (Initial implementation)
  • Fire Mode selection now has UI buttons. (Initial implementation)
  • Skill level up effect.
Fixed
  • Various AI adjustments.

In Regards To The Invasion.

As we are all aware, darkness has enveloped Ukraine and a Bandit King seeks to subjugate Her people. We here at Kerberos have always made our games available to service men and women on the frontlines over the past 20 years and right now it seems like all the citizens of the Ukraine are on the front lines of this conflict.

And so, even as we acknowledge how trivial this gesture is in the scheme of things, we make this offer to any citizen of the Ukraine; If you are in any position to need a small distraction from everything yourself or are caring for kids who need some fun, then please reach out and we will send you a copy of anything in our library you would like.

This offer is also open to our sisters and brothers in Russia who are risking their freedom protesting this war. We see you.

Stay strong and never let them take your humanity.

-The Kerberos Team

Touchbase Tuesday: 1.0.11 Update Adds New Abilities System!

Greetings, Raptors!

Do not let the size of this changelog fool you. Over the last two weeks a lot of effort went into a single line item with huge implications in the game: The Abilities System.

In short, the Abilities System offers players - randomly, every few levels - a selection of abilities that give them an unexpected, but valuable boost in certain aspects of the game. Healing, shooting, crafting, you name it, can take a big leap forward and give players just a little bit more of an edge as they try and survive to the bottom of The Pit! But make no mistake, these aren't free rides to victory - as well as infrequent, abilities are random and players must make some hard decisions of what gains to take and what to leave behind, hoping fervently the RNG gods will offer up that one juicy ability later in their run.

You can see abilities and their specific effects on the Character Select screen, but we'll post their description text below. OH YEAH! We completely overhauled the Main Menu and Character Select screens! We didn't talk about it a lot when it went live at the start of the month, but now's a good time. We gave the Main Menu a cosmetic overhaul and more importantly, we greatly expanded the Character Select screen, giving players much more information about the unique particulars of each character (which now includes Abilities info).

Curious about those Abilities? Here's a taste of a few of them;

STUNNING BLOW: Chance a melee attack will stun the target.
“You have learned the ancient combat technique of the judo chop to the neck. Your enemies will be stunned.”

RESILIENT: Additional resistance to disease and poison.
“Your immune system has become more powerful after all you have put it through. That which doesn’t kill you, yadda, yadda, yadda...”

SIDESTEP: Chance to avoid setting off a trap.
“You have learned to listen for that telltale sound of a trap coming to life, giving you the chance to leap aside before it can activate.”

CRITICAL EYE: Extra penetration to all attacks.
“Nothing is perfect. Even the strongest armor has flaws. And now you can see them all.”

GADGETEER: Bonus to any crafting using a lab table.
“You may not be able to make everything from junk, but you just got a lot closer to proving that you can with the right equipment.”

That is just a small sample of what you'll find in the game, so jump into The Pit and see what new opportunities fate brings your way!



===========

Update 1.0.11

ADDED
  • Abilities system added! In addition to levelling and improving their skills, players will now be randomly given a choice of three Abilities every few floors, which give them advantages in their run into the depths of The Pit.
  • Motion sensor functional - Get your hands on one of these items and let your Marine pretend he's a Scout and have a look at what lurks around every corner. For awhile at least.
  • Security Station fully functioning - Take a breather from picking locked doors and running from Security Bots, but only if you can work some computer magic. Get it wrong and you could find yourself stunned, hurt, or facing down a host of lethally curious security bots.
  • Surveillance Console fully functioning - Stop wandering around wondering what's out there. Hack these consoles and the entire level will be revealed in the mini-map, enemies included!
  • Enemy flee movement reduced - You winged 'em and now they're making a run for it, but not at top speed.


CHANGED
  • Mini-Map - Visible enemies appear.
  • Mini-Map - Tilt removed for improved readability.
  • Loading options refactored - Attempting to address resolution changing when loading game map.


FIXED
  • Bed regen issue with status ailments resolved.
  • Infinite desk exploit no longer, uh, exploitable.
  • AI pathing bug fixed.
  • Combat penalty bug fixed.
  • Mini-Map scale-to-fit-area bug fixed.


Touchbase Tuesday: It's Beginning To Look A Lot Like Xmas! An Alien Xmas!

It's that time of year when the Kerberos team takes a small breather, has some eggnog, way too many treats. And it's also the time of year when the Steam Winter Sale is on, so in celebration of the sale and the holidays, we've added a little something special for you;

Somewhere after floor 3 you might stumble upon a special floor. Who put the tree there? A homesick, half-mad human prisoner? A crazed AI with a love of all things Xmas? Santa? Probably Santa! Because in that room are lots and lots of presents. Presents you can use to get some sweet XP and lots and lots of ammo. Maybe a new toy!

You know, now that we think about it, why would Santa give you ammo? It was probably the facility AI. It has access to all the weapons lockers. Whatever the case, please enjoy this special, holiday-only boost in gear!

Also, perhaps you'll find a special holiday message in the computer system. We hope you have some ridiculous, goofy fun with it over the holidays, because by new year our little content present goes back into the vault for a while, and we go back to trying to make the game kill you again.

We hope you have some time to relax yourself, have a happy holidays, and as always, tell your friends the game is part of the Steam holiday sale and keep posting your feedback here!

1.0.7 Changelog

Additions
  • We put a thing in the game as well as a thing. You'll see what we mean.


https://store.steampowered.com/app/1698630