Sword of the Stars: The Pit 2 Update - Floor Generation and Scorpions

This week's development update for Kerberos Productions' Sword of the Stars: The Pit 2 highlights some recent early access improvements that include a new floor generation algorithm, a couple of new monsters, and a bunch of miscellaneous fixes.

Check it out:

Hi! How'd your week go? We had a tornado. In Vancouver. Our city motto is "Ha ha! We don't get tornadoes and you do!" So, suffice to say it was a strange week for us.

Besides the usual fixes and tweaks, we've also added some more variety to rooms and levels. The biggest change we made, to go along with the room work and new tile art we've done, we also made some big changes to how floors are dynamically created - if you got used to floors the way they were, don't get too complacent, we've made it so you can get some unique, dynamic, floor layouts! So pay attention to your mini-map!

Oh, and we added a few crawly surprises for you. Because at the end of the day, we're trying to kill you in the game AS WELL as giving you more tools to try and survive. You all know what you signed up for!

Here is this week's changelog. As is usual, post your feedback and bugs and questions and so forth!

For this coming week we are making it a Fleshing-It-Out week.

We have a number of additions we want to make to expand existing systems, like adding a new floor and tile art set, as well as more feedback from the game, including your... uh... OK, look, a small aside; Airplanes have long had alert systems using a woman's voice and way back when, pilots nicknamed that system a Bitching Betty. Not only is that straight up offensive, it's unfair! The nice lady voice is just trying to keep you from flying into a mountain! Don't be a jerk about it! Anyhow, we are adding a similar system, and we'll call her... Informative Ira? Gretchen Gotyourback? The point is, she's coming soon and she wants to help keep you alive.

And we'll likely toss in a couple more bitey things. We'll ALWAYS be tossing in more bitey things.

Update 1.0.3

Added
  • New floor generation algorithm!
  • Also, more lighting adjustments made and tile set content added.
  • Two more monsters add, the Stinger and the Ghost Maker Psider.
  • New pause and alert cues for when a floor trap is detected.
  • Improved feedback when your inventory is full.
  • Additional weapon abilities for enemies enabled.
  • Unlocked recipe reward in searchable areas such as desks.
  • You can now unload ammo from weapons.
  • Grav boots enabled.
Changed
  • Pathfinding optimizations made.
  • Grenade target code updated.
  • Option for expanded action list.
  • Door health modified by floor.
  • Device list limited to one of each type.
Fixed
  • No more invisible enemies. (Not accidental ones, at least. Bwah-ah-aaaah. Just kidding. There are no deliberate ones either. Yet.)
  • Breaching charge enabled.
  • Hinge spike enabled.
  • Door spike enabled.
  • Glitch that allowed walking through walls.
  • Potential fix for flicker glitch some players encountered.
  • Charge Hub now works as intended.
  • You can no longer zoom the recipe list in a crafting window. (Because why would you want to?)
  • Envirosuit is now immune to radiation.
  • Single-charge devices (i.e. improvised lockpick) use case fixed, additional devices in stack should no longer disappear.