Sword of the Stars: The Pit 2 Update - Medics, Monsters, and... Mweapons

Following a couple of recent early access patches for Sword of the Stars: The Pit 2, Kerberos Productions brings us this here development update highlighting the new Medic character now available in the game, as well as some other new additions.

Check it out, along with the latest patch notes:

The world went a little sideways last time we did an update, like it felt a little off to celebrate our efforts when chaos and confusion ruled world news, so with this new bi-weekly update, we've got a lot to talk about.

There is so much in this game!

For starters, Astryd Jemison, SolForce medic, has returned to The Pit and players can take advantage of her environmentally hardened Caduceus armor and transfusor gun (not to mention her electrified, bot-thumpin' combat baton)!

Not as rugged as marine Raptors, Astryd isn't as fragile as the Engineer or Scout, as she enters The Pit with her disease and poison resistant armor, her bot flattening Combat Baton, and most importantly, her Transfuser gun, which not only deals damage, but transfers health from enemy targets to herself. Used wisely, The Medic offers new and exciting runs down into The Pit!

There are so many new things in the game now, it's a lot of talk about! Prop in your way? Bash it till it breaks. Weapons and their abilities have been expanded in-game, so watch for them to inflict all sorts of conditions on the player! New camera controls on the HUD to make it easier for players to get the best view of the action or tweak it just the way they like it!

Last update we added Mods and these are worth mentioning again. Mods come in three flavors; the kind that modify your weapons, the kind that modify your armor, and the kind that modify you. The only trouble is this is SolForce tech and while you know how to add, what they do, well, that's a bit of a guess. But you don't have to gamble on fusing a crappy and permanent mod onto your favorite rifle, if you have the means to scan them first. But hey, when you're against the wall, maybe it can't hurt to roll the dice.

On top of all this, we've added lots of player feedback, a couple new pistols, and a host of new monsters to keep you on your toes. We have a few more updates to come, but every update brings us closer to leaving Early Access and that means now more than ever we need your input! Keep on playing the game, keep letting us know if you find bugs or even just things that bug you, and most of all tell us have far you make it... into The Pit!

This is a really good update to jump in on if you haven't checked out the game in awhile! Thanks everybody!

Update 1.0.13

Added
  • New Character Class - The Medic!
  • Can’t have The Medic without Caduceus Armor, which has disease and Poison resistance.
  • Or combat baton. Treats all bots like an old TV set. Just whack their sides until they stop working.
  • Or transfuser, which damages all targets, and transfers Hit Points from organic enemies to the player.
  • New class of enemies; Scraplets!
  • Do you like proteans? Good! Because here come more blobby enemies!
  • Xomboids
  • Cryoids
  • Toxoids
  • Fryoids!
  • Cyberjaeger bear added.
  • You can now split stacks of items in your Inventory.
  • You can now merge stacks of items in your Inventory.
  • HUD camera control widget at top-right of screen.
  • When you destroy a door now, you will see a Destroyed Door and not blank space.
  • Players can now load ammo-type from context menu.
  • Chem pods added.
  • Rad pods added.
  • Bio pods added.
  • Manufacturing Bay added.
  • Cold status effected added. (Hug a Cryoid, you’ll see what we mean)
  • Scavenger bot is now a thieving little jerk. It will attempt to steal something from your inventory and then run away if successful. Get it to get your stuff back!
  • Range feedback added.
  • Projectile-class hooked up for enemies, allowing for more enemy attack variety.
  • Heavy pistol added.
  • Snub-nosed pistol added.
  • Prop destructibility expanded, allowing for blocking props to be smashed! (WIP)
  • Player Stats window can now to be set to auto-expand when level achieved (as it has been) or to remain closed until Player manually opens it (Default C or click player outline in HUD - HUD will indicate when skill points are available). Toggle is in Player Stats window.
  • More attack mode additions to weapon classes (exclusions, damage per target type, life drain, disintegration, cone fire, groups attacks, DOTs, knock-back, grapple, etc.)
  • Bolo attack-class for Stranglers and variants.
Changed
  • Adjustment to the rotation equation for the mini map to minimize screen footprint.
  • All grenades now display their specific explosion effects.
  • Interactive Prop messages have been tweaked to list outcome probabilities better.
  • Interactive Prop messages have been tweaked to display remaining attempts (hack, lockpick, etc.)
  • Door lock-pick odds have modifiers to reflect floor level.
  • Door lock-pick odds have modifiers per room types.
  • Enemy attacks are now shuffled for more variety when attacking.
  • Mini-map fog of war has been refactored and optimized.
  • Armors with boots/gloves/helmets now take up appropriate Body Slots, not just the torso.
  • Preservers now properly equipped with their Confusion Ray.
  • Preservers now heal enemies in adjacent tiles.
  • Room props are now hidden until room is opened, same as enemies.
  • Auto-attack key (Default F) will continue to attack same target so long as it remains in range, rather than jump to nearer targets.
Fixed
  • Character Select screen starting inventory bug.
  • Clean up prop list when making new room.
  • Initial loading equipped armor bug.
  • Prop widget various bug fixes.
  • Player no longer shimmies around sometimes when interacting with prop.
  • Enemies properly attack with grenades again.
  • Shadow flicker from weapon model fixed.
  • Enemy weapon now have a cool down period again, where appropriate.
  • Various adjustments and fixes to AI operations, bugs, and additional behavior modes (such as Condition effects on enemies).
Changelog 1.0.12

Added
  • Weapon Quality System: weapon stats adjusted based on quality.
  • Bio Mods: Drag and drop these mods onto weapons, armor, even yourself, and gain new bonuses... or perhaps new penalties.
  • Bio Mods ID: Use Scanning Analyzer or Diagnostic Chip to reveal what bonuses or penalties a Bio Mod has. Or live dangerously and just slap 'em on!
  • Weapon Bio Mods: Drag and drop onto weapons with Mod slots in the Inventory. You'll be promoted to confirm the mod before it's fused on.
  • Armor Bio Mods: Same as Weapon Mods, drag and drop onto armor with Mod slots.
  • Serum Bio Mods: These Mods apply to your character. Apply them by "using" them, like eating food or using a med-kit.
  • Enemy Health bars: Mouse over an enemy to see just how much fight they have left in them.
  • Drag and drop to reload weapons. Can be used to switch ammo type.
  • Drag and drop weapons onto repair kits to fix weapon damage.
  • New additional default keys for camera controls, number keys/pad 8,4,6,2 to rotate and 5 to reset.
  • More room variety.
Changed
  • Ammo Type selection now has UI buttons. (Initial implementation)
  • Fire Mode selection now has UI buttons. (Initial implementation)
  • Skill level up effect.
Fixed
  • Various AI adjustments.