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Jupiter Hell 1.0 - the Full Release
Posted: Thu, August 5, 2021 @ 7:03 PM CEST
As the Dante Station opens its gates, the final act of our Sci-Fi horror is ready to play.
Join us, and conquer Hell!

After years of development, it is with great pleasure that I can finally announce - Jupiter Hell
comes out of access - we're out of Beta and releasing on time!

This is not just a "final touch" update. No, that would be too easy!
This is a complete replacement of the fourth and final episode - Beyond is no more, welcome Dante Station!

Along with Dante comes a completely new final boss and a new complex, challenging and demanding boss fight!
Expect to die xD

Moreover, three new enemies have been added. One is the summoner who relieved of boss duty took the much more
relatable "warlock" name (and comes with an arch and exalted variant!), with completely new mechanics.
You may meet him as early as Io.

The other two are robotic enemies encountered only on Dante Station. The sentinel might be annoying, but fairly weak.
The guardian you should fear. Testing required two nerfs already :).

Additionally we've done a lot of UI UX improvements, we hope you'll notice them yourself when you play!

And as usual, a ton of bugfixes. I tried to keep this short today, as I hope you cannot wait to dive in!

Full Release Changelog

Release 1.0 - Dante - August 5th, 2021
NEW #1281 - new endgame - Dante Station (replaces Beyond)!
NEW #1283 - new final boss, with a challenging boss fight!
NEW #1512 - Inferno, a new challenging special level on Dante!
NEW #1439 - new enemy - Guardian (Dante only)
NEW #1492 - new enemy - Sentinel (Dante only)
NEW #1432 - new enemy - Warlock (was Summoner), arch/exalted
NEW #1478 - all sniper rifles come with a scope
NEW #1478 - fullscreen screen turning red effect for low health
NEW #1507 - heartbeat sound on low health
NEW #1404 - profanity selector at first launch
CHANGE #1478 - machete, CRI sword and class swords damage buffed
CHANGE #1478 - Bulletstorm affects reload ammo consumption not shot
CHANGE #1478 - Sniper critical damage bonus +25/+50 on L2 and L3
CHANGE #1478 - Sharpshooter damage bonus +50/+75/+100
CHANGE #1478 - rocket launchers deal impact damage, and slash splash
CHANGE #1506 - grenade damage is properly previewed in target info
CHANGE #1481 - removed XP from Nightmare respawns
CHANGE #1478 - machete, CRI sword and class swords damage buffed
CHANGE #1469 - highest tier enemies will appear less on EASY/MEDIUM
CHANGE #1497 - less buggy looking reveal map effect
CHANGE #1501 - CRT bending strength configurable, better default
CHANGE #1501 - you can have the UI not edge-align undeformed
CHANGE #1449 - added visual quality presets for easier config
CHANGE #1449 - advanced visual settings moved to their own category
CHANGE #1453 - cleaned up Settings window, added descriptions
CHANGE #1514 - show post-shieldgated damage on bar and info
CHANGE #1482 - wave clear on Arena refreshes class resource
CHANGE #1482 - guaranteed Endless stations and armor box drops
CHANGE #1472 - improved dualgunner and Gun Kata Master animation
CHANGE #1485 - multitool count on terminal screens
CHANGE #1490 - W - new default wait key
CHANGE #1490 - cancel manual target with B on gamepad
CHANGE #1473 - Master Traits at level up pulse
FIX #1504 - fix "Level 0" on uniques
FIX #1476 - fix for OpenGL resolution update/changes
FIX #1476 - several issues with uncommon GPU cards
FIX #1476 - fixes to compatibility with desktop scaling
FIX #1490 - removed buggy gamepad_analog setting from Settings
FIX #1477 - prevent multiple VO playing at once
FIX #1464 - fix bot rotation after death/disable
FIX #1476 - fix for Unique glow in bottom right of the map
FIX #1475 - fix for ravager's arm generating unreachable summons
FIX #1475 - fix for rare Io/Mephtic generator crash
FIX #1490 - fixed HUD hint alignment if no FPS display is present
FIX #1490 - unlock requirements properly show the badge counts left
FIX #1490 - fix for rank description and order
FIX #1490 - tutorial texts updated

What's Next

One more thing ;). Is this the end of the journey? No, it is just the beginning!
Jupiter Hell may finally be a complete game, but it's a roguelike, and like all roguelikes,
there's always something to add! And boy do we have a lot of ideas!
We'll fix any outstanding bugs, then take a much needed rest, and jump right back to it!
Expect news on 1.1 this year ;)

That's it for today, make sure to make use of the 20% launch discount - it's here for a limited time!

Rip & tear turn after turn after turn ... in Jupiter Hell!
Good luck.

ChaosForge & Hyperstrange

# Source: https://steamcommunity.com/games/811320/announcements/detail/2994316817012521381

# GOG Announcement: https://www.gog.com/news/jupiter_hell_leaves_the_development_stage

GOG Offline Installer (05.08.2021 23:15 CET):
   o Lin:   0.9.12   (48718) => 1.0 (49053) on 06. Aug. 2021
   o Win: 0.9.12a (48717) => 1.0 (49052) on 05. Aug. 2021
   o Mac: 0.9.12a (48717) => 1.0 (49052) on 06. Aug. 2021

# JMB (note about Full Release on GOG):
# So after official Full Release (1.0), there was no 1.0 build on GOG Offline Installer -
# and even Steam Website was buggy ... yielding that of an older versions by 1.0 link till I finally
# reached the above given changelog ...
# After the GOG release info, the 1st build arrived - for Windows - the others may take some time ...
# at least both got available one day later ...
#
# JMB (general note about additional text files coming with the game):
# Please note that if you purchase and install the game, you will find the entire changelog of the current
# and all older version in 'game/CHANGELOG.txt' ...
# Same for Known Bugs being in 'game/BUGS.txt' with content for version 1.0:
   * performance still needs a lot of work - however the default settings are what would be normally named "VERY HIGH"
   * ASCII version is broken at the moment
Post edited August 11, 2021 by JMB9
high rated
Hotfix 1.0a - Dante - August 10th, 2021
• NEW #1528 - Settings - you can now disable the intro
• NEW #1526 - Settings - you can now disable screen shake
• NEW #1526 - Settings - disable copy to clipboard on death
• NEW #1536 - Stealth shows turns left
• CHANGE #1533 - custom keybindings appear on the UI immediately
• CHANGE #1528 - you can now skip the intro with gamepad A/B
• CHANGE #1527 - final boss arena spawns no longer affect max kills
• CHANGE #1532 - multishot weapon shots in the same line as damage
• FIX #1529 - removed references to unimplemented boots
• FIX #1531 - proper opening in Mortem after boss-fight
• FIX #1530 - Bladedancer no longer has reference to being Master
high rated
Addendum to the above Jupiter Hell 1.0a Hotfix and Preannouncement of 1.0b Vulkan fix
Posted: Tue, August 10, 2021 @ 2:59 AM CEST

Thank you all for an excellent launch <3. First hotfix will address gameplay bugs and typos,
QoL changes and requested settings.
We will address the rare Vulkan related crashes in hopefully the next patch (1.0b) -
in the meantime feel free to play in OpenGL mode until we patch things up!

# Source: https://store.steampowered.com/news/app/811320/view/2994316817028337342

GOG Offline Installer (01. Sep. 2021):
   o Lin:   1.0 (49053) => 1.0a (49284) on 21. Aug. 2021
   o Win: 1.0 (49052) => 1.0a (49283) on 16. Aug. 2021
   o Mac: 1.0 (49052) => 1.0a (49283) on ??. Aug. 2021

Absent concerning GOG offline installer were the 2 other fix releases:

Jupiter Hell 1.0b Hotfix
Posted: Thu, August 19, 2021 @ 6:14 PM CEST
This is a small hotfix for a crash, and couple more QOL features.
We'll do another one focusing mostly on QOL and stability next, and then
we'll bury ourselves knee deep into 1.1 development!

Hotfix 1.0b - Dante - August 19th, 2021
CHANGE #1549 - wait sound is louder and has configurable volume
CHANGE #1544 - adjusted some VO frequency
CHANGE #1555 - Random/Fated options in class select req 1 less rank
CHANGE #1561 - disable all kinds of "sticky keys" when launching
FIX #1562 - rare case of crash related to hacking a dead enemy
FIX #1552 - fix duplicate message quest rewards
FIX #1555 - Summoner will no longer appear in Challenge mortems

# Source: https://store.steampowered.com/news/app/811320/view/2984184915205969313


Jupiter Hell 1.0c Hotfix
Posted: Tue, August 31, 2021 @ 7:48 PM CEST
Small hotfix for outstanding issues, most importantly Vulkan crashes if context switching during intro.
If there are no new crash issues discovered, this will be the last hotfix before the next update
(1.1, within the next 2 months).

Hotfix 1.0c - Dante - August 31st, 2021
CHANGE #1550 - enter to download added to messages menu
FIX #1554 - Swashbuckler works with free stealth attacks
FIX #1574 - removed melee "trap" from Callisto Rift
FIX #1565 - Extended mag for semis matches the result
FIX #1513 - fixed possible Vulkan crash on alt-tab from intro
FIX #1563 - proper plural enemy names are used in Character view
FIX #1566 - BFT "mishaps" will properly show up in mortem
FIX #1550 - multitool count in terminals only if applicable
FIX #1564 - manufacture sub-menu header consistency
FIX #1550 - Scout Stealth is refreshed instead of additive

# Source: https://store.steampowered.com/news/app/811320/view/2980807939895254575

But those are included in the new version Jupiter Hell 1.1.0 - Exordium! which is present
for Linux as 1.1 (50674) and Windows - only Mac missing right now - as of 12. Oct. 2021,
see the following post with the changelog and this summary:

Once again thank you for the terrific reception of Jupiter Hell full release!
It's time for the new beginning, kicking off post-release updates with Jupiter Hell 1.1 Exordium!
The update release is accompanied by a week-long promo, so if you were holding off to see
how the game is going to fare after the release, you can grab it now, 20% off.
# JMB: Seems to be on Steam only - or GOG is a little late to the party ...

This is a variety update, including UI/UX improvements, new early game enemy and weapons, and
a huge improvement in character build variety!
Many of which features will be continued in 1.2 - we decided to bring you the first set of them early,
and you can read all about them below!

Both 1.1 and 1.2 (which will hopefully land this year), are targeted at improving three main areas of the game -
UI/UX and gameplay information, trait changes and build variety and early game improvements.
We decided to split the update information (and changelog!) into these three sections.

For those interested in the full announcement:
# Source: https://store.steampowered.com/news/app/811320/view/3029225566920454013
Post edited October 12, 2021 by JMB9
high rated
1.1 - Exordium - October 11th, 2021
NEW #0694 - support for multiple save slots!
NEW #1597 - new early game weapon type - grenade launchers!
NEW #1598 - new humanoid enemy - grenadiers!
NEW #1583 - 3 new unique weapons (1 auto, 2 rotary)!
NEW #1545 - constant outline option in Settings/Display
NEW #1568 - added enviropack, combat pack (large and small)
NEW #1576 - new windchill level event
NEW #1595 - new character information screen! (c)
NEW #1593 - new enemy information screen! (h when targeting)
NEW #1547 - "Remember last name" option in Settings
CHANGE #1543 - key repeat works for UI menus
CHANGE #1595 - last action time displayed on UI
CHANGE #1585 - you can only target in vision range
CHANGE #1408 - incompatible saves will no longer be removed
CHANGE #1558 - target reticule color based on hit chance
CHANGE #1558 - manual targeting highlight by range
CHANGE #1577 - no voice when topping off ammo
CHANGE #1573 - alert messages on armor/headhear destruction
CHANGE #1597 - ADV grenade and rocket added to manuf. stations
CHANGE #1572 - improved lighting on several Callisto levels
CHANGE #1572 - improves some visuals and levgen on Callisto
CHANGE #1571 - Master traits require level 6, less prereqs
CHANGE #1569 - Survivor crit bonus counted from below 25%
CHANGE #1569 - Survivor crit bonus increases with level
CHANGE #1569 - Vampyre buff - 5/7.5/10 for both armor and health
CHANGE #1569 - Entrenchment additionally grants all resistances
CHANGE #1569 - Bulletstorm works with auto's - +1 shot at L2
CHANGE #1569 - Sniper works with all ranged weapons
CHANGE #1569 - Sharpshooter works with auto's and semi's
CHANGE #1586 - Sustained fire is weapon agnostic
CHANGE #1586 - Son of a Gun is weapon agnostic, no range bonuses
CHANGE #1586 - Gunslinger opt-range penalty reduced by 1
CHANGE #1586 - Headshot grants accuracy bonus
CHANGE #1569 - knives have intristic resilent perk
CHANGE #1567 - negative healing mods affect large med/stimpacks
CHANGE #1568 - stimmed, juiced, adrenaline have turns left in UI
CHANGE #1343 - resistances are percentage based
CHANGE #1581 - halved XP gained from events
CHANGE #1581 - increased per-level XP spawn size to compensate
CHANGE #1595 - removed "enemies left" information (metagaming)
CHANGE #1589 - early game weapons can have better AV values
CHANGE #1589 - buff - plasma rifle damage 12->15
CHANGE #1589 - buff - plasma pistol damage 22->25
CHANGE #1589 - buff - plasma shotgun damage 50->60
CHANGE #1589 - nerf - auto range 2/3/8->7, assault 2/4->3/8
CHANGE #1610 - N+ - gib doubles respawn time instead of prevent
CHANGE #1610 - N+ - respawn timers made longer
CHANGE #1589 - Molten will no longer appear on AV melee weapons
FIX #1597 - fixed micro launcher exotic generation chance
FIX #1557 - low health overlay works on Radeon cards now
FIX #1343 - toxiberi are immune to poison
FIX #1343 - cryoberi and cryoreavers are immune to cold
FIX #1609 - exalted kerberi appear in kill counts properly
high rated
Release 1.2 - Varia - December 13th, 2021
NEW #1174 - Mouse support (experimental)
NEW #1591 - 13 new early game exotics!
NEW #1591 - plasma SMG added (and ADV variants)
NEW #1584 - 3 unique SMGs added! (early, mid and late)
NEW #1652 - 5 new perks for ADV weapons added
CHANGE #1602 - Vampyre works with non-melee weapons (but weaker)
CHANGE #1602 - Army of Darkness gains zero melee weapon swap time
CHANGE #1602 - Army of Darkness gains chainsaw damage bonus
CHANGE #1627 - Rip and Tear grants Fury for non-melee kills also
CHANGE #1603 - Ironman adds only +10% HP, but also bleed resistance
CHANGE #1603 - TaN L2 provides -50% pain penalty, L3 removes it
CHANGE #1603 - Field Medic L2+ adds small medkit/stim use time bonus
CHANGE #1603 - Field Medic requires only one level of Ironman
CHANGE #1627 - Furious loses fury generation on gibbing
CHANGE #1627 - Furious grants damage bonus when using Adrenaline
CHANGE #1627 - Marine Skilled increases Tenacity heal by 10%/lvl
CHANGE #1628 - Son of a Gun adds pistol only range bonuses
CHANGE #1603 - Assassinate uses charges mechanic
CHANGE #1603 - Assassinate always hits, +50/100 crit chance at L1/L2
CHANGE #1603 - Scout Skilled L1 and L3 increase Energy by 10
CHANGE #1603 - Swashbuckler bonus now degrades instead of removed
CHANGE #1603 - Eagle Eye L3 halves enemy cover
CHANGE #1603 - Whizkid and Ghost require Hacking L1 instead of EE L1
CHANGE #1603 - Gunrunner requires Son of a Gun L1 instead of EE L1
CHANGE #1603 - Gunrunner works with melee
CHANGE #1603 - Fireangel sets things on fire since L1
CHANGE #1587 - Fireangel L2/L3 grants +50%/+100% to ALL Burning
CHANGE #1587 - Toxicologist L2 - smoke nades, L3 +50% ALL toxin procs
CHANGE #1637 - Grenadier L1/L2 - +25%/+50% nade damage, no gib bonus
CHANGE #1627 - trait descriptions cleanup
CHANGE #1603 - 7.62 sniper damage 24 -> 25
CHANGE #1603 - CRI rail rifle comes with a scope
CHANGE #1631 - several minor relics grant status effect buffs
CHANGE #1631 - minor fire/ice relics -100% resist instead of -damage
CHANGE #1633 - bleeding now prevents regeneration
CHANGE #1633 - Burning damage cauterizes Bleeding
CHANGE #1633 - frag grenades cause bleeding
CHANGE #1587 - fire fiends have cold vulnerability
CHANGE #1587 - ice fiends, cryoberi and cryoreavers- fire vulnerab.
CHANGE #1587 - bots now have only 50% fire resistance
CHANGE #1630 - semi-mechanicals can be harmed with emp damage (50%)
CHANGE #1630 - boss stage 1 and 2 is semi-mechanical
CHANGE #1587 - resistances are displayed uncapped
CHANGE #1587 - emp and toxin resistances displayed on bots and bio
CHANGE #1587 - slash/impact/pierce resistances (with display)
CHANGE #1633 - Warlock aura no longer grants +50% bleed resistance
CHANGE #1633 - Warlocks no longer have bleed resistance (Archs 50%)
CHANGE #1625 - removed Finisher weapon perk, added Ambush perk
CHANGE #1642 - improved Anomaly, Rift and Military Barracks rewards
CHANGE #1643 - Europa Ruins/Shadow Halls have a guaranteed box count
CHANGE #1643 - on N!+ Frozen Temple also opens after 125% kills
CHANGE #1578 - new small Cathedral secret added
FIX #1611 - Acid status shows damage amount
FIX #1636 - grenades can now crit and use other character buffs
FIX #1636 - fixed chainfire weapons that didn't stop when dead
FIX #1602 - Sharpshooter didn't increase auto/semi max range
FIX #1587 - fixed some edge cases with wrong damage value display
FIX #1587 - Firecrown properly awards experience on kills
FIX #1617 - CalSec shutdown will properly disable Rift enemies
FIX #1618 - Journal entries will not archive entering minilevels
FIX #1625 - TAINTED properly shows up in enemy view
FIX #1639 - zero-time action will always be queued next
FIX #1638 - fixed status update on zero-time weapon swaps
FIX #1611 - stage 1 of the boss properly has size 1 melee-wise
FIX #1611 - boss conversion will not misplace player visually
FIX #1641 - weapons with 100+ mag will display correctly
FIX #1644 - proper stretch of low-health overlay on widescreen
FIX #1644 - fixed low-health overlay on some systems
FIX #1619 - opt outline will no longer disappear on fullbody FX
FIX #1653 - fixed Discord activity always showing "MED" diff
FIX #1654 - fixed manufacture hint about perks for stock items
high rated
Addendum to the above Jupiter Hell 1.2b - Varia! changelog - part 1 -
Type: Major Update
Posted: Mon, December 13, 2021 @ 6:59 PM CET
Exactly 5 years ago, Jupiter Hell has been funded on Kickstarter, let's celebrate that with a release, shall we?

Brace yourselves, as this is - once again - a lengthy post and changelog!

Jupiter Hell 1.2 "Varia"
brings a variety of changes, and changes that bring variety (see what we did there? :P).
We have the player requested Mouse support (although it should be considered experimental still),
a ton of new Callisto exotics, plasma SMGs (and unique SMGs!), new weapon perks, a big variety improvement of
the traits (including master traits), a rework of damage type resistances (and affinities and vulnerabilities) and
minor Callisto and Europa reward improvements.

It's a lot to go over so lets split our changelog into sections - raw changelog is at the end as usual!

Be sure to drop by the Jupiter Hell Discord (https://discord.gg/jupiterhell) if you have any questions -
it's the best place to find help, discuss strategies, share mortems or videos of Jupiter Hell.
The devs are very active there too!

== Mouse support! ==

While we still believe that Jupiter Hell is best played with a keyboard or gamepad only,
we agree that an option for mouse control is great as an accessability feature, and probably also
will be the prefered way to play by some people.

JH 1.2 introduces experimental Mouse support. It's experimental in the sense that we didn't have enough time testing it,
so there still might be bugs, and it isn't fully integrated into the game (no mouse tooltips, no tutorial support and
the only source of help is in the help menu). That said, ALL the functionality (apart from name entry) is in the game,
so it can be fully played without touching the gamepad or the keyboard :P.

Enable mouse support in Settings/Input Settings by switching Mouse Support to "Active", and definitely read
the Mouse and Mouse UI section in Help to get started!

Feedback on mouse control needed and very welcome!

   o NEW #1174 - Mouse support (experimental)

== New gear! ==

Early game exotics

As a part of our long standing goal of early game improvement we noticed that the variety of exotic loot in Callisto is
very lacking (I mean, who gets excited at the 121st 9mm calibrated to drop?). This update introduces 13 (!!) new exotic
weapons that can drop in Callisto, each with a unique perk, many designed to be strong in the earlier part of the game
helping to transition into mid and late game gear. 2 armors, 2 visors, and 9 weapons have been added to the loot pool,
each of them dropping from at latest depth 3!

   o NEW #1591 - 13 new early game exotics!

Plasma SMGs

SMG builds didn't have a late game version of their favored weapon, so we fixed that. At the same time we fixed
the horrible oversight of SMGs not having Unique's to be found! Plasma SMGs come with ADV variants, and 3 new Uniques
in the loot pool.

   o NEW #1591 - plasma SMG added (and ADV variants)
   o NEW #1584 - 3 unique SMGs added! (early, mid and late)

New weapon perks

We took a critical look at the weapon ADV perk pool, decided to remove the unpopular and usually worthless Finisher perk,
and instead introduced 6 new perks to spice up the variety of ADV weapons found.

I'll use this section to also mention that CRI rail rifles got scopes that they were missing due to an oversight, and
we buffed 7.62 snipers by a bit too!

   o NEW #1652 - 5 new perks for ADV weapons added
   o CHANGE #1625 - removed Finisher weapon perk, added Ambush perk
   o CHANGE #1603 - CRI rail rifle comes with a scope
   o CHANGE #1603 - 7.62 sniper damage 24 -> 25

== Trait changes! ==

Following further with the goal of improving early game, we also decided that it will be more beneficial for the game
if picking early traits doesn't railroad characters into specific builds. We started those changes in 1.1, but only now
can these changes truly shine.

We took a deep look at every class in the game, with the goal of improving build variety, making traits have more character
and opening up interesting new builds!

Marine trait changes

With Marine we wanted to have more gameplay around the Fury mechanic, and wanted to decouple the melee only traits into
something that might be useful in non-melee builds in some edge cases.

Vampyre now has a weaker effect if using non-melee weapons opening up for hybrid builds, Rip and Tear grants fury for
non-melee kills and Furious grants a straight damage bonus on Adrenaline use.

Army of Darkness was in a relatively good spot, but we wanted to give it some flavor. It now gives bonus to chainsaw
damage and grants zero-time melee weapon swap to open up some proper hybrid gameplay options. If you know why a chainsaw
specifically, then you had a groovy childhood like we did!

Tough as Nails needed some love and gets a pain penalty removal functionality - without removing the pain status, so
Adrenaline still works fully! Field Medic additionally grants faster medkit/stim use.

   o CHANGE #1602 - Vampyre works with non-melee weapons (but weaker)
   o CHANGE #1627 - Rip and Tear grants Fury for non-melee kills also
   o CHANGE #1627 - Furious loses fury generation on gibbing
   o CHANGE #1627 - Furious grants damage bonus when using Adrenaline
   o CHANGE #1627 - Marine Skilled increases Tenacity heal by 10%/lvl
   o CHANGE #1602 - Army of Darkness gains zero melee weapon swap time
   o CHANGE #1602 - Army of Darkness gains chainsaw damage bonus
   o CHANGE #1603 - TaN L2 provides -50% pain penalty, L3 removes it
   o CHANGE #1603 - Field Medic L2+ adds small medkit/stim use time bonus
   o CHANGE #1603 - Field Medic requires only one level of Ironman

Scout trait changes

Scout needed mostly a specific buff to the Assassinate master, and especially the hybrid Swashbuckler/Assassinate build.
The former, while owning easier difficulties was definitely too dangerous for higher challenges, so we rebuild it with
a charge mechanic that prevents it from going off the rails on Easy, but added crit chance bonuses and auto-hit so it can
shine even in higher difficulties.

Swashbuckler has been straight up buffed with the damage bonus now slowly degrading instead of being removed after using
the other weapon group. Fairly casual gameplay with swapping between guns and melee will now fairly steadily maintain
a +50% damage bonus.

Speaking of melee, Gunrunner now works with melee, adding a third pure melee master option after Assassinate and
Ghost builds, and even more opening up Scout to hybrid gameplay!

Skilled has been buffed to provide an additional benefit of increasing energy, while Eagle Eye at level 3 now halves
enemy cover. Speaking of Eagle Eye, Whizkid, Ghost and Gunrunner no longer require it, not to penalize pure melee builds.

   o CHANGE #1603 - Assassinate uses charges mechanic
   o CHANGE #1603 - Assassinate always hits, +50/100 crit chance at L1/L2
   o CHANGE #1603 - Swashbuckler bonus now degrades instead of removed
   o CHANGE #1603 - Gunrunner works with melee
   o CHANGE #1603 - Scout Skilled L1 and L3 increase Energy by 10
   o CHANGE #1603 - Eagle Eye L3 halves enemy cover
   o CHANGE #1603 - Whizkid and Ghost require Hacking L1 instead of EE L1
   o CHANGE #1603 - Gunrunner requires Son of a Gun L1 instead of EE L1

Technician trait changes

With Tech we really wanted to make him more unique by digging into status effects (which got big changes, see below) and
grenades.

Fireangel has it's namesake effect kick in from Level 1, and gives a bonus to ALL burning damage that you deal.
Find a suitable relic or a nice Molten weapon? You'll be much more effective with it than a regular marine ;).

Similarly Toxicologist got a blanket toxin damage buff at L1, and does smoke nade conversion at L2. This ties directly to
the next buff, Grenadier L1 and L2 give a grenade damage boost (and they now crit if you have skills or items that
increase general crit chance!).

   o CHANGE #1603 - Fireangel sets things on fire since L1
   o CHANGE #1587 - Fireangel L2/L3 grants +50%/+100% to ALL Burning
   o CHANGE #1587 - Toxicologist L2 - smoke nades, L3 +50% ALL toxin procs
   o CHANGE #1637 - Grenadier L1/L2 - +25%/+50% nade damage, no gib bonus
   o FIX #1636 - grenades can now crit and use other character buffs
   o FIX #1602 - Sharpshooter didn't increase auto/semi max range

Other trait changes

We cleaned up the trait descriptions to a pleasing universal format, and did two changes to the more general traits.

While Ironman health bonus has been nerfed from +20% to +10% (giving an option for the health stations to shine more)
this is because it also grants the important bleed resistance, giving it a wider desirability.

Son of a Gun got a buff back to it's roots - while it stays weapon agnostic (did you know it works with melee and 'nades?),
ADDITIONALLY it adds pistol/revolver range bonuses, to strengthen the early game of those pistol builds that we love.
Gun Kata is once again, a bloodbath without incident :P

   o CHANGE #1603 - Ironman adds only +10% HP, but also bleed resistance
   o CHANGE #1628 - Son of a Gun adds pistol only range bonuses
   o CHANGE #1627 - trait descriptions cleanup
Post edited December 17, 2021 by JMB9
high rated
Addendum to the above Jupiter Hell 1.2b - Varia! changelog - part 2 -

== Other changes! ==

Damage types and status effects

In spirit of enabling more fun synergies and combinations we decided to do a deeper dive into damage types and
status effects. Apart from resistances now the game has negative resistances (vulnerability) and affinities
(bonus to all damage done with a damage type/status).

We added vulnerabilities to many relics (instead of the boring damage debuff) for more interesting gameplay and also
status affinities to several ones too (and some traits as you might have read already above).

There are also more interesting interactions between damage types - for example burning damage now cauterizes
bleeding effect.

More useful though is that bleeding prevents regeneration effects. This is only a slight problem for the player
(if using a regeneration relic, Heart buff or Survivor), but is very useful against some enemies - regenerating
exalted or enemies under the warlock aura! Speaking of which we removed the bleed resistance from Warlocks and
enemies under their aura to emphasize and encourage this counterplay. Oh, and frag grenades now cause bleeding -
finally having a use late-game and providing a cheap source of bleed at the same time!

EMP had only limited (but powerful) use - now however it will also affect semi-mechanical enemies (think which demons have
grafted metal/armor) damaging them partially and slowing them down (but never disabling). To make things interesting,
the boss stages 1 and 2 are now considered semi-mechanical too.

Having access to the vulnerability mechanic, we could not resist making some enemies vulnerable, and hence fire fiends
have cold vulnerability, while ice fiends, cyroberi and cryoreavers - fire vulnerability.

   o CHANGE #1631 - several minor relics grant status effect buffs
   o CHANGE #1631 - minor fire/ice relics -100% resist instead of -damage
   o CHANGE #1633 - bleeding now prevents regeneration
   o CHANGE #1633 - Burning damage cauterizes Bleeding
   o CHANGE #1633 - frag grenades cause bleeding
   o CHANGE #1633 - Warlock aura no longer grants +50% bleed resistance
   o CHANGE #1633 - Warlocks no longer have bleed resistance (Archs 50%)
   o CHANGE #1587 - resistances are displayed uncapped
   o CHANGE #1587 - fire fiends have cold vulnerability
   o CHANGE #1587 - ice fiends, cryoberi and cryoreavers- fire vulnerab.
   o CHANGE #1587 - bots now have only 50% fire resistance
   o CHANGE #1630 - semi-mechanicals can be harmed with emp damage (50%)
   o CHANGE #1630 - boss stage 1 and 2 is semi-mechanical
   o CHANGE #1587 - emp and toxin resistances displayed on bots and bio
   o CHANGE #1587 - slash/impact/pierce resistances (with display)
   o FIX #1611 - Acid status shows damage amount
   o FIX #1587 - fixed some edge cases with wrong damage value display

Level generation changes

Preparing for the big Callisto changes coming in the next update (1.3) we decided to make the current special levels
a bit more visit-worthy - Anomaly, Rift and Barracks rewards have been improved.

We also noticed that Europa Ruins and Shadow Halls duo had a way lower amount of chests than intended - this has been
significantlt improved. Frozen Temple is easier to open on Nightmare+, while Cathedral has a small added secret
interaction - no hints are provided :P

   o CHANGE #1642 - improved Anomaly, Rift and Military Barracks rewards
   o CHANGE #1643 - Europa Ruins/Shadow Halls have a guaranteed box count
   o CHANGE #1643 - on N!+ Frozen Temple also opens after 125% kills
   o CHANGE #1578 - new small Cathedral secret added
   o FIX #1617 - CalSec shutdown will properly disable Rift enemies

== Bugfixes! ==

And finally there' the usual splatter of bugfixes!

Gameplay bugfixes
   o FIX #1636 - fixed chainfire weapons that didn't stop when dead
   o FIX #1587 - Firecrown properly awards experience on kills
   o FIX #1618 - Journal entries will not archive entering minilevels
   o FIX #1625 - TAINTED properly shows up in enemy view
   o FIX #1639 - zero-time action will always be queued next
   o FIX #1638 - fixed status update on zero-time weapon swaps
   o FIX #1611 - stage 1 of the boss properly has size 1 melee-wise
   o FIX #1611 - boss conversion will not misplace player visually
   o FIX #1654 - fixed manufacture hint about perks for stock items
   o FIX #1641 - weapons with 100+ mag will display correctly

Engine bugfixes
   o FIX #1644 - proper stretch of low-health overlay on widescreen
   o FIX #1644 - fixed low-health overlay on some systems
   o FIX #1619 - opt outline will no longer disappear on fullbody FX
   o FIX #1653 - fixed Discord activity always showing "MED" diff

That's all the details you need - now let's sum this all up in the usual ...

== Raw Changelog! ==

# which you can find in the previous GOG forum posting ... ;)

# Source: https://store.steampowered.com/news/app/811320/view/3140695239378933498

GOG Offline Installer (17.12.2021 21:35 CET):
   o Lin:   1.1 => 1.2b (52217)
   o Win: 1.1 => 1.2b (52215)
   o Mac: 1.1 => 1.2b (52215)
   (Exordium => Varia!)
Post edited December 17, 2021 by JMB9
high rated
Release 1.3 - Valhalla - March 14th, 2022
NEW #1684 - welcome the CalSec Warden, the new boss of Callisto!
NEW #1662 - Valhalla Terminal branch/special rework!
NEW #1666 - Mimir Habitat branch/special rework!
NEW #1664 - Callisto Rift branch/special rework!
NEW #1665 - Callisto Mines branch/special rework!
NEW #1696 - regular/exotic weapons can have a manufacturer perk!
NEW #1704 - smoke causes Slow -25%, techs are immune to this
NEW #1680 - [REDACTED]
CHANGE #1697 - improved Barracks/Docks and their rewards
CHANGE #1684 - Valhalla Spaceport got a facelift and mechanics
CHANGE #1702 - Callisto L2 is 2/3 size (and enemy count)
CHANGE #1604 - Callisto L1-L3 generators improved
CHANGE #1709 - improved Callisto security textures for visibility
CHANGE #1604 - improved lighting in all Callisto levels
CHANGE #1604 - added random decals (mostly blood) in Callisto
CHANGE #0416 - destroyed doors will lose their icons
CHANGE #0416 - minor changes to door icons and icon color
CHANGE #1670 - Gunrunner reloads both weapons on move if dualwield
CHANGE #1668 - all ravagers get +20 health
CHANGE #1668 - guardian shell back to 80%
CHANGE #1700 - increased cover health
CHANGE #1661 - target reticule on big enemies is expanded
CHANGE #1682 - big enemies are visible as long as any tile is
CHANGE #1683 - every big enemy tile can be targeted
CHANGE #1688 - friendly units wont attack disabled enemies
CHANGE #1688 - Shutdown CalSec gives XP at level enter, not instant
CHANGE #1696 - JS revolver renamed to ".44 HE revolver"
CHANGE #1702 - The Pit has a safe zone around elevator
CHANGE #1604 - bumping vending machines drops their content
CHANGE #1672 - Endless L1 will never generate events
CHANGE #1702 - L2 infestations are smaller
CHANGE #1674 - several minor lighting sources have been adjusted
CHANGE #1674 - several particle sources have been adjusted
FIX #1693 - Toxicologist L2 converts smoke 'nades (was L3)
FIX #1671 - medusa's Slithering shows percentage again
FIX #0416 - you can no longer close the destroyed half of a door