Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter Jupiter Hell - DoomRL successor

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,147
Location
Djibouti
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.

If I see the chaos biolabs, I go there without a second thought, same with the mephitic mines on Io. Once you get the ENV armour and helmet, in my experience you become unkillable. Unfortunately the mephitic mines are a rare spawn, and they are also a pain in the ass, but you gotta eat big to get big.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,010
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/3035968700887870153

Jupiter Hell 0.9.10 - Medusa!

Medusa brings you the eponymous first true endgame enemy, the BIG gun, the railgun, melee exotics and more!
6ca03a554816bb4b9df8f60b6a2ded657321d7e4.png


Jupiter Hell 0.9.10 "Medusa"* is live! The highlights of this release are the eponymous enemy, the BIG gun everyone has been waiting for, melee exotics and AMPs, the railgun, UI and FX improvements, rerolling AV perks in manufacture stations, new message-quests, trait upgrades and more! See for yourself and read all about it below!

Medusae

Jupiter Hell has been lacking truly endgame enemies, since our lovely Summoner subs for the end boss currently. Well this changes today, with the Medusa and its far more dangerous Archmedusa cousin. Be careful, as even a optimized build that steamrolls the endgame may find themselves in a tricky situation when faced with this foe! Oh, and in the meantime, the Summoner didn't want to stay behind, so he got a buff too!

The BIG guns!

Yes, you know what I'm writing about. The Big F*cking you know what is finally here. Small hint - search for it in CRI Armory or Black Site Vaults. Oh, and another golden era weapon makes its appearance too - the railgun ;).

Melee exotics and AMPs

Melee weapons finally got the treatment of their ranged counterparts - 7 new exotic melee weapons are too be found, as well as dedicated melee AMPs!

Perk rerolling

Get more control over your AV items (and non-exotic exotic item perks) with the new option available at Mk2 and Mk3 manufacturing stations. A fistful of multitools is the only thing standing between you and your god roll.

UI and FX improvements

Enemy health bars flash indicating the max damage your weapon can do. Barrel explosions nicely chain now. FPS drops from massive amounts of debris are reduced, dissapearing lights have been fixed (though reduce your simple light count in the options if you're on a low-end GPU), top-right damage info for weapons with crit has been improved, and a few minor changes here!

Trait upgrades

Several minor changes have been made (see changelog below), but the major ones are a much more interesting and powerful Infiltrator L2 and L3, a much more user friendly Juggernaut, Vampyre with armor regeneration, and Swashbuckler finally working as intended!

New message-quests

Each release we improve on the message-quest system, and each release the objectives become more complex. We will always keep them keyword based, and always picking the message up will be optional. This time however, you might want to stick to some, to know what you're getting yourself into ;)

Minor changes and fixes

Several major bugfixes have been made. Most notably the Volatile Storage crash should happen no more, and the event looks way more fun too. Several small buffs have been added (i.e. Point Blank now works in ranges 1-2). Oh, and Nightmare! got it's enemy accuracy buff back. No longer will anyone say it's easier than UV ;).
Full Changelog

Beta 0.9.10 - Medusa - June 5, 2021
NEW #0683 - Medusa - dangerous end-game enemy!
NEW #1353 - new exotic - the big gun you've been waiting for!
NEW #1352 - new exotic - railgun!
NEW #1370 - 7 new exotic melee weapons!
NEW #1371 - added melee AMPs with appropriate perks
NEW #1258 - UI - enemy health bar flashing damage indicator
NEW #1383 - Mk2 m-facture stations can reroll basic perks
NEW #1383 - Mk3 m-facture stations can also reroll adv perks
NEW #1320 - 30 new message-"quests"!
CHANGE #1369 - SPACE now reactivates station you're standing on
CHANGE #1386 - Mk2 stations moved post-Callisto, Mk3 post-Europa
CHANGE #1386 - AV3's generally not present on Callisto
CHANGE #1379 - Nightmare once again has UV enemy accuracy buff
CHANGE #1384 - Infiltrator L2 and L3 much more interesting!
CHANGE #1384 - Juggernaut protects from all frontal attacks
CHANGE #1384 - Juggernaut values slightly lower to offset
CHANGE #1381 - Vampyre reduced to 5%/5%/10%
CHANGE #1381 - Vampyre L2+ heals armor on mech/semi-mech kills
CHANGE #1378 - Summoner fight made harder (esp UV+)
CHANGE #1357 - SusFire, Onslaught are not reset by free actions
CHANGE #1359 - Point Blank perk works in range 1-2
CHANGE #1359 - Retailiate adds full pain percentage to damage
CHANGE #1359 - Durable perk now doubles durability
CHANGE #1358 - bullet visuals match game effects (not physics)
CHANGE #1365 - improved light and sprite fade effects
CHANGE #1373 - removed unused Feet slot from equipment
CHANGE #1373 - added world seed to mortem
CHANGE #1368 - light defaults changed (shotgun light artefacts)
CHANGE #1377 - no reaver infestations on Callisto
CHANGE #1375 - ongoing sounds very quiet on menus and endgame
CHANGE #1292 - changed turret AI and buffed CRI turrets
CHANGE #1258 - better damage info for Crit > 100%
CHANGE #1382 - barrel explosion chains properly chain
CHANGE #1382 - physics properly throttle and chain
CHANGE #1328 - most melee weapons have their swap time halved
CHANGE #1328 - Swashbuckler buffed to compensate for swap time
CHANGE #1384 - damage resist effects properly reduce pain
CHANGE #1385 - AoLT - no extra gun, doesn't block Hoarder
CHANGE #1372 - red keycards more common
FIX #1385 - fixed Swashbuckler zero-time swap not working
FIX #1213 - volatile storage level crashes fixed
FIX #1213 - Volatile Storage has a barrel count cap
FIX #1213 - mass explosions won't kill the music anymore
FIX #1372 - CRI bot Mk2 properly uses his weapons
FIX #1361 - fixed t-pose after teleport
FIX #1376 - disabled enemies no longer progress calibration
FIX #1375 - fixed rare edge case of rotary sound after death
FIX #1292 - enemies properly detect that they are attacked
FIX #1385 - hidden special levels wont show up on Recon
FIX #1384 - you can no longer re-hack/disable from Security
FIX #1384 - sentries in CalSec can no longer be hacked
FIX #1384 - fixed red-locked/active-locked branch elevators
FIX #1384 - drones hacked via terminal will have control


What's next

We're slowly leading to the 1.0 release, but keep your eyes open for 0.9.11 with balance changes, more content, generator improvements, and possibly bigger features ;)

The game is now available 20% off, only until Monday, June 7, 9:00AM PST.


*Yeah, we remember the update was supposed to be called "Unique", but "Unique" isn't as unique as "Medusa", wouldn't you agree?
 
Joined
Oct 1, 2018
Messages
2,323
Location
Illinois
God fucking damn it where are my uniques, Poland? I WAS PROMISED UNIQUES!
:fight:

"*Yeah, we remember the update was supposed to be called "Unique", but "Unique" isn't as unique as "Medusa", wouldn't you agree?"
Unfortunately that almost seems to suggest the BFG and railgun are all they're calling uniques. I thought we were going to get a unique or two for every weapon type. Still, looking forward to trying it out.
 
Joined
Oct 1, 2018
Messages
2,323
Location
Illinois
Well medusas are pretty rough. Slithering seems to give them dodge so they can be tricky to hit, and they seem to do some high-pain (And high damage) attacks which makes your accuracy go to shit too. Haven't seen the BFG or railgun yet, and didn't see any of the melee exotics. Rerolling basic perks on AV weapons is nice though. And I didn't notice it in the notes but either I'm going crazy or Mimir Habitat has a new/slightly different tileset. I don't remember it being so orange or angular before.
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,147
Location
Djibouti
Been screwing around with angel of vampirism lately and I have two observations:

1. AoV and marine is basically cheat mode.
2. There is something extremely liberating about not having to devote inventory space to medkits. I still carry one stack around to get rid of massive status effects* though, but all that free real estate to spend on ammo and nades is really welcome.

* funny story, I was going through the mephitic mines because I reaaaaaaaally wanted that ENV helmet. Suddenly I get waylaid by all manner of toxic cocksuckers, and within a turn my gaze drifts to the "POISON 56" tag under my HP bar. "Das it fren" I think to myself, but then it turns out Survivor blocks dying from that shit as long as you are above the death threshold :lol: I didn't expect that.
 
Joined
Oct 1, 2018
Messages
2,323
Location
Illinois
0.9.11 Curio - June 28- Uniques, Relics and more!

o shit. I guess the BFG and railgun weren't what passed for uniques. I was thinking he was just gonna stick those in there and we weren't getting unique special versions of other weapons but I guess that may not be the case.
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,147
Location
Djibouti
HNNNNNNNGGGGGGGGGGGGGGGG

i was struggling to win angel of marksmanship all week, today i finally got a guy halfway through Io that I'm p sure woulda won

and then new patch hit and killed my save

borealesad.jpg
 
Joined
Oct 1, 2018
Messages
2,323
Location
Illinois
You run into any uniques yet? I haven't seen any in the run I'm slowly playing, but I'm a little dubious about the fact that they're presented as build-around powerful items that might be worth changing your character to use but it sounds like they show up so late in the game that you won't have many perks to play around with anyway. Getting a guaranteed unique for clearing all special levels sounds like it would show up in hell, presumably right in front of the damn summoner since that's basically when you'd be done with side-areas. Then it sounds like you can get a guaranteed unique from doing a greed wish, which IIRC that's also right around the end since you need the fucking ice heart and everything. Then you're left with RNG as a regular drop which they say rarely happens, especially on higher difficulties. Feels like if they do cool shit they should maybe show up earlier so then you can build around them, otherwise they're probably just high stats late game good shit. Relics are pretty cool though.

Edit: Found a unique. Railgun snipey gun that bounces between targets. That's pretty cool except I lost a run I was winning easily because I built into shotguns and then started using the damn railgun to try to level it up to see what would happen. Also appeared at the end of Io and I think it was a random drop, but again it was showing up pretty damn late and didn't appear to warrant use if I wasn't already building around long range single shot combat. Little iffy. Did find a cool high tier relic though that makes you immune to splash damage, cuts your damage in half, and makes every time you damage an enemy trigger a 25 damage explosion. Probably obscenely good if you're playing with SMG/auto.

7615F4AD726DDEFFA4E943495C175FF83A1750C0
 
Last edited:

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,147
Location
Djibouti
FINALLY beat Angel of Marksmanship. "Easy difficulty" my ass, this might just have been the hardest challenge I completed yet, and I was playing it with a sharpshooter techie (at first I tried a toxicologist fireangel but it dropped on its face endgame). It feels like a constant uphill struggle from start to finish because the pistols are just so freaking bad. Unless you find a unique, but these are hard to come by - if you don't get one at the end of Mimir Habitat or Valhalla Terminal, it's gg, because you'll be stuck with a 44 revolver for the rest of the game. You'd best plan your entire character build and ALL the mods on ALL your items around that stupid revolver and pick up ALL the 44 ammo you can find, ffs.

That said, one thing that helped me immensely in this run was the analytical visor I found somewhere in Europa, I think it was at the end of Asterius Breach. I held on to it until Limbo when I finally swapped it for a gas mask (FUCK toxic reavers, I hate hate HATE these sons of bitches), and this let me end the game on level 19, where normally it's like 16? That's one additional full perk right there.

Also I like the new relics they added. Got a cryoreaver claw at some point that applied freeze to all attacks (this is one of the best effects there are imo, cold packs have won me a number of games almost by themselves already) for the bargain price of reducing all damage by 10% (not much of a problem when you do 200 damage crits with each shot).
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,010
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
Revealing the already revealed release date:



Do you have what it takes to survive the demonic forces of Jupiter in a game where turn-based tactics and roguelike collide? Jupiter Hell, from developer ChaosForge and publisher, Hyperstrange launches out of Early Access this Aug. 5th, 2021. It will be available on Steam, GOG, and Humble for $24.99 with a 20% discount at launch.

About Jupiter Hell:
Set on the moons of Jupiter, the game pits a lone space marine against overwhelming demonic forces. The player will rip and tear zombies, demons and unmentionable monstrosities, using classic weaponry such as shotguns, chainguns, railguns and the trusty chainsaw. Sounds familiar? It should! Jupiter Hell is the spiritual successor to the 2002’s freeware roguelike phenomenon - Doom, the Roguelike, later renamed to DRL for obvious copyright reasons.

Powered by the custom-built Nova Engine, the game takes the classic, turn-based roguelike gameplay and puts it in a detailed and dynamic 3D, 90s flavored sci-fi environment. Jupiter Hell stays true to the staple qualities of the roguelike genre: procedural level generation, providing endless possibilities for another run, character permadeath, and brutal, yet fair difficulty level. The players will die, learn from their mistakes, and proceed to make new ones in a new playthrough.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,010
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
Out today:



The Doom-inspired turn-based action game is out of Early Access, bringing a climax to 20 years of roguelike development saga.

Do you have what it takes to survive the demonic forces of Jupiter in a game where turn-based tactics and roguelike collide? Jupiter Hell, from developer ChaosForge and publisher, Hyperstrange launches out of Early Access this Aug. 5th, 2021. It will be available on Steam, GOG, and Humble for $24.99 with a 20% discount at launch.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,010
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
Released:


https://af.gog.com/game/jupiter_hell?as=1649904300

https://store.steampowered.com/news/app/811320/view/2994316817012521380

Jupiter Hell 1.0 - the Full Release

As the Dante Station opens its gates, the final act of our Sci-Fi horror is ready to play. Join us, and conquer Hell!
284e042bcda61c420a5b0b03efe1a2ce9409c4bb.png


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!

33fbb66645bd380afcebfa1cc0e44d2d1f4e8641.png


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.
004e98061256dda3ac95738fd8db13a87798daef.png
 
Last edited by a moderator:

Infinitum

Scholar
Joined
Apr 30, 2016
Messages
700
So is it optimised for release? Tried it out a few months back but quickly refunded since it tried to manifest the fires of hell by way of my laptop CPU.
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,147
Location
Djibouti
so how much woke shit is in this game? saw the dev mention "superhot mode" and cringed. superhot devs are confirmed to be woke cuckold queers.

zero

it's just a game about shooting and blowing up and otherwise killing demons

you play as not-Doomguy and your only voice option is male action hero

REST IN PIECES, CHUCKLEFUCKS
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,160
Location
Platypus Planet
I know nothing of this game as I'm not familiar with the original DoomRL. Is this a linear dungeon crawl, or are there branching areas? Are there different character classes? Usually in scifi RPG thingies I like to play as engineers who hack shit like turrets. Is this a good game for that?
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
10,110
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
So... just "finished" the game (a few times).

I do like it, but I think there are a few flaws.
One thing I always criticize about the more hardcore roguelikes is how dependent you are on being kissed by the RNG gods.

Unfortunately, this one isn't much different in that regard.
While you can definitely get to the latter levels of the third "chapter" (game has four) if you know what you are doing, getting beyond that seems to require to get VERY lucky with drops.
Basically: If you find a unique (or at least very good) weapon fitting your build, you're good and can probably just steamroll the final boss.
If you don't, you probably won't even see the final boss.

None of my runs have been anything in-between (Normal & Hard). Either steamrolling in late-game or barely scraping by to reach the last chapter.
Very often, you'll find great unique weapons later on - which don't fit your build at all.
It would be great if you could somehow transform a unique weapon you don't need into a boost - not as strong as the weapon itself, but just something to make up for not having found a great weapon for the build you went with.
Of course, runs being rather short offsets this somewhat.
Even if you die due to bad luck, it's not like you'll lose many hours of progress.

Another problem I have is that you get swarmed too easily in the first few levels.
I died way more often in the first few levels than in the last ones - this early, there's nothing you can do about being surrounded. If it happens, it happens, and you'll likely get rekt.
Would be nice if the first few levels were a bit less open.

Anyway, I do recommend the game, it is very unique as far as roguelikes go.
 

orcinator

Liturgist
Joined
Jan 23, 2016
Messages
1,789
Location
Republic of Kongou
Beat it on Medium after a dozen or so tries, don't think I would have made it without the infinite ammo plasma gun (but that's because I went into the special challenge area in dante) and the death pistol that could one shot the final boss's three forms.
Then I realize I could have checked the wiki to find out which areas are likely to drop which items and how item drops are tied to the weapon you use most often. But I still need to pray to RNGesus to grace me with something that will make a melee run work since it sure as fuck isn't viable at lv1.
 
Last edited:

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
7,001
Location
Small but great planet of Potatohole
Disagree strongly, on normal you don't care about favourable RNG at all. Once you know what you are doing and are using a reasonable build it is not needed. On hard I am not good enough (yet i hope) so rng helps me there. But it is not the issue of the game here. In other words, git gud - myself included. In general, people tend to overstate the rng importance in many rls. Granted, there are ones that truly ARE rng dependant. For example Sots: The Pit. Not a single sensible gun in the first dozen levels when playing a character with no good starting weapon - happens there. That's called truly "rng dependant". However JH is not the case. You do not need unique items to beat it and regular stuff is plentiful. Add the mods system and you are guaranteed to have gear enough to beat the game. Obviously, as the difficulty rises, some weaker builds and some of the challenges might become dependant on some good drops. Hard is certainly about getting good, assuming you play something sensible in terms of builds and challenges. I'm just not there yet. Above hard and with some more insane challenges - i have no idea. Difficulties higher than hard are, imo, meant to be unbalanced anyway so i wouldn't be holding that against the game even IF it is the case.
 
Last edited:

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom