Ziggurat

Ziggurat Update #8: Bugfixes, gamepad improvements, new enemy and weapons!

Version
Update #8: Bugfixes, gamepad improvements, new enemy and weapons!
Version Date
Feb. 13, 2015
Links

Patch Notes

Update #8: Bugfixes, gamepad improvements, new enemy and weapons!

Note: This update will probably break key/gamepad bindings and revert them to default values. Please rebind your keys if you had a custom setup.

Past month we've been doing lots of work under the hood to accomodate the game for future releases (wink wink), so we've focused on things such as performance and bugfixes, instead of content.

Some of the core components of the game have been modified, and while we haven't had any issue during the small beta process, something might have slipped, so please report any problem you may find.

  • New content:
    • New Room Modifier: Next Gen (Tuned a bit to be more subtle than on beta)
    • 3 New weapons: Archon staff, Acheron's Cube and The Lidless Eye.
    • New enemy: Imp
  • New features / Improvements:
    • Changed fullscreen mode on OSX, now resolution selector should work properly, and performance may vary (still on the look for feedback on this)
    • Added a "Press Enter/A to start" button before the main menu. This is used to discard unused gamepad inputs (should fix most gamepad related issues). Mouse / Keyboard will always be available even if you press A with a gamepad, but not the other way around.
    • Game content is preloaded. Should improve load times on larger floors, but the game uses more RAM now. Depending on user feedback, we may add an option to disable this. This change has increased build size so now the game takes more space than before.
    • Input mapping: Now input for gamepads can be cancelled by holding B in addition to pressing Escape.
    • Pathfinding isn't updated as frequently. Should help with stuttering on complex rooms full of enemies.
    • Added experimental native Steam Controller support.
  • Balancing changes:
    • Sprint state is not lost when jumping (In other words, you can now jump while sprinting).
    • Removed the perk limit during a single play, now it always works as Endless mode did.
    • Removed minor speed nerf for Simon, it should help survivability a bit.
    • Increased threat value (reduces number of simultaneous enemies) of: Kobolds, Golems, Orcs, Shamans, Yellow Mini slimes, Ulmar Fish
    • Necromancers: Decreased health a bit.
    • Improved effects of some unpopular perks.
    • Boss - Poloko: Spawns one Kobold less and one Carrot more. Reduced shockwave attack damage.
    • Boss - Percival: Increased attack damage
    • Boss - King Blob: Reduced rotating attack damage.
  • Other changes:
    • Changed a bit the way saved data is processed. Shouldn't have any noticeable difference.
    • Auto Aim: Increased auto aim strength for nearby targets.
    • "Infinite mana until hit" divine gift is not awarded if the player already has that effect.
    • Alternate fire while sprinting now works the same way primary fire did.
    • Gamepad vibration is not triggered when playing with a mouse / keyboard
    • Master of the Arts: This perk can now be only selected once.
    • Amulets, Room modifiers and Shrine effects will not repeat on the same game if not necessary.
  • Fixes:
    • Fixed Skeleton attacks dealing damage twice.
    • Items dropped from treasure boxes in challenge rooms are properly pushed so they don't end up mixed together.
    • Fixed round breakable column pieces still hurting the player when they stopped moving.
    • Fixed "Mudblood" achievement triggering if the player used only alchemical weapons.
    • Fixed small bug related with character selection screen and using mouse/keyboard at the same time.
    • The currently selected button is always shown in the menu.
    • "Lights Out" modifier should now restore once you clear the room.