1. Jupiter Hell Classic
  2. News

Jupiter Hell Classic News

Jupiter Hell Classic 0.10 - Heavy!

Jupiter Hell Classic 0.10 "Heavy" brings the first new class to the JH cinematic universe (lol) - the Heavy, along with 5 brand new master traits and 6 new regular traits! Two new enemies appear - the Guardian and the Archwarlock, new perks, plenty of buffs to underused equipment and a brand new particle engine for visual pizzazz!

As usual, the DRL mod and the Demo have also been updated to the newest version!

The traditional sectioned patch notes follow below.

[h2]== Heavy! ==[/h2]
GHJ#049 [new] -- Game - new class - Heavy!
GHJ#051 [new] -- Traits - 5 new Heavy class Master Traits!
GHJ#050 [new] -- Traits - 6 new Heavy class regular traits!

The namesake of the release, the Heavy class is here! Apart from 5 brand new Master traits (ever wanted to dual-wield chainguns?) we have 6 brand new regular traits. The Heavy represents the first class designed with lessons learned from 20 years of balancing the old three - it builds different, it's more bold, and (I hope!) provides new fresh playstyles to the game, not chained or restricted by the 25 year class and trait "meta".

If it becomes popular I hope to revist the three old classes to bring a bit more individual identity to them. And you can surely expect the future Medic class to be as different as the Heavy is!


[h2]== Enemies ==[/h2]
GHJ#302 [new] -- Game - new enemy - Guardian!
GHJ#302 [new] -- Game - new enemy - Archwarlock!
GHJ#301 [new] -- Game - Warlocks Aura - resists and regen on friendlies
GHJ#323 [mod] -- Game - Warlocks - all three warlocks now fly and are immune to floor hazards
GHJ#301 [mod] -- Game - Warlocks - to offset warlock buffs their attacks are telegraphed and target position
GHJ#334 [mod] -- Game - Ancient - nerf damage 2d6x3->2d4x4, accuracy 5->4

The aim of JHC always was to have an easier early game and harder late game (as opposed to DRL's upside-down balance). This is the part where the endgame gets harder. Both the Guardian and Archwarlock represent an end-game challenge, and warlocks in general got buffs in the form of auras - JH players will know what to expect, DRL players beware - the V is to be feared again ;).

As a bit of a respite, Ancient got a little bit easier as quite a few people complained he was harder than the end-boss :P.


[h2]== Traits and resistances ==[/h2]
GHJ#335 [mod] -- Traits - Intuition - buffed L1 and L2 for a more gradual progression
GHJ#302 [mod] -- Traits - Berserker - defensive berserk works as a refresh, not cumulative
GHJ#316 [mod] -- Traits - Berserker - stacking limited to 30s, Berserk Pack +100% duration
GHJ#295 [mod] -- Traits - Entrenchment - now has 2 resistance tiers instead of 3 based on Spool-up
GHJ#294 [mod] -- Traits - Fireangel - fire resist is +25% per level, L3 burn duration reduced to 3s
GHJ#297 [mod] -- Game - resistance bonuses cap out at 90% now (from 95%)
GHJ#337 [mod] -- Game - status effect resist bonuses now affected by resistance limit
GHJ#301 [mod] -- Game - armor/boots based 100% resistances will not fully prevent armor degradation
GHJ#301 [mod] -- Game - bleeding reduces accuracy, burning prevents regeneration

Intuition got a better ramp up in power, Berserker got a slight nerf to it's abusive state (huge Berserk stacks) but a buff to Berserk Packs to compensate. Entrenchment got a buff - also in part of the new spool mechanic (see below). Fireangel was busted, probably still is a bit.

As part of the late game challenge balance, resistances have been brought in line. It will become harder to be immune to something (this in general should be a domain of Relics and Masters, not buff stacking), burning and bleeding have additional utility effects now.

[h2]== Visuals and UI ==[/h2]
GHJ#251 [new] -- Visual - Particle system added!
GHJ#242 [new] -- UI - SHIFT-G will now equip items from ground if at all possible (old one goes to inv, or ground if full)
GHJ#326 [mod] -- UI - Item [m]ore info has explicitly listed weapon group and ammo type

Everyone deserves a bit of flashiness so we added a bit more of that to the fairly ascetic JHC. Expect a bit more in future releases too!

Shift-G will be of note to many - it brings the item from the ground where it supposed to go - into your hand or onto your character. We're strongly considering making this behaviour a default G behaviour next version (will be an option to reconfigure back of course).


[h2]== Items ==[/h2]
GHJ#334 [new] -- Game - new weapon perk, three new armor perks
GHJ#295 [new] -- Game - Chain weapons now have Spool-up instead of chainfire!
GHJ#301 [mod] -- Game - buffed several exotic and unique weapons
GHJ#320 [mod] -- Game - relics that apply status effects to enemies wont apply them on the player on self-damage
GHJ#310 [mod] -- Game - buffed the majority of lesser used relics
GHJ#301 [mod] -- Game - buffed bullet-proof vest and Necroarmor, acid-boots drop earlier
GHJ#334 [mod] -- Game - buffed perks - Desperate and Auto-repair
GHJ#326 [mod] -- Game - fixed broken recharge rates, buffed some recharge items
GHJ#334 [mod] -- Game - cerberus armor - -20%->-30% move speed
GHJ#334 [mod] -- Game - fireproof armor/boots, chem armor - loses it's -10% move speed penalty, durability reset to base
GHJ#301 [mod] -- Game - Autoloader will reload weapons in the prepared slot
GHJ#286 [mod] -- Game - power mods on boots add +2 armor instead of doubling

Buffs, buffs for everybody! A unique and exotic should be something to be happy about, or at least happy about in fairly non-rare circumstances. And each relic should have a build where people insta-pick it up. Hence many buffs this version.

The recharge rates on rechargable items (both durability on armor and ammo on weapons) was broken and didn't give the intended effect. Each such case has been revisited case by case, so if something recharged assume it might have changed (usually for the better).

Additional thing of note is the Spool-up mechanic for chain weapons replacing the clunky Chainfire alt-fire from the previous version. Simply shoot at the enemies again without actions in-between to spool up the fire rate!

[h2]== Other balance changes ==[/h2]
GHJ#301 [mod] -- AI - generated monster groups will try to keep together
GHJ#301 [mod] -- Game - added health globes to E7 and I7
GHJ#301 [mod] -- Game - E7 and I7 have more varied layouts
GHJ#301 [mod] -- Game - vaults can now drop boots and melee weapons (no knives, steel boots rarer)
GHJ#284 [mod] -- Game - AUTOHIT effects still have 50% miss rate in the dark and don't apply to non-target enemies
GHJ#284 [mod] -- Game - Angel of Max Carnage - always hit instead of 98%
GHJ#302 [mod] -- Game - Dante - enemy spawns fully favor group spawns
GHJ#301 [mod] -- Game - Noxious Hollow - improved enemy variety

Some guaranteed health globes have been added, especially useful for those restricted healing challenges, Europa L7 and Io L7 have more layouts.

Most important change here is the tendency of generated enemy groups to stay together. This is very important in case of Warlocks and their retuines - expect Dante to be much more dangerous.

[h2]== Fixes == [/h2]
GHJ#298 [fix] -- Game - fixed dual weapon second shot targeting after knockback
GHJ#293 [fix] -- Game - fixed ADV shotgun pump sound not playing
GHJ#299 [fix] -- Game - fixed rare interaction that bricked rocket launchers
GHJ#339 [fix] -- Game - fixed exoskeleton perk improperly applying its bonus to non-melee weapons
GHJ#--- [fix] -- Game - autoloader will now only work if weapon is in primary slot
GHJ#--- [fix] -- Game - Asgard Forge - fix for *that* annoying layout
GHJ#301 [fix] -- Game - Noxious Hollow - less hotstarts and no "start on wall"
GHJ#301 [fix] -- Game - multiple flood lever types of the same fluid will now properly work on same level
GHJ#324 [fix] -- Game - wither will be applied even with 100% melee resistance
GHJ#--- [fix] -- Game - it should be a bit harder to die in the Freeze secret in AoHu
GHJ#--- [fix] -- Visual - fixed Army Surplus drops lacking drop animation
GHJ#--- [fix] -- Visual - fixed sprite visibility issues when dying from multi-shot weapons
GHJ#301 [fix] -- UI - player view, if melee is held Fire -> Attack and it gives the melee attack speed
GHJ#324 [fix] -- UI - riot SMG will properly be registered as an exotic
GHJ#--- [fix] -- ASCII - fixed name input and look mode cursor [joseph-hlucny]

And the usual round of fixes - quite a few things have been cleaned up this version. Special thanks to joseph-hlucny for providing the ASCII version fix!

[h2]== Full changelog ==[/h2]
0.10
GHJ#049 [new] -- Game - new class - Heavy!
GHJ#051 [new] -- Traits - 5 new Heavy class Master Traits!
GHJ#050 [new] -- Traits - 6 new Heavy class regular traits!
GHJ#302 [new] -- Game - new enemy - Guardian!
GHJ#302 [new] -- Game - new enemy - Archwarlock!
GHJ#301 [new] -- Game - Warlocks Aura - resists and regen on friendlies
GHJ#334 [new] -- Game - new weapon perk, three new armor perks
GHJ#295 [new] -- Game - Chain weapons now have Spool-up instead of chainfire!
GHJ#251 [new] -- Visual - Particle system added!
GHJ#242 [new] -- UI - SHIFT-G will now equip items from ground if at all possible (old one goes to inv, or ground if full)
GHJ#301 [mod] -- AI - generated monster groups will try to keep together
GHJ#335 [mod] -- Traits - Intuition - buffed L1 and L2 for a more gradual progression
GHJ#302 [mod] -- Traits - Berserker - defensive berserk works as a refresh, not cumulative
GHJ#316 [mod] -- Traits - Berserker - stacking limited to 30s, Berserk Pack +100% duration
GHJ#295 [mod] -- Traits - Entrenchment - now has 2 resistance tiers instead of 3 based on Spool-up
GHJ#294 [mod] -- Traits - Fireangel - fire resist is +25% per level, L3 burn duration reduced to 3s
GHJ#301 [mod] -- Game - buffed several exotic and unique weapons
GHJ#320 [mod] -- Game - relics that apply status effects to enemies wont apply them on the player on self-damage
GHJ#310 [mod] -- Game - buffed the majority of lesser used relics
GHJ#301 [mod] -- Game - buffed bullet-proof vest and Necroarmor, acid-boots drop earlier
GHJ#334 [mod] -- Game - buffed perks - Desperate and Auto-repair
GHJ#301 [mod] -- Game - added health globes to E7 and I7
GHJ#301 [mod] -- Game - E7 and I7 have more varied layouts
GHJ#323 [mod] -- Game - Warlocks - all three warlocks now fly and are immune to floor hazards
GHJ#301 [mod] -- Game - Warlocks - to offset warlock buffs their attacks are telegraphed and target position
GHJ#334 [mod] -- Game - Ancient - nerf damage 2d6x3->2d4x4, accuracy 5->4
GHJ#326 [mod] -- Game - fixed broken recharge rates, buffed some recharge items
GHJ#297 [mod] -- Game - resistance bonuses cap out at 90% now (from 95%)
GHJ#337 [mod] -- Game - status effect resist bonuses now affected by resistance limit
GHJ#301 [mod] -- Game - armor/boots based 100% resistances will not fully prevent armor degradation
GHJ#301 [mod] -- Game - bleeding reduces accuracy, burning prevents regeneration
GHJ#334 [mod] -- Game - cerberus armor - -20%->-30% move speed
GHJ#334 [mod] -- Game - fireproof armor/boots, chem armor - loses it's -10% move speed penalty, durability reset to base
GHJ#301 [mod] -- Game - Autoloader will reload weapons in the prepared slot
GHJ#286 [mod] -- Game - power mods on boots add +2 armor instead of doubling
GHJ#301 [mod] -- Game - vaults can now drop boots and melee weapons (no knives, steel boots rarer)
GHJ#284 [mod] -- Game - AUTOHIT effects still have 50% miss rate in the dark and don't apply to non-target enemies
GHJ#284 [mod] -- Game - Angel of Max Carnage - always hit instead of 98%
GHJ#302 [mod] -- Game - Dante - enemy spawns fully favor group spawns
GHJ#301 [mod] -- Game - Noxious Hollow - improved enemy variety
GHJ#326 [mod] -- UI - Item [m]ore info has explicitly listed weapon group and ammo type
GHJ#298 [fix] -- Game - fixed dual weapon second shot targeting after knockback
GHJ#293 [fix] -- Game - fixed ADV shotgun pump sound not playing
GHJ#299 [fix] -- Game - fixed rare interaction that bricked rocket launchers
GHJ#339 [fix] -- Game - fixed exoskeleton perk improperly applying its bonus to non-melee weapons
GHJ#--- [fix] -- Game - autoloader will now only work if weapon is in primary slot
GHJ#--- [fix] -- Game - Asgard Forge - fix for *that* annoying layout
GHJ#301 [fix] -- Game - Noxious Hollow - less hotstarts and no "start on wall"
GHJ#301 [fix] -- Game - multiple flood lever types of the same fluid will now properly work on same level
GHJ#324 [fix] -- Game - wither will be applied even with 100% melee resistance
GHJ#--- [fix] -- Game - it should be a bit harder to die in the Freeze secret in AoHu
GHJ#--- [fix] -- Visual - fixed Army Surplus drops lacking drop animation
GHJ#--- [fix] -- Visual - fixed sprite visibility issues when dying from multi-shot weapons
GHJ#301 [fix] -- UI - player view, if melee is held Fire -> Attack and it gives the melee attack speed
GHJ#324 [fix] -- UI - riot SMG will properly be registered as an exotic
GHJ#--- [fix] -- ASCII - fixed name input and look mode cursor [joseph-hlucny]


[h2]== What's next? ==[/h2]Next up we venture to 0.11 "Terminal" which will bring bots, lotsa bots. But luckily it will also bring means to hack them ;). Oh, and Archreavers will be relieved from Spaceport duty, there's a new boss coming to town! See you in May!

Yours truly,

Jupiter Hell Classic 0.9 - Melee!

Jupiter Hell Classic 0.9 "Melee" brings improvements to melee gameplay, including new traits (and Masters) and improved FX, other trait improvements, Relics equipment slot, UI/UX improvements toximedas and a brand new special level with a classic Jupiter Hell boss!

Without further ado, lets dive into the sectioned patch notes!

[h2]== Melee rework ==[/h2]
GHJ#254 [new] -- Visual - added melee attack FX animations
GHJ#037 [new] -- Game - Shattered Abyss added!
GHJ#255 [new] -- Game - new Tech melee master Killing Flow (auto melee attack after move)
GHJ#255 [new] -- Game - Assassinate trait added for Scouts! (replaces Blademaster)
GHJ#255 [new] -- Game - Blademaster reworked into a Advanced trait replacing Berserker for Scouts
GHJ#255 [new] -- Game - Executioner trait added for Scouts (replaces Ironman)
GHJ#255 [mod] -- Game - Stealth grants +50% melee resistance and +30 move speed
GHJ#255 [mod] -- Game - Brute is more frontloaded
GHJ#255 [mod] -- Game - Tech Bladedancer renamed to Butcher and made an advanced trait

We wanted to make sure that each of the current classes has its melee identity. The current Berserker approach suits Marine well, so it was a question how to make Scouts and Techs work without Berseker.

Scout is intended to lean onto Stealth and Executioner trait, Blademaster has been reworked into a Advanced that to replace Berserker, while a new Master trait, Assassinate has taken its place. JH veterans will know what to expect, but others are in for a treat :)

Tech also gets its old Master trait (Bladedancer) as a regular advanced trait (renamed Butcher), and instead gets Killing Flow as their new Master trait - think Gun Kata but for melee!

Several changes in this patch have also been made to make early game melee more forgiving, although it will always be tough - you're not expected to start with Melee apart from AoBerserk challenges.

To test your newfound melee prowess, you can also check out the new Shattered Abyss level, the JH version of Unholy Cathedral!

[h2]== Other traits ==[/h2]
GHJ#281 [mod] -- Game - Stealth change - by default, only melee, pistols and semi-autos get the damage bonus but +100%
GHJ#281 [mod] -- Game - Ghost - at level 1, all weapons get the stealth damage bonus
GHJ#281 [mod] -- Game - Ghost - level 2 also adds +1 stealth attack, so level 3 is +3
GHJ#282 [mod] -- Game - Sharpshooter trait now works with semi-autos

It was a good moment to do a few minor changes to other traits, and take a look at Stealth. Apart from getting melee resistance and move speed as mentioned in the previous section, the Stealth damage bonus is now restricted to melee, pistols and semi-autos, but increased to +100%. The old behavior is still available as the Ghost trait, which also got a few buffs.

[h2]== Relics and other items ==[/h2]
GHJ#279 [new] -- Game - relics show up in equipment screen and can be dropped (destroyed) at will!
GHJ#279 [mod] -- Game - relics generated in Anomaly and Cathedral levels wont have duplicates
GHJ#280 [mod] -- Game - Grenade buffs - innate +3 acc (helps "lobbing over") and halved self-damage
GHJ#280 [mod] -- Game - Grenade buffs - increased dammage of all grenades apart from plasma
GHJ#227 [mod] -- Game - shotgun falloff is counted from range 1 (full damage), not from player position
GHJ#282 [mod] -- Game - buffed damage of .44 weaponry
GHJ#282 [mod] -- Game - hunter, sniper and toxin rifle have improved aimed shot
GHJ#275 [mod] -- Game - increased drop rate of all mods by +50%

Relics are now an equipment item, but behave the same as before - with the slight difference that you can now drop them to get rid of them permanently. Grenades got significant buffs, shotgun damage falloff is now counter from square 1, and .44 weapons and semi-autos got damage buffs. Mod drop rates have been significantly buffed too, so making stuff you want is now easier.

[h2]== UI and UX ==[/h2]
GHJ#276 [new] -- UI - Character screen reformated and showing more data
GHJ#230 [new] -- UI - enemy HUD view includes affecting perks
GHJ#234 [mod] -- Game - better tile pick when dropping items (player and from chest)
GHD#337 [mod] -- UI - Windows - disabled StickyKeys, ToggleKeys and FilterKeys on game start
GHJ#255 [fix] -- UI - fixed melee tohit value in Character screen

Apart from the relic improvements, the character screen has been reformatted to show more data, and the enemy HUD now shows perks that are affecting them. Item drop placement should be a bit smarter too.

[h2]== Enemies ==[/h2]
GHJ#229 [new] -- Game - toxic medusa and medusaling added
GHJ#255 [new] -- Game - medusas and medusalings now have a slither perk reducing tohit chance when moving
GHJ#229 [mod] -- Game - medusalings and *medalings lose their bullet/shrapnel resistance
GHJ#229 [mod] -- Game - less glacimedas in deep freeze

Oh did I mention we have toximedas now? Hell yes :P. Also the various medusa variants are now more dangerous having a special perk that reduces tohit chance when they move. To offset that the lings lost their bullet/shrapnel resistance and there are less glacimedas in Deep Freeze.

[h2]== Flood events ==[/h2]
GHJ#229 [new] -- Game - blood flood event added
GHJ#229 [mod] -- Game - flood levers offer counterplay - fluid spread is gradual (speed is difficulty dependent)

Full-level flood events will offer counterplay now, as the fluid will spread gradually, giving you a chance to run. A new blood flood event has also been added.

[h2]== Bug fixes ==[/h2]
GHJ#255 [fix] -- Game - armor resistances will now properly reduce negative status effect durations
GHJ#255 [fix] -- Game - fixed environmental boots assembly
GHJ#255 [fix] -- Game - fixed internal tohit chances when targeting enemies behind enemies

A few bug fixes to round up the patch, including a fix to the armor resistances that should now properly reduce negative status effect durations, a fix to the environmental boots assembly and a fix to the internal tohit chances when targeting enemies behind enemies.

[h2]== Full Changelog ==[/h2]
0.9
GHJ#254 [new] -- Visual - added melee attack FX animations
GHJ#037 [new] -- Game - Shattered Abyss added!
GHJ#255 [new] -- Game - new Tech melee master Killing Flow (auto melee attack after move)
GHJ#255 [new] -- Game - Assassinate trait added for Scouts! (replaces Blademaster)
GHJ#255 [new] -- Game - Blademaster reworked into a Advanced trait replacing Berserker for Scouts
GHJ#255 [new] -- Game - Executioner trait added for Scouts (replaces Ironman)
GHJ#279 [new] -- Game - relics show up in equipment screen and can be dropped (destroyed) at will!
GHJ#229 [new] -- Game - toxic medusa and medusaling added
GHJ#255 [new] -- Game - medusas and medusalings now have a slither perk reducing tohit chance when moving
GHJ#229 [new] -- Game - blood flood event added
GHJ#276 [new] -- UI - Character screen reformated and showing more data
GHJ#230 [new] -- UI - enemy HUD view includes affecting perks
GHJ#281 [mod] -- Game - Stealth change - by default, only melee, pistols and semi-autos get the damage bonus but +100%
GHJ#255 [mod] -- Game - Stealth grants +50% melee resistance and +30 move speed
GHJ#281 [mod] -- Game - Ghost - at level 1, all weapons get the stealth damage bonus
GHJ#281 [mod] -- Game - Ghost - level 2 also adds +1 stealth attack, so level 3 is +3
GHJ#255 [mod] -- Game - Brute is more frontloaded
GHJ#255 [mod] -- Game - Tech Bladedancer renamed to Butcher and made an advanced trait
GHJ#229 [mod] -- Game - medusalings and *medalings lose their bullet/shrapnel resistance
GHJ#229 [mod] -- Game - less glacimedas in deep freeze
GHJ#282 [mod] -- Game - buffed damage of .44 weaponry
GHJ#282 [mod] -- Game - hunter, sniper and toxin rifle have improved aimed shot
GHJ#282 [mod] -- Game - Sharpshooter trait now works with semi-autos
GHJ#227 [mod] -- Game - shotgun falloff is counted from range 1 (full damage), not from player position
GHJ#234 [mod] -- Game - better tile pick when dropping items (player and from chest)
GHJ#229 [mod] -- Game - flood levers offer counterplay - fluid spread is gradual (speed is difficulty dependent)
GHJ#280 [mod] -- Game - Grenade buffs - innate +3 acc (helps "lobbing over") and halved self-damage
GHJ#280 [mod] -- Game - Grenade buffs - increased dammage of all grenades apart from plasma
GHJ#275 [mod] -- Game - increased drop rate of all mods by +50%
GHJ#279 [mod] -- Game - relics generated in Anomaly and Cathedral levels wont have duplicates
GHD#337 [mod] -- UI - Windows - disabled StickyKeys, ToggleKeys and FilterKeys on game start
GHJ#255 [fix] -- UI - fixed melee tohit value in Character screen
GHJ#255 [fix] -- Game - armor resistances will now properly reduce negative status effect durations
GHJ#255 [fix] -- Game - fixed environmental boots assembly
GHJ#255 [fix] -- Game - fixed internal tohit chances when targeting enemies behind enemies


[h2]== What's next? ==[/h2]
Next up on the calendar we have 0.10 "Heavy" which will bring a brand new class with its own traits! I did not expect the class to land in Classic first, but everything points to it landing in a month :). Apart from that there should be some more environment changes in the update so stay tuned for that!

Yours truly,

Jupiter Hell Classic 0.8 - Arsenal!

Jupiter Hell Classic 0.8 "Arsenal" brings a ton of new toys for your enjoyment, among them ADV items, relics and existing item improvements as well as improving mechanical transparency and balance! Read patch notes below!

This patch is a result of a significant refactor introducing a new general perk system - that in the long run will replace all systems that are based on callbacks. Less tech talk - not only do we have the features listed below, some more features related to this are in the pipeline :D. Let's get to the traditional sectioned patch notes.

[h2]== Item perks ==[/h2]
GHJ#175 [new] -- Game - Item perks! Exotic and Unique items now have perks!
GHJ#263 [new] -- Game - ADV weapons, armor and boots with a random perk!
GHJ#228 [mod] -- Game - removed niche reload-single from double shotguns
GHJ#228 [mod] -- Game - dual-reload will always work when dual wielding if primary weapon has no alt-reload

Jupiter Hell players will recognize this system - special properties of items are now represented by perks! This offers a lot more clarity and flexibility. All existing exotic and unique items have been updated to have their special propeties represented by perks, some of them have actual new perks too! More importantly however, a brand new class of items has been added - ADV (Advanced) items. These are regular weapons, armor and boots that spawn with a random special perk. Just like regular items they can be modded or used as bases for assemblies, opening up a lot of powerful combos!

[h2]== Relics ==[/h2]

GHJ#270 [new] -- Game - Relics added! They're rare, but some say they've been seen in the Anomaly

If that is not enough, there's a new rare class of items - Relics! They function diffently from regular items - treated as a power up that imbues the user with a special perk that has both a boon and a downside. They cannot be dropped, and if a different relic is picked up it will replace the existing one. I'm slowly considering to make them into an item slot, akin to Jupiter Hell, which would allow the player to drop them, but as for now they're a set boon - please give feedback on the forums or Discord! The anomaly got a slight glowup to celebrate :P.

[h2]== UI/Status changes ==[/h2]
GHJ#259 [new] -- UI - self-target info shows affecting statuses with description and timers
GHJ#263 [new] -- UI - assemblies now state what they're doing - both when applying as well as in list
GHJ#259 [mod] -- UI - items have a "more" screen too! Access using m or RTrigger+A from inventory
GHJ#259 [mod] -- UI - use SHIFT-m to force target info on self (also RTrigger+LTrigger-A)
GHJ#245 [mod] -- UI - turn counter on Character info screen
GHJ#228 [mod] -- Game - affects timing now are based on ticks not turns
GHJ#228 [mod] -- Game - berserk effect times halved to balance out the tick change
GHJ#263 [mod] -- Game - all assemblies have been revisited and made mod order independent

Further improving mechanical transparency we have a new item "more" screen, accessible from both inventory and equipment screens ("m" or RTrigger+A) that lists the details of the items perks among a more complete set of item statistics. The player more screen (which now has a shortcut SHIFT-m or RTrigger+LTrigger-A) on the other hand shows all the perks and effects affecting the player (along with a timer for timed statuses!).

Speaking of statuses - there's a gameplay change here, that also affects DRL - timings of status effects are now measured in game ticks instead of player turns. This is both a benefit to the player (powerups last longer if you're fast) as well as sometimes a downside.

Finally also assemblies got a balance/cleanup pass - no longer the esoteric feature they were before, now they state exactly what they do both on the assembly screen as well as in the known assemblies list. Their effects have been made fully mod order independent, and the strength and effects have been given a balance pass.

[h2]== Balance changes ==[/h2]
GHJ#274 [mod] -- Game - Adjusted difficulty curve and spawn rate - easier early game, harder late game
GHJ#273 [mod] -- Game - boosted the freeze effect to affect general speed
GHJ#273 [mod] -- Game - reduced the Deep Freeze enemy count by 1
GHJ#273 [mod] -- Game - reduced Cryomancer speed by 20, reduced cryomancer freeze status by 2s
GHJ#273 [mod] -- Game - assault rifle damage 1d7x3 -> 1d8x3
GHJ#272 [mod] -- Game - Blademaster flow refreshes insted of accumulating
GHJ#273 [mod] -- Game - plasma shotgun halved ammo/cost, hellish sergeants can carry it, shotguns no longer gib corpses
GHJ#260 [mod] -- Game - Ancient's teleport/hologram takes a full second of time to activate
GHJ#256 [mod] -- Game - increased Harbinger nova charges amount

Speaking of balance passes - several smaller things were adjusted, as well as a major buff to the freezing status effect and a new difficulty curve. The freezing effect is now much stronger reducing not only movement speed, but speed in general. This was added later in the beta cycle so be on the lookout for possible balance issues! Deep Freeze and Cryomancer have been nerfed to compensate but Europa might be a bit more dangerous now. Feedback is welcome!

The difficulty curve changes aim for an easier Callisto, similar Europa but harder late game across all difficulties (but mostly affecting Hard+). Do provide feedback on how this feels, and whether the effect is as intended!

[h2]== Bug fixes ==[/h2]
GHJ#000 [fix] -- exotics that were missing the exotic flag have been fixed
GHJ#258 [fix] -- picking up power ups mistakenly costed extra time on top of the move - now is free
GHJ#261 [fix] -- Love will no longer remove overheal
GHJ#000 [fix] -- fixed Inquisitor and Masochist Diamond not being awarded properly

The regular bug fixes - the one one of note is the fact that up till now picking up power ups actually costed extra time - this has now been fixed!

[h2]== Full Changelog ==[/h2]
GHJ#175 [new] -- Game - Item perks! Exotic and Unique items now have perks! (some are new!)
GHJ#263 [new] -- Game - ADV weapons, armor and boots with a random perk!
GHJ#270 [new] -- Game - Relics added! They're rare, but some say they've been seen in the Anomaly
GHJ#263 [new] -- UI - assemblies now state what they're doing - both when applying as well as in list
GHJ#259 [new] -- UI - self-target info shows affecting statuses with description and timers
GHJ#259 [mod] -- UI - items have a "more" screen too! Access using m or RTrigger+A from inventory
GHJ#259 [mod] -- UI - use SHIFT-m to force target info on self (also RTrigger+LTrigger-A)
GHJ#245 [mod] -- UI - turn counter on Character info screen
GHJ#274 [mod] -- Game - Adjusted difficulty curve and spawn rate - easier early game, harder late game
GHJ#263 [mod] -- Game - all assemblies have been revisited and made mod order independent
GHJ#228 [mod] -- Game - affects timing now are based on ticks not turns
GHJ#228 [mod] -- Game - berserk effect times halved to balance out the tick change
GHJ#273 [mod] -- Game - boosted the freeze effect to affect general speed
GHJ#273 [mod] -- Game - reduced the Deep Freeze enemy count by 1
GHJ#273 [mod] -- Game - reduced Cryomancer speed by 20, reduced cryomancer freeze status by 2s
GHJ#273 [mod] -- Game - assault rifle damage 1d7x3 -> 1d8x3
GHJ#272 [mod] -- Game - Blademaster flow refreshes insted of accumulating
GHJ#273 [mod] -- Game - plasma shotgun halved ammo/cost, hellish sergeants can carry it, shotguns no longer gib corpses
GHJ#228 [mod] -- Game - removed niche reload-single from double shotguns
GHJ#228 [mod] -- Game - dual-reload will always work when dual wielding if primary weapon has no alt-reload
GHJ#260 [mod] -- Game - Ancient's teleport/hologram takes a full second of time to activate
GHJ#256 [mod] -- Game - increased Harbinger nova charges amount
GHJ#000 [fix] -- exotics that were missing the exotic flag have been fixed
GHJ#258 [fix] -- picking up power ups mistakenly costed extra time on top of the move - now is free
GHJ#261 [fix] -- Love will no longer remove overheal
GHJ#000 [fix] -- fixed Inquisitor and Masochist Diamond not being awarded properly


[h2]== What's next? ==[/h2]
The general perk system opens up a lot more possibilities. We'll use it to improve enemy special abilities, possibly exalted traits, revamp level events and improve other "special" effects. These will slowly roll out with future version. That said, the next version will focus on melee combat - 0.9 "Melee" should be out at the end of January, so stay tuned!

Have fun, Merry Christmas and a Happy New Year!

Yours truly,

HYPERSTRANGE JOINS THE STEAM WINTER SALE!

[h3]We’re back with another round of discounts, and this time there’s even more to grab!
[/h3][p]After a marathon like this, these prices might need some time to cool down and catch their breath, so this could be the best moment to stock up on the infamous Hyperstrange titles.[/p][p][/p][h3]See the fresh line-up for yourself![/h3][previewyoutube][/previewyoutube][h3] Empty Shell - 50% OFF [/h3][h3]Supplice - 40% OFF[/h3][h3]ELDERBORN - 80% OFF [/h3][h3]INCISION - 35% OFF [/h3][h3]Jupiter Hell - 70% OFF [/h3][h3]CROSSBOW: Bloodnight - 77% OFF [/h3][h3]77p egg: Eggwife - 50% OFF [/h3][h3]No Sun To Worship - 50% OFF [/h3][h3]RAYZE - 50% OFF [/h3][h3]Sthell - 75% OFF[/h3][p]
Madness, innit?[/p][p]We also want to take a moment to thank you for another year with us - for the support, the activity, the shoutouts, and the feedback that’s always brutally honest. Thanks for keeping it real!
[/p][p]What’s ahead? We won’t say much (yet), but we’ll say this: [/p][h3]next year is going to be BIG.[/h3][p]
So jump into our Discord -> https://discord.gg/y2vchJDjNW and follow our socials - that’s where the good stuff starts leaking out.[/p][p][/p][p]Wishing you the strangest holidays, some proper downtime to spend with your loved (games) ones, solid celebrating, and no regrets the morning after.[/p][p]
See you soon![/p][p]The Hyperstrange team. [/p][p] [/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]
[/p]

HYPERSTRANGE CHILL & KILL DEALS ARE LIVE!

[h3]‘Sup folks! How's December treating you? Getting cold out there, huh?[/h3][p]Since nobody likes freezing their ass off, we figured it’s the perfect time to crank up the heat.
[/p][p]
We’ve got a lineup packed with blood-soaked action, grim dread, and moments that’ll make you sweat - all wrapped in deals hotter than a plasma burst vaporizing a demon in an oxygen-leaking chamber.
You get the picture.
[/p][p]
So grab your biggest mug of whatever keeps your blood moving, and catch up on the titles you’ve been putting off. Now’s the time![/p][p][/p][p]
[/p][h3]Jupiter Hell Classic - 15% OFF
ELDERBORN - 80% OFF
Empty Shell - 50% OFF
INCISION - 35% OFF
Jupiter Hell - 70% OFF
Supplice - 40% OFF
CROSSBOW: Bloodnight - 77% OFF [/h3][p]
[/p][p][/p][p]Different worlds, different flavors - but those ain’t the places for chillin’. Each one warmly welcomes you with a challenge that'll burn your ass to ashes if you don’t stay sharp.[/p][p]
[/p][p]Watch the trailer!

[/p][h3]These prices stay frozen until December 15th, 19:00 CET - so grab what you can while the deal’s still hot![/h3][p]

Now go, chill a little. And kill a lot.[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]
[/p][p]Hyperstrange out.[/p][p][/p]