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Changelog for Patch 0.8.4 (added 14 October 2019):

- Time to outsmart hell itself! The major 0.8.4 update is now live and most notably introduces a full overhaul of Jupiter Hell's AI system! Enemies now can hear you, smell you and humanoids know the value of cover!

Infernal Intellect
- The AI system has been completely rewritten - humanoids will now take and stay in cover if close, and most of the enemies will react to the noise you and other enemies make! To make things more interesting, fiends and ravagers can now track you by smell - there's nowhere to hide from them! The new AI increases the general difficulty, but makes (especially the early levels) the game more interesting - just standing behind cover and mashing "F" is no longer the best tactic - sometimes you need to retreat to bait the enemies to follow you, and often you'll be ambushed by enemies following you by scent, or interested in the noise you made.

Weapon Perks
- The other big update is the introduction of weapon perks on ADV weapons. Take careful note of them as they might prove much better than regular modded weapons or exotics especially if the perk requirements are met. Perks for example can increase damage based on the type of enemy, your distance to them, whether they are wounded or make reloading of the weapon really fast if its empty, or even automatically reload on move! The perk list will be slowly expanded both in variety as well as adding them to other items in the future!

Quality of Life
- Two "quality of life" features have been added - an audible click on wait, and highlighting the last enemies on the level on the minimap (doesn't trigger on levels with summons). We also made "swap time" actually work propely, which also changes a lot - we reduced the 200% swap time weapons as this might be a bit much, especially for seasoned players.

Balance Changes
- Due to the AI changes we made some enemy nerfs - Callisto formers are less accurate, and the UV enemy buff of accuracy has been reduced to +10%. Speaking of UV, we also made it so that there are no "lucky drops" of early late game weapons - to provide for a more consistent early game.
- We nerfed P-mods a bit, as they basically reduced endgame to P3-modding a rapid-fire weapon - to offset that, summoner armor has been nerfed and now everyone can single-mod ADV weapons and everyone has two levels of Whizkid. This is subject to change soon, as we'll be doing a full mod overhaul in the near future, so stay tuned!

Full Changelog
- NEW #852 - ADV weapons now may have unique perks!
- NEW #812 - Major AI overhaul! (see other issues for details)
- NEW #812 - humanoids will now consider (and stay in) cover!
- NEW #841 - most enemies will hear and investigate sounds!
- NEW #840 - fiends and reavers now can follow player scent!
- NEW #850 - waiting now plays an audible click
- NEW #851 - last 3 enemies may be revealed on the minimap
- CHANGE #812 - enemies will no longer ignore you if they saw you
- CHANGE #839 - AI aware state resets after losing target
- CHANGE #833 - UV enemy accuracy bonus reduced from 20% to 10%
- CHANGE #833 - Callisto formers have even lower accuracy
- CHANGE #833 - wall cover now gives 70% cover instead of 80%
- CHANGE #834 - p-mods give +1 on multishot bullet weapons (smg/auto)
- CHANGE #834 - nerfed summoner armor slightly
- CHANGE #834 - everyone can single mod ADV items
- CHANGE #834 - Technician can mod every item twice by default
- CHANGE #834 - every class has two levels of Whizkid
- CHANGE #835 - min depth for some items added - no early UV chainguns
- CHANGE #732 - reduced the emissiveness of lava cave rocks
- CHANGE #732 - improved terrain rendering performance
- CHANGE #847 - crash handler will work when Vulkan device is lost
- CHANGE #842 - crash handler will work when assertion fails
- CHANGE #824 - Aim modifier is always lost when switching weapons
- CHANGE #823 - Aim resets if loosing sight of enemy
- CHANGE #852 - Point Blank now gives +80% crit chance
- CHANGE #732 - optimized terrain rendering
- CHANGE #845 - decreased 200% swap-times to 150% to prevent surprises:
- FIX #845 - swap time now works properly
- FIX #853 - fixed targeting related crash on level change
- FIX #732 - ADV auto rifle now uses proper sprite
- FIX #732 - minor spelling/grammar fixes
- FIX #831 - fixed crash on trying to drop with empty inventory
- FIX #849 - pad trigger will no longer lock on use from ground
- FIX #846 - 0-damage sources (smoke screen) wont "benefit" from SoB
- FIX #830 - reset enemy number after wipe (fixes enemies left)

Next Update
- Due to Game Industry Conference coming next weekend, the next update (0.8.5) will come in around three weeks time, although you can expect a bugfix version or two within the next few days :P

Help us out!
- Please tell us what you think of the recent changes, in the comments, on the Forums or on Discord http://discord.gg/jupiterhell


Standalone installers updated (0.8.3b hfx ⇒ 0.8.4): 15 October 2019.
Hey, thanks for posting this! We missed to post the 0.8.4 announcement on GOG because it was really hectic - next announcement will appear here too as it should :)
avatar
epyoncf: Hey, thanks for posting this! We missed to post the 0.8.4 announcement on GOG because it was really hectic - next announcement will appear here too as it should :)
Glad I could be of help.
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Changelog for Patch 0.8.7 (13 January 2020):

Hacking
- Annoyed by drones getting in your way? Tired of those turrets chipping away your health? The big bad security bot giving you nightmares? Time to turn the tables!
- You can hack any mechanical enemy by bumping into him. This brings up a hacking menu, where if you have enough multitools (which replaced repair kits) you can either disable the enemy (cheap) or hack it to convert it to your side (expensive). Scouts and Technicians have access to the Hacking trait which dramatically reduces the cost of bot disabling and hacking. Finally technician only has access to an Active trait that can perform a hack remotely!
- Both a successful disable and hack gives you the enemies experience (hack twice as much!) and the items he had. The hacked enemies continue their previous wandering - later we'll probably introduce a way to make them follow you or even take more direct control :).'

Terminals
- Terminals now appear not only on levels that have a vault. The reveal map option has been boosted, and marks stations and loot boxes on the level. A new option allows you to download tracking data, permanently revealing the enemies on the minimap. Finally through a terminal you can remotely mass disable/hack the turrets on a given level!

Technical stations
- Dismantling is no longer reserved to the Technician, anyone can perfectly dismantle a modded weapon as a new option in tech stations. Additionally you can extract the new multitools from them.

Backpack
- As an option for the utility slot you can find a Backpack raising your inventory space. So does (although to a lesser degree) a new perk for armors!

Scouting skills
- Each class gets its own scouting trait - which reveals more info on the minimap. The Technician has one to sense terminals and stations, the Scout has one to sense loot chests, and the Marine gets Bloodhound, allowing it to regain minimap info on enemies he already saw (useful for baiting!).

UI
- We've done quite a bit of minor UI improvements (full list in the changelog). Most notably you can ESC-exit out of most in-game menus now, and items created are put directly into your inventory if space is available. You can also reorder your weapons on the Equipment screen!

Marine
- Not to leave the trusty Marine underpowered due to all those hacking changes, we've given him Ironman back, and moved to him the Field Medic perk!

Balance
- We've done a significant balance pass that should make EASY and MEDIUM difficulties easier. We've also buffed SMG's and pistols and made cells stack up to 100. Ammo found in boxes is in larger stacks, and gray lootboxes drop more stuff!

Fixes
- There haven't been many bugs introduced in the last update but we still nailed a few :)

Changelog:
- NEW #015 - bot hacking! - you can disable or hack bots, drones and turrets using multitools (bump into them)
- NEW #015 - Trait - Hack skill for Scout/Tech reducing hack cost
- NEW #015 - Remote Hacking active skill for Technician
- NEW #894 - multitools - replace repair kits, used also for hack
- NEW #946 - Music - new menu theme
- NEW #939 - technical stations allow anyone to dismantle modded items for the cost of 2 charges
- NEW #938 - revealed stations and terminals marked on the minimap
- NEW #938 - revealed unopened lootboxes marked on the minimap
- NEW #949 - Trait - Marine - Bloodhound (track met enemies)
- NEW #949 - Trait - Scout - Golddigger (reveal loot boxes)
- NEW #949 - Trait - Tech - Networking (reveal terminals/stations)
- NEW #579 - CRI backpack! To be found randomly, but maybe Tyre...
- NEW #579 - Compartments perk for armor (+2 inv capacity)
- NEW #950 - Terminals - can enable tracking for enemies (3multi)
- NEW #015 - Terminals - can mass hack/disable turrets
- NEW #015 - Terminals - appear on non-vault maps
- NEW #894 - Terminals - you can extract tools from tech stations
- NEW #770 - UI - you can rebind UI keybindings
- NEW #935 - UI - Home, End, PgUp and PgDown keys work
- CHANGE #926 - UI - you can ESC out of a mod or dismantle menu
- CHANGE #926 - UI - you can ESC out of a station or terminal menu
- CHANGE #926 - UI - items created by stations are put to inv if space
- CHANGE #937 - UI - SHIFT-view of stacked items shows stack/carried
- CHANGE #937 - UI - character screen kills moved to bottom
- CHANGE #937 - UI - damage is colored if affected by target health
- CHANGE #937 - UI - use weapon slot key to reorder weapons in equip
- CHANGE #937 - UI - default minimap size a bit larger (config later)
- CHANGE #950 - Terminal map reveal costs 1 multitool (0 with hacking)
- CHANGE #950 - Terminal map reveal reveals chests and stations
- CHANGE #940 - Trait - Marine has Ironman back (possibly temporarily)
- CHANGE #940 - Trait - Field Medic is now a Marine trait (50%->30%)
- CHANGE #940 - Trait - Marine loses Spray'n'Pray
- CHANGE #015 - Technician starts with 3 multitools instead of mod
- CHANGE #937 - vault doors now magenta, red card doors now red
- CHANGE #936 - audio feedback on weapon swap
- CHANGE #907 - more walls on the Callisto platform generator
- CHANGE #907 - changed one Europa generator to doublewidth corridor
- CHANGE #943 - Balance - removed accuracy penalties from most SMGs
- CHANGE #942 - Balance - reduced amount of enemies on Europa L1
- CHANGE #940 - Balance - slightly reduced amount of enemies
- CHANGE #940 - Balance - reduced accuracy of Callisto/Europa formers
- CHANGE #940 - Balance - slightly reduced health of C/E formers
- CHANGE #940 - Balance - bumped pistol and revolver damage +2
- CHANGE #940 - Balance - Son of a Gun gives +20% accuracy and crit/lv
- CHANGE #933 - Balance - more ammo per stack from boxes
- CHANGE #933 - Balance - cells stack now up to 100
- CHANGE #933 - Balance - general boxes drop 1 more, ammo boxes 1 less
- CHANGE #944 - Balance - ravager melee is now pierce
- FIX #941 - fixed visibility of poison, freeze, disable effects
- FIX #932 - fixed "Sustained" status being too long
- FIX #940 - Tyre Outpost reward list is now stable
- FIX #948 - fixed terminal visuals

What's next
- Next version should drop at the end of the month (or beginning of the next), and will either be about Melee or Dualgunning :). We want to wrap those two up, so before February ends we can finally implement a long awaited feature - Master Traits! If need be, hotfixes will be deployed within the next days. See you next version, and help us spread the word :)


Standalone installers updated (0.8.6 ⇒ 0.8.7): 14 January 2020.