![]() Ruins and Halls got improvements on their twists, and visual, generation, music and especially loot improvements. There are spoilers on the Discord if you're interested ). It's a challenge, not something you're expected to do each game. The twin paths of Black Site and CRI Armory have a very noticable change - however "fully completing" their branch challenges is MUCH more harder than with the other branches. However, when it comes to level mechanics, due to Io being added fairly late in development it already had plenty mechanics of its own - hence we did a bit different approach. ![]() NEW #1769 - Warehouse/Infernal Lock revisited!ĬHANGE #1770 - improved Io level generators (mostly visual)ĬHANGE #1772 - Wealth and Power wishes improvedIo got the same treatment as Callisto and Europa before it. NEW #1725 - Europa Ruins/Frozen Temple rework! NEW #1730 - Shadow Halls/Dark Cathedral rework! NEW #1728 - CRI Laboratories branch/special rework! NEW #1727 - Black Site branch/special rework! NEW #1752 - armors and helmets have manufacturer perksĬHANGE #1778 - gibbing once again prevents Nightmare respawnsĬHANGE #1777 - dual weapons take into account next weapon when gibbingĬHANGE #1780 - Bladedancer decreases move time by 10%/lvlĬHANGE #1780 - improved Gunrunner bonusesĬHANGE #1780 - Assassinate stealth refund from L1, 元 is +200% crchanceĬHANGE #1780 - Bulletstorm - ammo use 50% at L1, pistols/L2 penalty 110%ĬHANGE #1780 - Headshot - Pistol/Semi only, if pistol crit chance is 2xĬHANGE #1775 - Inferno keywords match enemy type exalted keyword poolĬHANGE #1775 - exalted warlocks will appear not only as respawnsĬHANGE #1774 - Hunt events on Io and Dante have 90/120 turns timersĬHANGE #1773 - Mines exalted reaver weaker on EASY and MEDĬHANGE #1773 - fanatic explosion dmg difficulty dependent (lower on E/M)ĬHANGE #1781 - smoke creation and med/stimpacks remove flames under userįIX #1781 - negative ignite resistance no longer escalates fire dmgįIX #1766 - fixed corpse/debris remove optionsįIX #1766 - fixes to Mimir friendly bot counter and target issuesįIX #1766 - fixed late demons not spawning on high level Callisto mapsįIX #1766 - fixed blue keycard costs not matching code in ValhallaįIX #1775 - Inferno exalted enemies won't get extra keywords NEW #1775 - RESIST, ICE, HELLFIRE, TOXIN exalted keywords added! NEW #1775 - LETHAL and TOUGH exalted keywords (weaker DEADLY/RESIL) NEW #1777 - strong enough toxin/fire/acid will "melt" (gib) enemies NEW #1599 - new enemy - Watcher - available in 4 variants! Jupiter Hell is built by ChaosForge, the team that’s been making top-down, cosmic hell roguelikes since 2002.Release 1.6 - Watcher - December 21st, 2022 Every playthrough you’ll find new ways to experience familiar settings. Randomized levels set all over Jupiter’s orbitīlast through procedurally-generated civilian sectors, military space bases and mining colonies on the violent moons of Jupiter. Beat the game to unlock more difficult challenges rather than grinding to make the game easier. Controls are immediate and accessible while retaining the back-end depth of a turn-based RPG.Ĭustomize your character with new weapons, items and abilities gained as you progress through a permadeath-prone hell. Tactical, turn-based combat with real-time responsivenessīenefit from classic roguelike turns with modern shooter sensibilities. All to the shine of CRT monitors and the tune of heavy metal! Frequent updates!Most recent: Rip and tear zombies, demons and unmentionable monstrosities, using classic weaponry such as shotguns, chainguns, railguns and the trusty chainsaw. ![]() ![]() Set on the moons of Jupiter, the game pits a lone space marine against overwhelming demonic forces. Jupiter Hell is a classic, turn-based roguelike set in a 90s flavored sci-fi universe. Don't forget to take advantage of the 20% release discount - available for a limited time only! Jupiter Hell 1.0 is here! A 20-year roguelike development story reaches its climax, as Jupiter Hell graduates Early Access and releases in full.
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