List of updates for Ziggurat Early Access.
Update 17[]
- New hand and wand models for each character.
- Improved character selection screen, now it should be easier to use and understand.
- Minor grammar fixes on some perk texts
- Fixed some issues with icons of the last weapon batch
- Reduced amount of health Poloko recovers when spawning minions
- Increased gamepad dead zone on menu.
- Improved shift key detection on key customization dialog.
- Reduced King Blob health
- Mana pouch bars are sized relative to each other (up to a point)
- When damaged, you can see the direction where the damage comes from.
- Changed Skull of Xanatos' alternate attack model, so there is a more obvious difference.
- Increased visual size of Armor blast attack.
- Reduced chance of barrels dropping acid when broken.
- Game ending will change depending on player performance (number of rooms cleared)
- The Secret room cutscene will be enabled only once.
- Added an option to reduce HUD size.
Update 16[]
- Fixed checkbox telling on what difficulty you've won the game with each character being shown when the character is still locked.
- Mitigated some FPS spikes that were introduced in Update #14.
- Fixed wand card descriptions.
- Added Hungarian language
- Improved state effect shaders so it doesn't look weird when enemies are moving.
- Cockatrice: Increased threat value to better reflect their performance
- Slime / Green slime: Reduced threat value to better reflect their performance
- Necromancer: Reduced threat value to better reflect their performance
- Flying armor: Reduced damage inflicted by fire
- King Blob: Reduced damage inflicted by area attack and big projectiles.
- Examiner Cepheus: Increased health
- Scarab Staff: Reduced mana usage
- Staff of Atlantis: Increased mana usage
- Viper fangs: Reduced mana usage
- Dark Cannon: Reduced fire rate and damage
- Porcupine bomb: Reduced fire rate, Increased mana usage, reduced number of spikes per grenade
- Dragon's Bile: Increased mana usage
- Mana Burst: Reverted to triple mana usage
- Enraged: You no longer lose health when selecting this perk.
- High Stakes: Increased chance of success.
- Bloodlust: Reduced a bit effectiveness.
Update 15[]
- New Level 1 Boss: King Blob (name's not necessarily final). It'll probably need a bit more balancing, it's probably easier than the other L1 bosses right now.
- Each character has now a slightly different wand (still weaker than most standard weapons).
- Added sounds to the alternate fires of some weapons
- Your current health / mana numbers are shown in the character details screen
- Fixed some issues with water reflections that were introduced in the previous update.
- Added a warning when trying to start a new game, and there's a saved game.
- Other minor bugfixes
Update 14[]
- All weapons have now a secondary fire mode (Right click by default). It's usually a stronger variation of the attack, or a special shot that induces state effects.
- Some changes that should improve performance, specially on bigger levels. This may have caused some bugs here and there, please report if you find anything.
- A small improvement in water rendering performance on high levels of detail.
- Minimap icons are now properly shown when Rotate map is enabled.
- Added models, sounds and effects for the weapons added in the last update
- Bosses can now be poisoned.
- Increased poison damage over time
- Shrines won't be activated if you can't pay the price, instead of punishing you.
- Reduced number of Kobolds spawned by Poloko.
- Drops, weapons, etc shouldn't slide that much, so they won't fall into lava in Challenge rooms.
- Shielded Skeletons aren't allowed to be Green champions.
- Reduced a bit the damage hitbox for Shielded skeletons.
Update 13[]
- Two new enemies: Slime and Green Slime
- 7 new weapons. Most of them are still in the works and haven't been properly balanced. Feel free to comment on the forums :)
- 5 new perks. Their card hasn't been drawn yet.
- Changed the way perks are selected on level up, now you may have to choose between two upgradeable perks.
- The mouse should be trapped while playing on windowed mode (only on Windows)
- Enemies on obelisk rooms can drop health items as in normal rooms (but not experience)
- Obelisks have less health on higher levels
- Fixed some ragdoll physics weirdness
- Should have improved performance a bit on specific situations
- Mouse buttons can be remapped
- Fixed some pending achievement issues
- Balanced enemies:
- Carrots: Reduced threat value
- Mini Golems: Increased threat value
- Skeletons: Increased threat value, Reduced fire rate
- Skeleton sentries: Increased threat value, Reduced fire rate
- Shield skeletons: Increased attack area and speed (still easy to dodge, but not as easy as before).
- Armor and Flying armors: Attacks at point blank aren't instantaneous.
- Demons: Reduced their homing attacks tracking power.
- Cockatrices: Reduced a bit hit damage.
- Fire Mortar: Increased damage area.
- Fixed some issues with obelisk particles
- Now weapons are shown on the character details screen
- New corridor variations
Update 12[]
- Fixed Save & Quit not properly storing the current level.
- Reduced a bit the chances of bad effects in shrines.
Update 11[]
- New high level enemy: Bone summoner, very dangerous. Probably too dangerous right now, be warned!
- Added a hint when you approach a shrine so you know what's going to happen
- Permanent shrine effects are shown on the player details screen
- Done some changes to character classes for better balance and differentiation
- State effects: Removed Burn state effect, adjusted some other weapons.
- Added a more visible indication that a drop is going to disappear
- Added an option to disable game tips (still not fully functional)
- Fixed some Amulet HUD bugs
- Improved sounds and visuals of many weapons
- Fixed some issues with the new achievements
- Changed how Regeneration perk works.
- Added lots of new shrine effects
- The number of kills required to unlock an entry in the bestiary is shown.
- Removed autosave and added a "Save & Quit" option between levels.
- Removed Attract mode.
- Increased drop rate when breaking decorations
- Challenge rooms with moving platforms have now more stones and logs in the lava so it's easier to go back to the start.
Update 10[]
- New room type: Shrine rooms. On these rooms, you may pray the gods for assistance, and offer a health / mana sacrifice.
- Added state effects, such as freeze, poison, fire, etc. to some weapons.
- New perks and amulets
- Flying enemies now use pathfinding, they shouldn't get stuck that usually.
- Increased the amount of perks initially unlocked.
- Added more achievements.
- Reduced a bit New Game+ difficulty
- Changed "New Game+" to Hard, to better reflect its actual meaning.
- Improved visuals of Skeletons.
- Amulets have now its own 3D model.
- Changed amulet icons on the HUD so they are similar to the weapon icons.
- Improved boss intros with particle effects and sounds.
- Added a few new rooms.
- Fixed minor issues with the amulet HUD
- Added new Lore texts
Update 9[]
- Fixed "Out of breath" & "Adrenaline rush" room modifier texts being mixed up.
- Fixed "Red/Blue/Green crystal" room modifier effect not working properly
- Fixed "Doppleganger" room modifier effect not working properly
- Fixed "Hatchery" room modifier effect causing for some enemies to stay out of attack distance.
- Fixed pathfinding issues that caused FPS drops on the new bridge rooms
- Sprint can be cancelled by pressing A/D (or equivalent)
- Fixed character selection screen not working properly
- Improved Shielded Skeleton graphics
- Serpent Staff - Reduced a bit projectile speed, Increased a bit shot spread
- Fire Mortar - Increased shot range
- Skull of Xanatos - Decreased mana usage
- Skeleton - Increased a bit threat value to match its actual performance
- Red skeleton - Increased a bit threat value to match its actual performance
- Shielded skeleton - His attack is now a bit faster (still easy to dodge if you have the space).
Update 8[]
- 3 New enemies: Skeleton, Red Skeleton and Shielded Skeleton . They are not 100% complete on the art side, but should be playable.
- Room fights have now a chance of getting modifier that will heavily affect combat conditions.
- Added lots of new corridors between rooms, some of them with special surprises.
- New champion type: Invisible (similar to Mental difficulty in Serious Sam).
- Added a few new rooms.
- Improved lighting and visuals on Challenge rooms.
- Bosses should not regain health when respawning Minions (except Poloko)
- Improved a bit pathfinding. Not perfect yet, but enemies shouldn't get stuck on stairs that frequently.
- Minimap can be set to rotate with player in game options.
- Amulet charge is kept when you drop it and pick it up later.
- New amulets are found totally charged.
- Finished visuals and sound for the weapons added in the last update
- Improved models for moving platforms
- More tips and stats on the loading screen
- Character selection is sorted so unlocked characters are shown first.
- Last character and difficulty selected is saved.
Lots of bugfixes
Update 7[]
- Added Easy mode. It increases drop effectiveness and reduces the number of enemies on most encounters.
- Added New Game+, unlockable for each character. This mode has 6 levels and is way more difficult than the standard mode: Less experience, less drops, and more damage from enemies. It's probably too difficult, but we'll wait for user feedback before reducing it.
- Adjusted some amulet energy requirements to better fit their effects.
- Amazon,Sage and Golden amulets - They now give a decent amount of mana in addition to increasing fire rate.
- Fixed issue with Magnetic amulet and the Portal key
- Amulet effects are reset when switching levels.
- Changed spawn behavior so bosses aren't as vulnerable when spawning them.
- Boss Sir Arthur - Increased speed, reduced movement time, increased health
- Boss Gunkarr - Added some AoE damage to the sword attack.
- Boss Poloko - Now he recovers a bit of health when spawning enemies. Increased speed of his attacks. Removed some columns of the room so there's less cover from attacks.
- Boss Amanda - Increased leading time for attacks, increased health a bit.
- Boss Percival - Reduced a bit attack damage
- Boss Adam - Removed arcs that blocked AI pathfinding, now Adam can spawn Mini Golems too.
- Boss Ignus - Added more obstacles in the room.
- Boss Bastian - Increased speed of his short ranged attack, reduced attack delay
- Boss Examiner Cepheus - Many changes to increase difficulty: More speed, less delays, more attack variety...
- Added female voices for female characters (Bard).
- Added 3 new weapons - Skull of Xanatos, Flame Mortar, Serpent Staff. The art isn't fully done yet, but they should be playable.
- Increased number of standard rooms per level by 1.
- Changed Death Pact perk effect so it lasts a while.
- Perk selection screen cards are now shuffled.
- Fixed instancing issues, the game *should* run a little better.
- Added some decoration to challenge rooms, and fixed minor issues with them.
- Added new model for challenge reward item
- Improved visual and sound feedback for amulet interactions
- Fixed some grammar issues with texts.
Update 6[]
- Weapon - Catapult of Doom: Reduced mana usage.
- Weapon - Fireweaver bombs: Increased mana usage.
- Weapon - Dragon's bile: Increased mana usage.
- Weapon - Divine wrath: Increasd damage and mana usage.
- Reduced Seer experience boost
- Enemy - Cockatrice: Increase a bit time between jumps
- Enemy - Basilisk: Slightly increase damage and reduce fire rate
- Enemy - Funghi: Slightly reduce health
- Enemy - Golem: Slightly increase health and threat value
- Enemy - Golem mini: Reduce damage
- Enemy - Orc: Slightly increase threat value
- Enemy - Armor: Slightly reduce damage
- Enemy - Demon: Reduce long range projectiles speed
- Enemy - Flying Armor: Reduce fire rate
- Increased trap damage on Hazard rooms
- Fixed ending sequence not starting properly
Update 5[]
- New optional challenge rooms, with punishing platforming sections, and big rewards if you manage to get to the end.
- New feature: Amulets. They can be found in challenge rooms and treasure rooms, and have powers that can be activated by pressing the E key. Some powers last some time, such as double damage, and others are applied instantly.
- Currently the amount of amulets is a bit low and, although they are useful, their powers aren't that interesting. We plan on doing more amulets with more specific behaviors in the future.
- Bestiary should properly work now.
- Now you can switch to the last weapon you selected by pressing Q.
- View bob/zoom while sprinting can be disabled in game options.
- Reduced zoom out while sprinting on high FOV settings.
- Treasure boxes can now give perks, just like secret rooms.
- Improved the ending cutscenes.
Update 4[]
- Added new Enemy: Funghi, a level 1 enemy with homing and poison cloud attacks.
- Added enemy champions that can have increased health, speed or damage.
- Added bestiary (not finished yet)
- Fixed obelisk health bar disappearing too soon
- Obelisk rooms now have to be cleared after destroying the last obelisk, instead of all enemies dying instantly
- Fixed "master of magic" achievement
- Increased experience drop lasting time
- Floor 5 is now shown as "Final floor"
- Additional images on the ending sequence (not finished yet)
- Mouse cursor now disappears when idle
- Button prompts now change dinamically depending on which controls you are using
- Big spike hazard room: Made the spikes in the central area faster to traverse.
- The ending stats and unlocks should now be properly seen after the ending sequence when completing the game
- Escape key isn't polled on the input map dialog (it's the cancel key)
- Removed "All" category from leaderboards (it made little sense to compare scores between different classes).
- Fixed "It's a trap!" achievement
Update 3[]
- Fixed fullscreen issues on OSX
- Fixed input customization dialog not working properly for most keys
- Added a new room type: The obelisk rooms. These rooms require you to destroy some tough obelisks in order to clear the stage.
- Done some work to improved performance on crowded situations and on church and castle settings (levels 3,4 and 5)
- The same weapon shouldn't drop twice during a game so frequently (still possible if you haven't unlocked more weapons yet)
- Added a new score drop. "Picked items" score now depends on this drop exclusively. This also has an effect on difficulty, since health and mana drops will be a bit less frequent.
- Done some work on perks to balance them a bit ( Check the forum post for specific details )
- Added a "Revert to defaults" button in the input customization section.
- Added new doors in the Castle Theme
- More themed music added to the game
Update 2[]
- New control customization screen
- Improved loading screens
- Increased amount of enemies on each room by ~25% (both total and maximum alive enemies)
- Reduced max number of enemies when there's only one type of enemy in the room by 15%
- More musics included
Update 1[]
- Fixed black flickering when specific shaders were rendered (Heat distortion and Water)
- *Should* fix the problems when using a mouse with high polling rate
- Perk items on secret rooms have now a different look.
- Improvements on some visuals and particle effects (Eagle Staff & Catapult of Doom)
- Added some separators on the ending texts.
- Added some additional decorations on the castle theme (Level 5)