Jupiter Hell

Jupiter Hell

Quality of Life Improvements
44 Comments
Same_difference  [author] 21 Jun @ 8:17am 
Glad there's not a bug, thank you for reporting even if it turned out not to be a problem
A. 21 Jun @ 8:01am 
oh, sh.. forget evrything I said, please. I gues I cant read (perk description)..
Yes, its work in enemy presence. Sorry >_>
Same_difference  [author] 21 Jun @ 6:22am 
And this is happening after the second move with an enemy in sight correct?

Knowing the circumstances and if there are other mods involved was what I was after. I'll attempt to replicate.
A. 21 Jun @ 6:05am 
Well.. what details are we talking about? I tested it with and without other mods. Also, this is not a display error. If you use other acceleration methods, such as armor "Exosuit" or perk "Hellrunner", individually or all together, then the speed will be calculated correctly for everything, except dash, as if I didn't pick it.
Same_difference  [author] 20 Jun @ 1:15pm 
Thanks for the report I'll take a look. Any more details you can share A.?
A. 20 Jun @ 6:22am 
With this mod perk "Dash" is not working, on all levels (speed turn is always 1.0)
Mystic 14 Apr @ 4:50pm 
Thank you for this great mod!
Canti 24 Aug, 2024 @ 3:30am 
Thank you!
Same_difference  [author] 23 Aug, 2024 @ 4:42pm 
Fixed Canti. Not sure why it occurred, but I've guarded against it.
Same_difference  [author] 23 Aug, 2024 @ 1:35pm 
Thanks for the report I'll investigate and fix
Canti 23 Aug, 2024 @ 3:49am 
Crashing because of modified Fire Angel perk when fighting archreavers spawned at Callisto Anomaly.

[code]
00:00:48.01 [TRACE ] no gfx blueprint for id = apply_bleed
00:00:48.01 [INFO ] Loading material data/texture/knight_demon_01/B/knight_horns_02... (21%)
00:00:48.06 [TRACE ] no gfx blueprint for id = cpiod_logger
00:00:48.06 [TRACE ] no gfx blueprint for id = sound_vis_enemy_helper
00:00:51.49 [INFO ] Lua: Using modded fireangel perk
00:00:51.49 [CRITICAL] lua::function_base::call : call failed - [string "kperk_fireangel:on_area_damage"]:19: attempt to perform arithmetic on local 'amount' (a nil value)
00:00:51.49 [CRITICAL] Abort called : lua::function_base::call : critical error!
00:00:51.49 [CRITICAL] in D:\a\1\s\nv\src\lua\lua_function.cc:74 (void __cdecl nv::lua::function_base::call(int,int))
00:00:51.49 [CRITICAL] Aborting...
[/code]
Same_difference  [author] 20 Aug, 2024 @ 2:13pm 
That is fix number 7 in the list Lemur57 :D
Lemur57 20 Aug, 2024 @ 9:09am 
Sounds awesome, and though I'm not at the point of using mods (no wins yet) just yet I do have a suggested inclusion. the EGLS can receive the perk for doubled mag capacity. Maybe that should be applied before setting the ammo quantity. Currently, in the base game, if you come across this combo it will result in 20/40 (I think, this was days ago) ammo on an unused EGLS.
bLOCKbOYgAMES 16 Jul, 2024 @ 4:24pm 
Wonderful mod. Thank you.
eharper256 10 Jul, 2024 @ 12:30pm 
Great fixes, they should all be vanilla.
Same_difference  [author] 6 Mar, 2024 @ 12:27pm 
I can't change the UI unfortunately derdyg
Same_difference  [author] 15 Feb, 2024 @ 9:04am 
I'll have a think
derdyg 10 Feb, 2024 @ 2:43am 
Can you make it so that medusa's curse is removed when you get to 160 again using a med station? It just makes the UI ugly especially when you're playing endless and have gotten hit by the curse lots of times.
Same_difference  [author] 29 Dec, 2023 @ 10:12am 
Added a few extra little fixes mostly around the EGLS
Jed D`Lagged 19 Nov, 2023 @ 3:07am 
@Same_difference Nice work on the fireangel fix!
Same_difference  [author] 13 Nov, 2023 @ 8:45am 
Looks like a bug in aim which is core engine and not accessible to modding in a way I can see. Worth raising as a bug report bLOCKbOYgAMES
Same_difference  [author] 11 Nov, 2023 @ 10:38am 
I'll take a look and see if I can work out why
bLOCKbOYgAMES 9 Nov, 2023 @ 6:26pm 
May I make another suggestion? In dark areas, when you have the darkvision perk, the precision rifle often doesn't fire it's precision bolt when aimed, if the target is in the now visible 'dark' area.
bLOCKbOYgAMES 9 Nov, 2023 @ 6:24pm 
@Same_difference. Wonderful fixes. Thank you. Great stuff.
Stargoat 2 Nov, 2023 @ 6:00am 
Very sensible changes, I agree with Mike that these should be rolled into Jupiter Hell proper!
Mike 28 Oct, 2023 @ 12:02pm 
The dev should just put all this into the main game, great fixes.
Same_difference  [author] 22 Oct, 2023 @ 2:13pm 
Two more fixes added
茜打C.Da 20 Oct, 2023 @ 7:41pm 
太厉害了,补强了很多弱势模块啊,谢谢!
Same_difference  [author] 29 Sep, 2023 @ 3:48pm 
Made FireAngel fix work better now should set everything in the line on fire, as long as it hits something on the way
Same_difference  [author] 29 Sep, 2023 @ 3:00pm 
@JedD`Lagged. Got Fireangel working on beam weapons for you :)

Only burns enemies hit by the beam due to the constraints I was working within, but it does now at least work for that.
Same_difference  [author] 29 Sep, 2023 @ 10:54am 
+1 Guard range means with +1 guard range from a mod pack your guard range should be vision range, which seems pretty strong for melee to me.

I'm still working on a Fireangel fix, not sure if I can make it work but giving it a go
Jed D`Lagged 29 Sep, 2023 @ 5:27am 
@Same_difference Shame about Fireangel on beam weapons =[
As for the Io weapon perk, how about... attack speed of 75%? I mean it's Io so it should probably be powerful. If too OP (which I agree) maybe... 20% guard?
Same_difference  [author] 27 Sep, 2023 @ 4:10pm 
I have an idea of how to make fireangel work but I've also raised it as a bug on the discord.
Same_difference  [author] 27 Sep, 2023 @ 3:36pm 
@Jed D'Lagged I've worked out why fireangel doesn't work with the Hammerhead or Vulcan (or I suspect any beam weapon) but it's not something I can fix in easily a mod because it's too with how the C++ engine decides where the impact has happened (which is not at the target, but at the end of the beam).
Same_difference  [author] 26 Sep, 2023 @ 4:01pm 
@Mystic Efficient now does something useful on Nailgun and Super nailgun - though it might not work if you add it after you add extended mag because it has to rely on the clipsize to identify the weapon.
Same_difference  [author] 25 Sep, 2023 @ 1:39pm 
In addition to seeing if I can make fireangel work with beam weapons, I want to provide a melee manufacturing perk for Io Defence Reserve as currently that's weapon reload that does nothing for melee
Jed D`Lagged 17 Sep, 2023 @ 11:26pm 
Oh, not the 7.62 Pierce Rifle but the Hammerhead
Jed D`Lagged 13 Sep, 2023 @ 4:41pm 
I mean straight up - 7.62 Pierce Rifle and the Vulcan don't set anyone on fire when you use them with Fireangel
Same_difference  [author] 13 Sep, 2023 @ 1:01am 
Do you mean when it hits secondary targets? I'll take a look next week
Jed D`Lagged 12 Sep, 2023 @ 7:07am 
Oooh, can you change it so that Fireangel works with Penetrating weapons, like the Vulcan?
Same_difference  [author] 11 Sep, 2023 @ 12:28pm 
I can take a look at the effecient mod I'm not sure what to change though. The multitool reloads a full clip already and you can't have half a multitool
Mystic 10 Sep, 2023 @ 7:07am 
This is great, thanks for creating it!
Any chance Efficient weapon mod will have any useful effect with Nailgun / Super Nailgun?
Same_difference  [author] 8 Sep, 2023 @ 12:57pm 
If there is strong demand I can split some of these into separate mods.
Same_difference  [author] 3 Sep, 2023 @ 1:25am 
Happy to take suggestions for better names.

Will be more careful to avoid accidentally clicking the deletr button next to comments