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KickStarter Jupiter Hell - DoomRL successor

udm

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Make the Codex Great Again!
It's also on sale right now. 20% off.

 

Darth Roxor

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Been playing this for a week and it's like fucking crack. Finished for the first time on saturday and thought I'd give it a break, nope, next day I was at it again.

I don't play a lot of roguelikes, in fact I'd say DoomRL was the only one I ever enjoyed (and I enjoyed it bigly), so JH being essentially DoomRL with a different paint job is exactly the thing I wanted. That said, I agree with what some in this thread have said already that sometimes the graphics get in the way of gameplay, especially when it comes to recognising enemies. At this point I don't even look at the models and instead inspect the name tags while tabbing through, because identifying anything that isn't a bot by its looks is futile. I also don't entirely get the purpose of guns like the sniper rifle that have optimal range 8 or something when you can only see 5 or whatever squares ahead without specialising very heavily into the enemy tracking perks.

also

i'm not entering the fucking cri lab ever again
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://store.steampowered.com/news/app/811320/view/3117029055829277812

Jupiter Hell 0.9.8 - Message!
Message brings you terminal messages, Journal, intermission screens, improves Exotics, AV items, item perks and more!
6fa4a01444638ada2062f49766f6758df2c2c4b0.png


Jupiter Hell 0.9.8 "Message" is live! The four major features of this version are the terminal messages (and their Journal storage!), intermission screens, buffed AV items and improved exotic weapons! See for yourself!

Terminal messages
Apart from being a lore source, this is also the first stage of Jupiter Hell's take on "quests". Some of the messages you'll find will have information on items, events or other content that is available later in the levels, possibly affecting your branch choice. In later versions these will become more complex, up to full "quest" chains.

Don't worry, the important shit is highlighted, so you can safely ignore all the
useless flavor text
immersive narration ;)

All messages that have information related to the gameplay world can be downloaded to your journal. All plot exposition-only messages are grayed out.

Intermission screens
What would be a
Doo^D^D^D... shooter roguelike
without intermission screens? At the end of each moon you get a screen highlighting your kill, loot and special level completion count, along with a rolling tally.

AV items and perks rework
When was the last time you were excited by a AV1 drop? Well, from this version on you might decide to take a closer look at all of them. We decided that AV weapons will have fewer traits but definitely stronger (in particular stronger effects than those you can get from mods). AV1 weapons have one common perk, AV2 have two, and AV3 weapons have one common and one advanced perk. Oh, didn't mention - perks have now rarity tiers - common, advanced and exotic ;).

Exotic weapons
Not only did we do a balance pass on all the exotic weapons to make them something a lot more exciting to find, we also gave EACH exotic its dedicated unique perk. Some of those are really interesting and fun, and give each exotic its own personality.

Balance changes
We nerfed a bit the two outlier perks in the mod selection to make builds less reliable on Whizkid, and decreased the modability of some weapons, especially AV ones as they roll with much stronger perks now. We've also split elemental immunity sources into resistance and full immunity. Two resistance sources will usually give you immunity. As far as buffs go, there's a lot more terminals, stations etc in the game, as well as extra stuff to find from message sources, and a guaranteed Mk1 manufacture station on Europa L1. This is even more useful, as now you can manufacture some rarer base weapons (the orange kind) at those stations too.

Oh, and the non-AV findable melee weapons got buffed!

Bugfixes
Several small things have been fixed, but most importantly we've addressed various issues related to inaccessible rooms and vaults blocking paths to terminals.

Changelog

Beta 0.9.8 - Message - April 12, 2021
NEW #1322 - Data module in terminals with messages!
NEW #1321 - Journal screen with important message store!
NEW #1319 - storable information messages with world effect
NEW #1323 - big set of flavor messages for terminals
NEW #1285 - Intermission screens between moons and on win!
NEW #1233 - exotics have their dedicated perks + 1 random!
NEW #1311 - AV items now have 1 or 2 perks, but stronger!
NEW #1310 - couple new perks available through modding
NEW #1310 - item perks now have tiers (common, adv, exotic)
CHANGE #1233 - exotic weapons once again drop from special boxes
CHANGE #1309 - base weapon manufacture at manufacture stations
CHANGE #1309 - Europa L1 has a Mk1 manufacture station
CHANGE #1315 - reload times equal or greater to 2 turns buffed
CHANGE #1295 - most resistance sources are only part effective
CHANGE #1310 - removed advanced perks from regular mod lists
CHANGE #1306 - non-ADV-capable melee weapons buffed slightly
CHANGE #0642 - fixed most outstanding ASCII mode bugs
CHANGE #1310 - mod capacity of ADV weapons 1 lower than regular
CHANGE #1310 - high mod capacity of many weapons reduced by 1
CHANGE #1310 - item view shows total mod capacity incl. Whizkid
CHANGE #1316 - terminals are guaranteed on events that use them
CHANGE #1323 - Callisto L2, Europa L2 and Io L2 have terminals
CHANGE #1314 - auto weapons split into semi, auto and rotary
CHANGE #1314 - semi weapons now have their own level rewards
CHANGE #1233 - massively increased the start ammo on AoHubris
FIX #1323 - terminal will always be reachable from the entry
FIX #0642 - broadcast wont trigger powerjack anymore
FIX #1324 - extra stealth shots will now properly stack
FIX #1295 - partial resistances fixed
FIX #1295 - archreavers properly acid-resistant
FIX #1312 - fixed sustain perk overflow and shot cost bug
FIX #1307 - vaults will no longer block paths to elevators
FIX #1308 - Europa Ruins inaccessible rooms fixed


What's next
We're going to bring you a content patch next, in around 3 weeks, with basically "more!" - more actionable message stuff, more exotics, more events and more perks, stay tuned!
 
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It's almost like graphics whoring got the better of them or something.
Random return to this out of the blue, but I ended up bumbling into this interview and apparently the graphics for JH were almost sort of an accident. He wanted to make money on JH (Understandably) and felt like it needed to look nice to lure people in, and he thought he wouldn't be able to compete with the spirtework of DoomRL so his original plan was for JH to have Quake 3-esque crude 3D. But once he started on that he realized that currently it's miles easier to make more "Realistic" graphics than cruder 3D like Quake 3, so he went with that. I can understand all the logic behind that but I still can't help but wish he kept with static sprites. JH itself has grown on me a bit though, and most of my bitching is limited to the readability of enemies since the few gameplay complaints are shit that's supposed to be in the works like bringing back unique items (Which may also spice up some alt-floors if you know you can get a certain unique if you go there, etc). Mechanically it does seem like it has better bones than DoomRL and once everything's fleshed out it'll probably be a smidge better.

 

oldbonebrown

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I just beat it on medium with the scout John after 7.7 hours. Very fun! Must play more

Edit: and another win, this time on Hard with Rick the marine. The game is starting to feel a little bit thin now, 12 hours in, but I will have some more fun with it still.
 
Last edited:

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://store.steampowered.com/news/app/811320/view/3076498560625900473

Jupiter Hell 0.9.9 - More!
More brings you more messages, more mini-levels, more animation, more trait usage options and more exotics!
69dd98a926efae595f9429696457ea12d6ab6fe5.png


Jupiter Hell 0.9.9 "More" is live! We bring you more message-objectives, more objective mechanics, more animation improvements, more trait and station usage options, and many, many, MANY more exotics! Want to know more? See for yourself, and read all about it below!

Messages
Our unique objective system moves to stage 2 - now one of the three branches per moon is locked, and a message will tell you how to unlock it. More importantly, we introduced mini-level quests, also found through messages, that pose bite-sized optional challenges with potential for really good loot! There are four types of mini-levels of different challenge, rewards and rarity, and all of them have randomized layouts.

Exotics
The amount of exotics in the game has been more than DOUBLED! Among many new exotics, each with their own unique and interesting perk, you'll notice that now you can find exotic armors and exotic headgear. Some of these are class specific, giving class specific perks - don't worry, they only appear in the loot pool if you play the matching class :).

Oh, almost forgot - there are two REALLY powerful and rare exotic mods to be found!

Animations
Several internal improvements to the animation system have been made. The out facing effects are much better directional tracking (like in Onslaught or enemy bot turrets), finally the intended door animations, camera movement improvements and actual elevator doors. Most notably however the player and human enemies will now lean when shooting from behind a corner!

Also... the player can also be gibbed, so don't throw plasma grenades under your feet.

Trait options
The first thing you'll notice is that you can now delay trait choices for later - maybe you want to decide what build to go for based on the messages found in the Callisto L2 terminal? Maybe you're keeping a Ironman level in store for a small emergency heal? Anyway, you can store trait points and spend them any time in the trait view of your player menu.

The other thing is buffs to three master traits - Onslaught (apart from improved animation) will now work with automatics and SMGs, and will benefit from Sustained Fire. Additionally, the L1 dodge penalty has been reduced to -30%. Survivor now grants a critical chance bonus dependent on your HP (and has changed prereqs), and Blademaster/Bladedancer have now kinda switched places. You can dual wield blades using Bladedancer and Blademaster gives you automatic attacks after move (Blade-kata? :P).

Station options
Manufacture stations now have the dismantle option, so if you bring an extra multitool to charge them you can manufacture a new weapon and transfer your old mods to it at the same time.

Technical stations now have an Auto-calibration option. For the cost of one charge you can add a very interesting perk to your weapon, check it out (auto-calibration comes also in a kit form). Oh, and repairing at technical station always fully repairs at the cost of that single multitool!

New enemy generation algorithm
Enemy count and type that is placed in a level is now based on the experience they give - hence we get a much more consistent level progression and danger level. XP gains between difficulty levels have also been normalized. As a bonus, Callisto L1 is now guaranteed to give you your first trait if you clear all enemies!

Angel of Exaltation
We noticed that all existing challenges have been beaten on Nightmare, so we're adding Angel of Exaltation for the 1% of crazy marines out there. Like Nightmare, this Challenge isn't even remotely fair! You've been warned!

Minor changes and fixes
Knives have now 50% swap time (why didn't they?), the special loader mod is no more, but a sustain mod is in its' place! Whizkid L2 doesn't grant an extra mod slot, but mod slot counts have been improved.

Quite a few bugs have been squashed, including most importantly one that's been with the game since 0.9.0 that produced an invisible player duplicate. Several Vulkan memory leaks have been squashed, improving stability.
Full Changelog
Changelog
Beta 0.9.9 - More - May 3, 2021
NEW #1243 - message destinations - 4 kinds (mini-levels)!
NEW #1243 - 1 of the 3 branches on each moon we'll be locked!
NEW #1336 - 6 new exotic armors with unique perks!
NEW #1337 - 6 new exotic headgear with unique perks!
NEW #1339 - 4 new exotic weapons with unique perks!
NEW #1338 - 2 rare new exotic mods to be found!
NEW #1330 - you can store trait choices for later!
NEW #1264 - Angel of Exaltation!
NEW #1317 - XP based monster generation!
NEW #1218 - auto-calibration at tech stations and in kits!
CHANGE #1282 - leaning animation for around corner shots
CHANGE #1317 - player always gets level 2 if clearing Cali L1
CHANGE #1294 - Bladedancer is now the blade dual-wield trait
CHANGE #1294 - Blademaster allows free attacks after a move
CHANGE #1331 - Onslaught works with autos and SMGs
CHANGE #1331 - Onslaught now works with Sustained Fire
CHANGE #1331 - Onslaught L1 dodge penalty reduced to -30%
CHANGE #1333 - Survivor grants critical chance bonus
CHANGE #1333 - Angry Mo-fo and Survivor changed prereqs
CHANGE #1329 - technical station now fully repairs armor
CHANGE #1218 - manufacture stations now have dismantle option
CHANGE #1327 - all base items now have 4 mod capacity
CHANGE #1327 - AV1 items have 1 less, AV2+ have 2 less capacity
CHANGE #1327 - only Whizkid L3 grants extra mod capacity
CHANGE #1338 - loader mod pack removed, sustain mod pack added
CHANGE #1328 - knife has 50% swap time
CHANGE #1334 - door animations now look as intended
CHANGE #1100 - better visual rotation tracking
CHANGE #0101 - elevators have animated doors
CHANGE #1203 - camera behavior changed
CHANGE #1203 - player can be gibbed
CHANGE #0068 - camera zoom/pan modes (WIP)
FIX #1335 - fixed some Secure Vault events clearing on enter
FIX #1332 - fixed barrel direction for Onslaught
FIX #1327 - ADV armor and helmets properly inherit stats
FIX #1332 - fixed rare issue with duplicate invisible player


What's next
Next update, 0.9.10 "Unique" will come to you around May 31, and will feature unique items (duh!), improvement to graphical effects, and some non-unique stuff that I'm sure you'll enjoy ;)
 
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More exotics is nice but most importantly UNIQUES COMING ON MAY 31ST YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAH! Did an angel of carnage run last night too which was a lot of fun. Thought for sure I was going to lose it but managed to stabilize and turn things completely around in the lategame. Biggest mistake was poor perk choice in the first few levels. Chapped my ass that exotics were dropping like crazy when I was stuck to rocket launcher only though.
 

Darth Roxor

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Angel of Carnage was probably my easiest run so far, surprisingly enough. For me, the trick was to max Whizkid. The moment you load up your launcher with toxic blast, it's GG for everything, because it doubles up as a smokescreen. You can just start blasting everything blind and win - most of the enemies get obliterated by the explosion + poison combination, and those that don't (bots) can't see you after you shoop, so you just keep exploding everything all the way to the bank with manual fire (just make sure to get bot scanner on your helmet). I went through the CRI Lab without taking damage even once this way.
 
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Angel of Carnage was probably my easiest run so far, surprisingly enough. For me, the trick was to max Whizkid. The moment you load up your launcher with toxic blast, it's GG for everything, because it doubles up as a smokescreen. You can just start blasting everything blind and win - most of the enemies get obliterated by the explosion + poison combination, and those that don't (bots) can't see you after you shoop, so you just keep exploding everything all the way to the bank with manual fire (just make sure to get bot scanner on your helmet). I went through the CRI Lab without taking damage even once this way.
Whizkid was when my run really started to turn around there too, yeah. Whizkid in general is feeling as close to a must-take perk as JH has, you technically don't HAVE to nab it but it feels universally strong. Oddly enough I don't think I ever saw toxic blast as an option even with whizkid 3, IIRC my maxed out launcher at the very fucking endgame had an AV3 unique of restoring ammo to magazine on kill (So instantly reloaded if it one hit killed anything), auto-loader so I could reload while moving to keep dodge up and/or avoid melee nerds, then loaded up some general goodshit like molten and bonus damage against high tier enemies. Cloud generation would've been nice but I did a hell of a lot of blindfiring too, had a helmet that was giving me some early warning on shit. Went to the mephitic mines thinking it would be acid and I felt like a cool dude with acid immunity on my armor only for every goddamn enemy to have poison instead.

Been fucking around with angel of light travel a little now and using that as an excuse to try melee builds and I haven't yet grokked 'em. Also used that as an excuse to bump the difficulty up to hard. PROBABLY need to rely on guns until I get enough perks under my belt that melee's more viable. Thinking tech might be best for melee but scout's got some cool looking shit.
 
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Beat angel of light travel on hard using melee. Melee's tricky early game but by the end it seems insanely powerful. Had one good break where I found a fairly early AV2 crafting station that let me whip up a couple katanas to nothin' personnaille the demons with but the rolls on 'em weren't amazing. Jacking melee guard through the roof makes it near impossible to take damage outside of explosions/clouds/shotguns and increasing melee guard range with a weapon mod and a perk meant I almost never dipped into my healing. Also found a cool suit of armor that gave me a little bit of healing each time I picked up energy as a tech so that helped restore a lot of the chip damage I'd take. The dodge penalty on the armor hurt a bit (-20%) but threw a mod on there to help reduce that.

Relying on guns until you at least get to machetes seems to be the key to melee. Melee guard really helps you survive when you're trying to close on people. Tech still feels like he might be the best for it since increasing melee guard probably reaches greater levels of dodge than marine or scout can hit (Although marine gets access to hellrunner, and maybe the jacked up movement speed helps offset the lower dodge) but dual wielding and getting free melee attacks on move feel huge. Means you ignore the chainsaw and demon sword but really, doing impact damage even against armored enemies on hard doesn't feel bad if you're hitting with two weapons each time. Was one-shotting almost everything by the end.

And final bit of rambling just since I thought of it, latest patch is nice. The added exotics are livening up the loot side of things. Hoping the patch that adds uniques will make the alternate paths/sub-dungeons feel more special since I still struggle to feel much draw to any of them in particular. Maybe even some additional clutter objects to give 'em more flavor would help. The... Dark cathedral or whatever it's called has a unique texture and look to it for example and that makes it at least more visually memorable even if gameplay-wise it just makes me think "Oh I can get some random loot just like 90% of the sub-dungeons".
 

Darth Roxor

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Oddly enough I don't think I ever saw toxic blast as an option even with whizkid 3

Just tried doing that again and yep, this was changed in patch 0.9.8, I think, when they significantly nerfed Whizkid.
 
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Oddly enough I don't think I ever saw toxic blast as an option even with whizkid 3

Just tried doing that again and yep, this was changed in patch 0.9.8, I think, when they significantly nerfed Whizkid.
I guess it still might be floating around as one of the special mods, like the cold one. Which I'm not even sure if the cold one's worth it, chilled and frozen have zero documentation so I don't know what exactly they do, I assume they slow all actions 25% and 50% but that's just a stab in the dark.

Tried a gunkata run, arguably could've won it but I got sloppy in Io and was hoarding healing too much. My gut feeling is gunkata would need a buff to be as viable as other master perks, firing automatically while moving is cool but the targeting is automatic which is a negative and it seems like an extremely perk-hungry build. Like presumably you'd want hellrunner for faster movement speed and more dodge if you're always moving, but even then hellrunner alone isn't really enough to save your ass. Gunslinger (The one that lets you dual wield pistols/smigs) seems like the flat out better option and isn't a master perk. You're incentivized to mole-pop at corners and in cover but you can do some good damage and/or equip bleed/burn/acid/etc on your guns and shoot and run away. Going full Max Payne is cool and dishes out good damage but the fat bastards in Io and hell can soak up the amount of damage that puts out, and it doesn't really give you much in the way of defensive advantages compared to just using normal guns.
 

Darth Roxor

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Which I'm not even sure if the cold one's worth it, chilled and frozen have zero documentation so I don't know what exactly they do, I assume they slow all actions 25% and 50% but that's just a stab in the dark.

One time I won with a scout sniper, I put a cold mod on the sniper rifle and found it extremely useful. It depends on the build, but if you want niggas not to approach you, and to shoot back less often, cold is very good to have. It's particularly good against the various cerberi and muhfuggin toxic reavers.
 

Darth Roxor

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tfw you accidentally step into the portal to the last level before clearing out beyond lv 3 so you dont get the all kills badge
borealesad.jpg


Also, Io is such a bitch. It's such a huge difficulty spike from Callisto and Europa that you sometimes step way too overconfident into it, and then you run into three CRI marines backed by 2 bots and you wonder wtf were you even thinking.
 
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tfw you accidentally step into the portal to the last level before clearing out beyond lv 3 so you dont get the all kills badge
borealesad.jpg
I did that on my last melee nerd. Was tastefully raping a cluster of demons and not paying very close attention to the ground and one of them was standing on the portal and I diagonal-attacked into it. All kills is just a score booster IIRC but it still stings.

The CRI marines don't usually surprise me just because you (Almost?) always get that big clusterfuck on Io with them fighting the demons just to remind you that there are plasma dorks running around now. Also not quite as bad if you're going for high dodge rather than using armor, and dodge (Either through run and gun/melee perks or using cover and going popamole) seems better in almost every case, haven't tried maximizing Doomguy's ass plates with perks and modding high end armor to see what happens if you go all-in on it though. Should still leave you fucked against plasma (And I assume toxic/fire/bleed/etc without modded armor) I assume but who knows.
 

Darth Roxor

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The CRI marines don't usually surprise me just because you (Almost?) always get that big clusterfuck on Io with them fighting the demons just to remind you that there are plasma dorks running around now.

So you say, and yet I just had a total freak run with angel of shotgunnery. Mind you, this playthrough was doomed from the start - I don't remember the last time I had such shitty drops everywhere (and don't get me started on the 4 exotic pistols and smgs I found in Callisto...), but when I got to Io, usually lv 1 has a big brawl that leaves half the map dead.

Meanwhile here there were like 2 or 3 zombies and that was it. I had to fight four CRI bots with a shotgun and 2 EMP grenades. And to make matters even worse, I was 7 xp away from hoarder lv 1 which I wanted to pick exactly on Io 1 to grab a plasma shotty, since there's always one lying around there from the zombies. I didn't find a plasma shotty until Io 3. Meanwhile in Io 2 I ran into five more CRI bots...

... who blew off my gasmask, and I didn't notice...

... which made me go into mephitic mines, where my run came to a tragic end. Suffice to say, that was the surprise of a lifetime.
 
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that was the surprise of a lifetime.
That's a hell of a clusterfuck. Any/all of those would be painful enough on their own, but all of them combined takes the cake. Four bots on Io 1 with essentially zero demons to soften them up is probably the worst I've seen/heard, IIRC the worst I've had was 3 bots and that was with enough demons to knock their health down.

Not playing marine for army of darkness in an angel of shotgunnery run though, madness! No wonder you'd be wanting that plasma shotgun so bad.
 

Darth Roxor

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Not playing marine for army of darkness in an angel of shotgunnery run though, madness! No wonder you'd be wanting that plasma shotgun so bad.

I find that with angel of shotgunnery, by far the biggest problem are the CRI bots, and it's always a gamble how many you'll actually encounter, which makes me dislike army of darkness.

The other day I won (on medium, but pretty handily) with a gunrunner scout. Build was eagle eye, dash, hellrunner, dodgemaster, 1 level of hoarder for the 3rd gun slot when reaching Io. You use the first manufacturing station you find to get a dual-shotty and an autoshotty, if you can't find them on your own. Then you pickup the plasma shotgun for the CRI bots (also make sure to grab every EMP grenade you see). With gunrunner + eagle eye + auto-calibration + optimal range mods, you can get shotguns with 6 optimal range, and that's enough to splatter everything and everyone to kingdom come (even from offscreen!). Gunrunner also has excellent synergy with all the doge perks - you take your trusty double barrel, hide behind a corner and go LEFT RIGHT LEFT RIGHT LEFT RIGHT LEFT RIGHT while shooting any asshole that comes into view. In case of emergency pop stealth.

Extreme bonus points if you also find a cold mod and slap it on that double barrel. Once you get that, you become untouchable.

The only problem is that the dual shotgun eats through ammo like a motherfucker, not even the AoSh ammo conversion trait can offset it. So it's a good idea to use every ammo station to the max, even if it means dropping things that may look essential. There is nothing more essential here than shells.
 
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Ate healing items like they were going out of style but beat angel of confidence on hard. Did lean toward skipping optional areas, and as usual once I got to hell it was pretty smooth sailing. They probably should jack the difficulty up on hell a little, and I know the summoner bossfight is supposedly just a placeholder so the final boss will PRESUMABLY be harder at some point, but compared to having cri marines showing up on Io, hell often feels like easystreet. I suppose it's because if you can get past Io then hell isn't going to throw much more in the way of challenge.
 
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Thunked angel of vampirism on hard now. Marine seems best for it with angry motherfucker and survivor (And his natural healing) and it took getting splatted a few times to nail it. Only unfortunate part is it played a lot like angel of confidence, where I was using rifles and keeping shit as far away as possible and mole-popping since that's (Generally) the safest way to do stuff. Also took basically all the defensive perks I could. Loading up on max armor (Had 6AC body, 3AC helmet, and 3AC from perks) was nice but soaking shots still isn't as good as avoiding them entirely. Had a few really close calls with some unfortunate exalted-filled rooms and surprise cri-bots but hoarding grenades for a rainy day saved my ass. Also almost died because I don't understand the mysteries of fire and gave myself 30 stacks of burning by shooting guys at close range with my molten rifle, somehow. Only survived that due to survivor perk's regen.

Dude needs to add more achievements. I know there are other challenge runs but they just don't count if there aren't achievements.
:kingcomrade:
 

Kruno

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New major update:
https://steamcommunity.com/app/811320/allnews/

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Our unique objective system moves to stage 2 - now one of the three branches per moon is locked, and a message will tell you how to unlock it. More importantly, we introduced mini-level quests, also found through messages, that pose bite-sized optional challenges with potential for really good loot! There are four types of mini-levels of different challenge, rewards and rarity, and all of them have randomized layouts.

Exotics
The amount of exotics in the game has been more than DOUBLED! Among many new exotics, each with their own unique and interesting perk, you'll notice that now you can find exotic armors and exotic headgear. Some of these are class specific, giving class specific perks - don't worry, they only appear in the loot pool if you play the matching class :).

Oh, almost forgot - there are two REALLY powerful and rare exotic mods to be found!

Animations
Several internal improvements to the animation system have been made. The out facing effects are much better directional tracking (like in Onslaught or enemy bot turrets), finally the intended door animations, camera movement improvements and actual elevator doors. Most notably however the player and human enemies will now lean when shooting from behind a corner!

Also... the player can also be gibbed, so don't throw plasma grenades under your feet.

Trait options
The first thing you'll notice is that you can now delay trait choices for later - maybe you want to decide what build to go for based on the messages found in the Callisto L2 terminal? Maybe you're keeping a Ironman level in store for a small emergency heal? Anyway, you can store trait points and spend them any time in the trait view of your player menu.

The other thing is buffs to three master traits - Onslaught (apart from improved animation) will now work with automatics and SMGs, and will benefit from Sustained Fire. Additionally, the L1 dodge penalty has been reduced to -30%. Survivor now grants a critical chance bonus dependent on your HP (and has changed prereqs), and Blademaster/Bladedancer have now kinda switched places. You can dual wield blades using Bladedancer and Blademaster gives you automatic attacks after move (Blade-kata? :P).

Station options
Manufacture stations now have the dismantle option, so if you bring an extra multitool to charge them you can manufacture a new weapon and transfer your old mods to it at the same time.

Technical stations now have an Auto-calibration option. For the cost of one charge you can add a very interesting perk to your weapon, check it out (auto-calibration comes also in a kit form). Oh, and repairing at technical station always fully repairs at the cost of that single multitool!

New enemy generation algorithm
Enemy count and type that is placed in a level is now based on the experience they give - hence we get a much more consistent level progression and danger level. XP gains between difficulty levels have also been normalized. As a bonus, Callisto L1 is now guaranteed to give you your first trait if you clear all enemies!

Angel of Exaltation
We noticed that all existing challenges have been beaten on Nightmare, so we're adding Angel of Exaltation for the 1% of crazy marines out there. Like Nightmare, this Challenge isn't even remotely fair! You've been warned!

Minor changes and fixes
Knives have now 50% swap time (why didn't they?), the special loader mod is no more, but a sustain mod is in its' place! Whizkid L2 doesn't grant an extra mod slot, but mod slot counts have been improved.

Quite a few bugs have been squashed, including most importantly one that's been with the game since 0.9.0 that produced an invisible player duplicate. Several Vulkan memory leaks have been squashed, improving stability.

Full Changelog
Changelog
Beta 0.9.9 - More - May 3, 2021
NEW #1243 - message destinations - 4 kinds (mini-levels)!
NEW #1243 - 1 of the 3 branches on each moon we'll be locked!
NEW #1336 - 6 new exotic armors with unique perks!
NEW #1337 - 6 new exotic headgear with unique perks!
NEW #1339 - 4 new exotic weapons with unique perks!
NEW #1338 - 2 rare new exotic mods to be found!
NEW #1330 - you can store trait choices for later!
NEW #1264 - Angel of Exaltation!
NEW #1317 - XP based monster generation!
NEW #1218 - auto-calibration at tech stations and in kits!
CHANGE #1282 - leaning animation for around corner shots
CHANGE #1317 - player always gets level 2 if clearing Cali L1
CHANGE #1294 - Bladedancer is now the blade dual-wield trait
CHANGE #1294 - Blademaster allows free attacks after a move
CHANGE #1331 - Onslaught works with autos and SMGs
CHANGE #1331 - Onslaught now works with Sustained Fire
CHANGE #1331 - Onslaught L1 dodge penalty reduced to -30%
CHANGE #1333 - Survivor grants critical chance bonus
CHANGE #1333 - Angry Mo-fo and Survivor changed prereqs
CHANGE #1329 - technical station now fully repairs armor
CHANGE #1218 - manufacture stations now have dismantle option
CHANGE #1327 - all base items now have 4 mod capacity
CHANGE #1327 - AV1 items have 1 less, AV2+ have 2 less capacity
CHANGE #1327 - only Whizkid L3 grants extra mod capacity
CHANGE #1338 - loader mod pack removed, sustain mod pack added
CHANGE #1328 - knife has 50% swap time
CHANGE #1334 - door animations now look as intended
CHANGE #1100 - better visual rotation tracking
CHANGE #0101 - elevators have animated doors
CHANGE #1203 - camera behavior changed
CHANGE #1203 - player can be gibbed
CHANGE #0068 - camera zoom/pan modes (WIP)
FIX #1335 - fixed some Secure Vault events clearing on enter
FIX #1332 - fixed barrel direction for Onslaught
FIX #1327 - ADV armor and helmets properly inherit stats
FIX #1332 - fixed rare issue with duplicate invisible player


What's next
Next update, 0.9.10 "Unique" will come to you around May 31, and will feature unique items (duh!), improvement to graphical effects, and some non-unique stuff that I'm sure you'll enjoy ;)
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
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Finished angel of carnage on ultraviolence. Though I think it's safe to say I won when I got that toxic blast AV3 launcher in Valhalla Command. Nevertheless, the assorted CRI dude spam in the CRI lab and the fucking TOXIC REAVERS were still one hell of a pain in the butt. I really, really, really hate toxic reavers. They are by far the strongest and most goddamn annoying enemy in the entire game, especially if you don't find a gasmask or draw the mephitic mines for the ENV helmet. Though FWIW I did find a gasmask along the way, but I opted out of it cuz I had this sweet exotic muhrine helmet that increased FUREH heals and made them remove all negative status effects.

Also, am I the only one who just keeps doing challenge runs all the time and ignoring the regular mode?
 
Joined
Oct 1, 2018
Messages
2,323
Location
Illinois
Finally beat angel of impatience. That one kicked my ass harder than anything else, at least some of that is probably because if real life shit throwing me off but also holy HELL did I hate not being able to take tools and mods with me. Using health kits instantly and can't carry them, sucks but is manageable. Using tools/mods instantly and can't carry them, absolute misery.

I really, really, really hate toxic reavers.
Also, am I the only one who just keeps doing challenge runs all the time and ignoring the regular mode?
I've finally started favoring some of the alternate branches a little, namely the Conamara Chaos Biolabs on Europa, since you can get enviro armor there. Doesn't make you immune to poison but it prevents getting fat stacks of it. It's also 4AC instead of 6, but it's only -10% to dodge so depending on the kind of build you're going for it's just generally solid.

I've been doing the challenge runs too just for achievement whoring, but since that's largely done with now I'll probably do normal runs. The challenge runs are fun but I find myself leaning on favored builds and strategies more instead of fucking around. Still haven't tried making a hacker so I can take over those damn cri bots myself, want to try that at some point.
 

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