Jupiter hell locations full#
So, there it is - six more months until full release. The first obvious question we can answer right here, right now: yes, we do have updates planned beyond the full release, which also aligns us with Hyperstrange, who also support and expand their games post-launch. They’re already around our Discord, so if you have any questions for them - don’t hesitate to ask! Their ELDERBORN is an Early Access success story, and we’re convinced that if an indie dev needs a publisher at all, they should bring some unique perspective and understanding to the table. Hyperstrange are good old friends and great fans and supporters of Jupiter Hell. To make the most of the full release, we’re teaming up with Hyperstrange, the developer of ELDERBORN and POSTAL: Brain Damaged, who will assume the role of the publisher. With 5 more regular monthly updates to go, we’re getting ready to release Jupiter Hell 1.0 on the 5th of August, 2021. It’s about time we announce our full release plans. Jupiter Hell has been in Early Access for 18 months now, and we’ve been providing you with a - more or less - steady stream of updates featuring new content, bug fixes, polish, and implementations of your feedback. Took us a bit more time, but this release is HUGE! Jupiter Hell 0.9.7 Expanseįeatures larger moons, mid-point levels, new generators for second halfs of the moons, 4 new branches and 4 new special levels, much improved monster placement and lists, and on top of that a huge rework of traits! But before we go into detail - there’s an important announcement we need to make. WhizkidĬHANGE #1316 - terminals are guaranteed on events that use themĬHANGE #1323 - Callisto L2, Europa L2 and Io L2 have terminalsĬHANGE #1314 - auto weapons split into semi, auto and rotaryĬHANGE #1314 - semi weapons now have their own level rewardsĬHANGE #1233 - massively increased the start ammo on AoHubrisįIX #1323 - terminal will always be reachable from the entryįIX #0642 - broadcast wont trigger powerjack anymoreįIX #1324 - extra stealth shots will now properly stackįIX #1295 - archreavers properly acid-resistantįIX #1312 - fixed sustain perk overflow and shot cost bugįIX #1307 - vaults will no longer block paths to elevatorsįIX #1308 - Europa Ruins inaccessible rooms fixed
Jupiter hell locations mod#
NEW #1310 - item perks now have tiers (common, adv, exotic)ĬHANGE #1233 - exotic weapons once again drop from special boxesĬHANGE #1309 - base weapon manufacture at manufacture stationsĬHANGE #1309 - Europa L1 has a Mk1 manufacture stationĬHANGE #1315 - reload times equal or greater to 2 turns buffedĬHANGE #1295 - most resistance sources are only part effectiveĬHANGE #1310 - removed advanced perks from regular mod listsĬHANGE #1306 - non-ADV-capable melee weapons buffed slightlyĬHANGE #0642 - fixed most outstanding ASCII mode bugsĬHANGE #1310 - mod capacity of ADV weapons 1 lower than regularĬHANGE #1310 - high mod capacity of many weapons reduced by 1ĬHANGE #1310 - item view shows total mod capacity incl.
NEW #1310 - couple new perks available through modding NEW #1311 - AV items now have 1 or 2 perks, but stronger! NEW #1233 - exotics have their dedicated perks + 1 random! NEW #1285 - Intermission screens between moons and on win! NEW #1323 - big set of flavor messages for terminals NEW #1319 - storable information messages with world effect NEW #1321 - Journal screen with important message store! NEW #1322 - Data module in terminals with messages!