Ziggurat 2

Ziggurat 2 Update #15 - Weapon levels, revamped loadout, and much more!

Version
Update #15 - Weapon levels, revamped loadout, and much more!
Version Date
Jan. 14, 2021
Links

Patch Notes

Update #15 - Weapon levels, revamped loadout, and much more!

Welcome back, young apprentices! Hope you had a nice turn of the year!



Today we're releasing a new update for the game, featuring plenty of changes that should make the game more interesting and engaging to play.

The main highlight is the new Weapon level system, so you can find stronger weapons in deeper floors of a dungeon, and the reworked Loadout interface, with some changes to the way it works and how Coin bonus is calculated.

We've also reworked the way Sitra the Immortal works, so fights with her should pose a greater challenge and be a bit less of a chore.

New features:
  • Weapon level system: You can find more powerful versions of weapons in deeper floors.
  • Omens: Now you must choose an omen before starting a mission. Omens offer a strong boost but come with a noticeable penalty, so adjust your playstyle accordingly!

Improvements:
  • Reworked Loadout UI to be more intuitive. Changed a bit how many items are shown and how money bonuses are calculated.
  • You can now open the Character Sheet from the Perk selection screen.
  • Changed damage resistance texts so they are easier to understand (now they show "-X% to incoming damage").
  • Reduced obelisk priority in homing projectiles' logic.
  • Added more detailed information about weapons in the character sheet and other description windows.

Gameplay changes:
  • Enemy projectiles are now destroyed when defeating the boss.
  • Treasure chests and shops can now show wands from time to time (this was done so you can find stronger versions of them too).
  • Weapons' passive and special skills are unlocked just by reaching a specific Mastery level, no need to upgrade them. For now, characters and amulets still work as before, but this will probably change in the future.
  • Reduced collision size of damage pools dropped by enemies (acid, lava, etc).
  • Reworked Sitra the Immortal:
    • Reduced teleport distance threshold
    • When she teleports, she leaves a minion at her previous position
    • When spawning totems, she teleports away.
    • Spawns 2 totems at the last stage.
    • Reduced Sitra and her totems' health.
    • Added a new drop from enemies that will grant some points of Barrier when picked up.
    • Added two new champion types:
      • Healer: Slowly heals nearby enemies
      • Summoner: Summons carrots

    Bugfixes:
    • Fixed animation transitions in specific cases that would lead to enemy animations being played a bit later than intended.
    • Fixed item descriptions not being shown properly when Glossary is disabled.
    • Fixed ledge grab logic activating on narrow collisions (such as door borders).
    • Fixed Loading screen not fading to black, but grey.
    • Fixed player not being immune to damage while in cutscenes.
    • Fixed mouselook up/down still working while in a cutscene.