Jupiter Hell

Jupiter Hell

More Exalted Traits
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Update: 29 Oct, 2023 @ 9:45am

Fixed again Gatekeeper locking broken elevators...

Update: 28 Oct, 2023 @ 3:53pm

Fixed the issue with Gatekeeper elevator lock graphics not consistently displaying

Update: 24 Oct, 2023 @ 3:17pm

Gatekeeper locked elevators now have a clear visual glow. Unfortunately this only displays if you exit and reload the level.

Update: 22 Oct, 2023 @ 1:39pm

Added new exalted trait to bring it up to an even 20.

SNIPER - enemy gains damage bonus, accuracy bonus and evasion based on the distance from the player, the further from the player the higher the bonuses.

Update: 22 Oct, 2023 @ 9:18am

A bunch of changes to the MoreExaltedPerks to fix some bugs and to make the perks generally scarier.

ADAPTIVE - Now also gains a small resistance malus to a different damage type when a damage type is adapted to.
ALERTING - Now causes one enemy of the same class (Robot or Former) to start hunting the player each time an alert is triggered.
BLINDING - Enemies inflict Dazzled status on attacks hit. A distinct status from Medusaling blinding. Same effect of reducing vision range, but now ranged attacks do a weaker version.
DRAINING - Single hit weapons now drain 4, multishot weapons now drain 1 per bullet (used to be always 2)
EMPOWERED - Now with visual glow as they power up.
GATEKEEPER - Now limited to a single enemy per level (or single pack), enemies now act as mini bosses (more health, damage and resistance), and will show on the minimap if you interact with a gatekeeper locked elevator.
PHASING - Enemies teleportation frequency increased.
PRESSURING - Weapon swap time when pressured is now doubled rather than increased by 25%
RADIOACTIVE - Aura extends further out to irradiate enemies. Works better on CRI bots. Radioactive enemies are slightly faster too.
TAINTED - Respawn trait numbers now depend on the moon.
TRIGGERHAPPY - Now fires +2 rounds in a burst rather than +1

Bug fixes include:
- Rexio won't get traits that just hurt the player (e.g. radioactive) or would be super annoying (e.g. poluting)
- Disabled and friendly enemies won't apply pressure to the player or trigger alerting.
- Gatekeepers when slain won't fix broken elevators or unlock terminal locked elevators.
- Blinding, Draining, Triggerhappy and Vampiric will also be applied to weapons added to the enemy after the enemy is created, e.g. a fiend getting the iceball attack after becoming a vampiric fiend

Update: 18 Oct, 2023 @ 5:01pm

Draining, Vampiric, Blinding and Triggerhappy should now always remove from weapons on enemy death. Phasing frequency reduced from every 5 turns to every 4. More logging to identify crashes.

Update: 17 Oct, 2023 @ 5:49pm

ALERTINGs alarm volume is quieter (not the noise it generates to attract enemies)
BAYONET won't be given to Paladin's if using that mod
PHASING can now trigger on taking damage, and has safer fix for the way teleporting messes with the enemy level count

Update: 17 Oct, 2023 @ 3:55pm

PHASING can no longer apply to turrets

Update: 17 Oct, 2023 @ 2:44pm

Fix TRIGGERHAPPY crash

Update: 17 Oct, 2023 @ 2:34pm

Fixed issue where I accidentally published the version with the new perks being applied turned off