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Post-update bugfix patch is live! While previously we put the notes into the main announcement, here we post it as a small update, as it contains significant balance changes. We're aware of the easier difficulties being too hard at the moment, and this patch tries to alleviate the difficulty a bit before we address it more thoroughly in the next patch. For that however, we'd love you to help us out! A topic discussing it has been posted to the Steam forums:

https://steamcommunity.com/app/811320/discussions/0/2803982773101542252/

Now for the changes:

The biggest one is on Easy - we made enemy cover half as effective as player cover. In short, an enemy behind full wall cover will now be hitable at around 50%. This might seem like shotgun surgery, however it comes from observation that new players don't seem to play well around enemy cover in the beginning. Also, this change makes Callisto easier, but difficulty later game is less affected as enemies don't rely on cover that much anymore.

Next, on all difficulty levels the level 1 medical box will contain two medkits - on Easy and Medium the level 2 medical box will have the same. There are many deaths that are barely avoidable due to not having much options in the inventory - this will allow to get to that point on a more regular basis. To offset the medkit addition on Hard+ and to change the difficulty curve in the direction we want we also reworked the health drops from exalted enemies - don't count on hoarding those on UV anymore, but you'll meet them more consistently on easier difficulties.

As far as usual bugfixes go, we fixed rockets flying through walls (especially on AoDoom), fixed the possibility of targeting the environment in the latter (and nerfed the damage bonus by half), and most importantly a small issue that prevented the OpenGL version working on non-Vulkan cards. If you have a card that ran JH last update with OpenGL only and stopped - this probably will fix your issue.

Full changelog follows:

CHANGE #896 - EASY only: -50% to enemy cover effectiveness
CHANGE #896 - Angel of Doom - 50% dodge to damage (instead of 100%)
CHANGE #896 - two medkits per box on levels 1 (all) and 2 (Easy/Med)
CHANGE #896 - adjusted exalted health drops
FIX    #896 - Angel of Doom etheral walls fixed
FIX    #896 - Angel of Doom environment targeting fixed
FIX    #896 - OpenGL version accidentaly required 4.5 instead of 4.3
FIX    #896 - kerberos is now properly named (as opposed to cyberos)
FIX    #896 - fix for shots going through walls

See you next update, and be sure to check out the difficuly topic above!


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