Jupiter hell levels4/15/2023 ![]() Įnable mouse support in Settings/Input Settings by switching Mouse Support to "Active", and definitely read the Mouse and Mouse UI section in Help to get started!įeedback on mouse control needed and very welcome! That said, ALL the functionality (apart from name entry) is in the game, so it can be fully played without touching the gamepad or the keyboard. It's experimental in the sense that we didn't have enough time testing it, so there still might be bugs, and it isn't fully integrated into the game (no mouse tooltips, no tutorial support and the only source of help is in the help menu). JH 1.2 introduces experimental Mouse support. Only, we agree that an option for mouse control is great as an accessability feature, and probably also will be the prefered way to play by some people. It's a lot to go over so lets split our changelog into sections - raw changelog is at the end as usual!īe sure to drop by the Jupiter Hell Discord ( ) if you have any questions - it's the best place to find help, discuss strategies, share mortems or videos of Jupiter Hell. We have the player requested Mouse support (although it should be considered experimental still), a ton of new Callisto exotics, plasma SMGs (and unique SMGs!), new weapon perks, a big variety improvement of the traits (including master traits), a rework of damage type resistances (and affinities and vulnerabilities) and minor Callisto and Europa reward improvements. Difficulties higher than hard are, imo, meant to be unbalanced anyway so i wouldn't be holding that against the game even IF it is the case.Įxactly 5 years ago, Jupiter Hell has been funded on Kickstarter, let's celebrate that with a release, shall we? Brace yourselves, as this is - once again - a lengthy post and changelog!īrings a variety of changes, and changes that bring variety (see what we did there? ). Above hard and with some more insane challenges - i have no idea. Hard is certainly about getting good, assuming you play something sensible in terms of builds and challenges. Obviously, as the difficulty rises, some weaker builds and some of the challenges might become dependant on some good drops. Add the mods system and you are guaranteed to have gear enough to beat the game. You do not need unique items to beat it and regular stuff is plentiful. Not a single sensible gun in the first dozen levels when playing a character with no good starting weapon - happens there. ![]() Granted, there are ones that truly ARE rng dependant. In general, people tend to overstate the rng importance in many rls. ![]() In other words, git gud - myself included. But it is not the issue of the game here. On hard I am not good enough (yet i hope) so rng helps me there. Once you know what you are doing and are using a reasonable build it is not needed. There aren’t a huge number of enemy types, especially compared to the vast number of handguns, rifles, machine guns and other weapons, consumables, and special upgrade stations to find, but the ones that are there are pretty aware of their surroundings and their tactical options.Disagree strongly, on normal you don't care about favourable RNG at all. Enemies very often approach from several directions, so taking the advantage of that turn-based mechanic to really study the environment is critical, and one of the things that makes the game so much fun and very addictive despite the frequency of death. A word of warning, though, this is the absolute worst way to play Jupiter Hell, because it is a game very much is built around chess-like moves involving timing, cover, and the appropriate use of weapons at distance. Even though every movement or action (shooting, reloading, etc) is a turn, you can move through them very quickly using the D pad. There is a turn-based mechanic underneath movement and combat but Jupiter Hell allows you to approach both very methodically, or treat the game almost like an action RPG. Addictive Challenge with a Heavy Metal Vibe
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