Update round 2, fight! You can switch to the beta branch right now if you like and get your hands on the latest update... A new level!
Just remember that you can't use your save files from the beta in the stable branch, so feel free to back them up if you want (instructions here).
What's new?
The major feature of this update is the new level. I'm not going to tell you what it's called or where it is, as things have changed and I think you're going to have fun poking around looking for it!
As mentioned the level structure has been vastly changed, so some things aren't where they used to be... This means we've also changed the balancing of a lot of the levels.
Two new enemies, who are just dying to kill you... Have fun learning those patterns!
New weapons, including the famous kicks that I've been trolling you with on Twitter...
More choice at the merchants. 5 items instead of 4.
Automatic installation of a language mod in your language if one exists. You can still choose to play in English via the options.
Extra level chunks for the Promenade of the Condemned.
Shield Iframes nerf. We're planning on doing another big rework of the shield soon, so this is more of a hotfix...
Tons of nerfing, balancing and changes to weapons, monsters and whatnot.
If you really want the fine details you can see them here.
Update round 2, fight! You can switch to the beta branch right now if you like and get your hands on the latest update... A new level!
Just remember that you can't use your save files from the beta in the stable branch, so feel free to back them up if you want (instructions here).
What's new?
The major feature of this update is the new level. I'm not going to tell you what it's called or where it is, as things have changed and I think you're going to have fun poking around looking for it!
As mentioned the level structure has been vastly changed, so some things aren't where they used to be... This means we've also changed the balancing of a lot of the levels.
Two new enemies, who are just dying to kill you... Have fun learning those patterns!
New weapons, including the famous kicks that I've been trolling you with on Twitter...
More choice at the merchants. 5 items instead of 4.
Automatic installation of a language mod in your language if one exists. You can still choose to play in English via the options.
Extra level chunks for the Promenade of the Condemned.
Shield Iframes nerf. We're planning on doing another big rework of the shield soon, so this is more of a hotfix...
Tons of nerfing, balancing and changes to weapons, monsters and whatnot.
If you really want the fine details you can see them here.
Just a quick word to keep you on the loop. With most of the major crashes related to the Elemental Update fixed, the majority of the team got back to creating content.
We have several surprises coming up for you, the main one being obviously the new biome. This one is quite different from the others, but it's something we wanted to try since the early days of Dead Cells, so we're super stoked to finally be implementing it.
This update that will come the usual round of balancing, bug fixing, and exploit killing. The update should be hopefully available on the beta branch this week or early next week at the very latest. Can't wait to hear your feedback!
Just a quick word to keep you on the loop. With most of the major crashes related to the Elemental Update fixed, the majority of the team got back to creating content.
We have several surprises coming up for you, the main one being obviously the new biome. This one is quite different from the others, but it's something we wanted to try since the early days of Dead Cells, so we're super stoked to finally be implementing it.
This update that will come the usual round of balancing, bug fixing, and exploit killing. The update should be hopefully available on the beta branch this week or early next week at the very latest. Can't wait to hear your feedback!
If you didn't venture into the bug infested jungles of our beta branch over the last few weeks, you patience has not been in vain. Today we are pushing all the updates out to everyone through the standard branch!
A recap of what's in the Elemental update:
If you didn't see the original post you can check it out here and you can find detailed patch notes on the main updates here, and fixes that were pushed during the beta here. However below are the main points in a TLDR:
New elemental gameplay mechanics, burn and electrocute your enemies...
A stack of new items and affixes linked to these new mechanics so your runs will be even more varied and interesting.
A few new monsters in the current areas.
Some new NPCs including the stats guy, who'll gladly informed you of how many times you've died.
New shops with deals of the day and a few other changes.
Combat changes, particularly to shields and turrets
Achievements! The first of many to come.
Mod support so that you can help us translate the game or use a mod someone else made in your language! Detailed instructions here.
New Vlog Post!:
For those of you who prefer to get your info in video format, here's our latest little vlog update on this first big patch and some extra info on what we're planning for console...
We would love to see any trickshots, fluke kills, or other weird and wonderful things that you've captured in the game! So if you have some high quality footage (1080p preferred) upload it to youtube and tweet it to us using the hashtag #deadCellsTricks. If you're not big on twitter you can also email it to us at deadcellstricks@mtwin.fr
We'll pick out our favourite shots and put them in a little video that we'll post on our YouTube channel and maybe even on Steam if it's good enough.
The people who have their clip included will win a little bag of goodies. Some badges, posters/flyers and maybe a T-shirt or the OST... We'll give out what we've got on hand in any case.
Patch notes and update info:
We've seen a lot of people confused or annoyed at the updates we've pushed without any patch notes. We hear you and we are fixing this ASAP.
Basically if there have been updates without notes it's usually be technical fixes behind the scenes, for example the groundwork for fixing the out of memory stuff, changes to how we generate and handle textures for fonts in different languages and so on. It was simply a question of having the time to do the notes and prioritising pushing the patch rather than waiting and including the notes.
In the future the patch notes will be handled by a little tool we're building and will be pushed both to the our website and to the Steam forums or something equivalent.
Until then you might see a few patched pushed (particularly in the beta branch) where the notes are missing. Rest assured it's no big nerf or new items, just little fixes.
Languages:
You can now install mods that will allow you to have the game in your language if a mod exists. If it doesn't you can help translate the game by creating one as per the instructions over here.
That's all for now:
Thanks again for getting behind us and a big thanks to everyone who jumped on the beta and helped us find the bugs! More info on future updates coming real soon...
If you didn't venture into the bug infested jungles of our beta branch over the last few weeks, you patience has not been in vain. Today we are pushing all the updates out to everyone through the standard branch!
A recap of what's in the Elemental update:
If you didn't see the original post you can check it out here and you can find detailed patch notes on the main updates here, and fixes that were pushed during the beta here. However below are the main points in a TLDR:
New elemental gameplay mechanics, burn and electrocute your enemies...
A stack of new items and affixes linked to these new mechanics so your runs will be even more varied and interesting.
A few new monsters in the current areas.
Some new NPCs including the stats guy, who'll gladly informed you of how many times you've died.
New shops with deals of the day and a few other changes.
Combat changes, particularly to shields and turrets
Achievements! The first of many to come.
Mod support so that you can help us translate the game or use a mod someone else made in your language! Detailed instructions here.
New Vlog Post!:
For those of you who prefer to get your info in video format, here's our latest little vlog update on this first big patch and some extra info on what we're planning for console...
We would love to see any trickshots, fluke kills, or other weird and wonderful things that you've captured in the game! So if you have some high quality footage (1080p preferred) upload it to youtube and tweet it to us using the hashtag #deadCellsTricks. If you're not big on twitter you can also email it to us at deadcellstricks@mtwin.fr
We'll pick out our favourite shots and put them in a little video that we'll post on our YouTube channel and maybe even on Steam if it's good enough.
The people who have their clip included will win a little bag of goodies. Some badges, posters/flyers and maybe a T-shirt or the OST... We'll give out what we've got on hand in any case.
Patch notes and update info:
We've seen a lot of people confused or annoyed at the updates we've pushed without any patch notes. We hear you and we are fixing this ASAP.
Basically if there have been updates without notes it's usually be technical fixes behind the scenes, for example the groundwork for fixing the out of memory stuff, changes to how we generate and handle textures for fonts in different languages and so on. It was simply a question of having the time to do the notes and prioritising pushing the patch rather than waiting and including the notes.
In the future the patch notes will be handled by a little tool we're building and will be pushed both to the our website and to the Steam forums or something equivalent.
Until then you might see a few patched pushed (particularly in the beta branch) where the notes are missing. Rest assured it's no big nerf or new items, just little fixes.
Languages:
You can now install mods that will allow you to have the game in your language if a mod exists. If it doesn't you can help translate the game by creating one as per the instructions over here.
That's all for now:
Thanks again for getting behind us and a big thanks to everyone who jumped on the beta and helped us find the bugs! More info on future updates coming real soon...
As you may know we want to bring Dead Cells to as many people all over the world as we can. The only problem with this is translating the game into multiple different languages is quite a logistical challenge, especially when we're actively developing the game and continuously changing things. Basically it would be extremely expensive to pay a professional translator to update ever change we made, not to mention a waste of time.
So our idea was to let the community help us! We received hundreds of offers from people who wanted to help us translate the game into their own language, so we thought, why not?
so, as promised here is a detailed article on how to help out with the localisation of Dead Cells as well as some tips on making sure you do the least amount of work possible (so you can spend more time playing see)...
How to create a language mod:
Configuration: YOU MUST BE ON THE BETA BRANCH TO DO THIS AT THE MOMENT.
First of all create a new folder on your computer. Probably the best bet would be to put it on the root of your hard drive as you'll be using a command line tool later.
Now navigate to the Dead Cells folder in your steamapps library. You can find it here: <DRIVE>:\steam\steamapps\common\Dead Cells\lang. Where drive is the letter of the drive where you install your steam games, C usually.
Copy the file "settings.json" to the new folder and open it with any text editor (notepad will do).
This file contains the settings of your mod: - category: "language" - name: the name of the language (in that language) - lang.code: the ISO-639-1 code of the language (e.g. fr, zh, en) with an optional country code (e.g. en-us, fr-ca, zh-cn) - lang.src: the source language (available: en, fr) - lang.chars: the font/chars to use for this language (currently available: latin, simplified chinese, greek, cyrillic)
Edit the name of the language in the language you are using. So French will be Français, Chinese will be 中文 and so on.
Edit the code of the language to match the one that you will be translating to, for example: (e.g. en, fr, zh). You can use an optional country code (e.g. en-us, fr-ca, zh-cn) if you'd like to specify which variation of a language you're translating to, for example: pt-pt and pt-br are quite different.
If your language uses a specific character set, i.e. non latin characters, then change that too. At the moment you can pick from: - latin, - simplified chinese - cyrillic - greek The names must be written exactly as above.
If you are more comfortable translating from French than English, then change the "src" to "fr"
Save the file.
Create a ".po" file from scratch:
We use Gettext for our localisation which means you must use Poedit to manage your translations. Head over to https://poedit.net/ and download the FREE version of the program.
Open Poedit and select "File" -> "New from PO/POT file" Then navigate to <DRIVE>:\steam\steamapps\common\Dead Cells\lang and select the "main-en.pot" or "main-fr.pot" file depending on which language you prefer to translate from, but don't forget to change the settings file accordingly as per the configuration step.
Now save this file as "main.po" in the directory you created earlier.
Translate: Now you may begin translation in your new "main.po" file.
The only real thing that you need to know is about the variables that you will come across. Variables are denoted by :: :: Anything within the double colons is a variable. So for example ::var:: is a variable and should not be translated. You may however more the variable in the sentence.
For example:
"The big house has ::var:: windows."
can be
"There are ::var:: windows in the big house."
You will most commonly come across variable like ::+power:: or ::duration:: followed by a /s or something along those lines. This is simply a "per second" shortcut in english and you may adapt it as you need to your specific language.
Test: You can test your mod locally on your machine without having to upload it to the internet each time. To do this:
Open a command line.
Navigate to the Dead Cells folder here: <DRIVE>:\steam\steamapps\common\Dead Cells
type deadcells.exe --workshop-test <PATH> (where <PATH> is the location of the folder you created previously. for example mine is E:\workspace\mods)
Steam will open a dialogue box at this point. BE CAREFUL it won't necessarily pop up, you may have to click on steam in your system try to get it to appear.
Press ok, steam will then install your translations files into the game and ask you to either tick a box to launch the game automatically, or press 'play game' once it has finished.
Note you can also do this by right clicking on Dead Cells in your steam library, selecting properties, set launch option, then inputting --workspace-test <PATH>. This will then automatically launch the test version of your game each time you open dead cells through the steam application.
Upload: To upload your new language mod to steam workshop and put it online you need to use the command line tool again.
Open the command line.
Navigate to the dead cells folder here: <DRIVE>:\steam\steamapps\common\Dead Cells
Type: deadcells.exe --workshop
Click on ok on the steam popup (and remember it might be hiding behind another window).
This will then open another command line window like this:
Choose create a new workshop item by typing 'n' and inputting the path to your mod (which is the folder you created earlier):
This step will prompt you if there are errors with the variables in your translation or with missing lines of the translation. If there are, go back and fix them, then repeat the steps above. This is why it's important to pay attention to the ::var:: items and type them exactly as they appear in the original text.
Once satisfied with your changes, type yes and then confirm the language code that you are using. If it is not the correct code, open the settings.json file and change it to the correct one, then repeat the above steps.
This will upload the file to your steam workshop and allow you to edit the workshop irtem through the steam interface.
Managing your mod:
You can add a thumbnail to your mod by following this guide for the moment. We will add this functionality to our tool natively very soon.
As you may know we want to bring Dead Cells to as many people all over the world as we can. The only problem with this is translating the game into multiple different languages is quite a logistical challenge, especially when we're actively developing the game and continuously changing things. Basically it would be extremely expensive to pay a professional translator to update ever change we made, not to mention a waste of time.
So our idea was to let the community help us! We received hundreds of offers from people who wanted to help us translate the game into their own language, so we thought, why not?
so, as promised here is a detailed article on how to help out with the localisation of Dead Cells as well as some tips on making sure you do the least amount of work possible (so you can spend more time playing see)...
How to create a language mod:
Configuration: YOU MUST BE ON THE BETA BRANCH TO DO THIS AT THE MOMENT.
First of all create a new folder on your computer. Probably the best bet would be to put it on the root of your hard drive as you'll be using a command line tool later.
Now navigate to the Dead Cells folder in your steamapps library. You can find it here: <DRIVE>:\steam\steamapps\common\Dead Cells\lang. Where drive is the letter of the drive where you install your steam games, C usually.
Copy the file "settings.json" to the new folder and open it with any text editor (notepad will do).
This file contains the settings of your mod: - category: "language" - name: the name of the language (in that language) - lang.code: the ISO-639-1 code of the language (e.g. fr, zh, en) with an optional country code (e.g. en-us, fr-ca, zh-cn) - lang.src: the source language (available: en, fr) - lang.chars: the font/chars to use for this language (currently available: latin, simplified chinese, greek, cyrillic)
Edit the name of the language in the language you are using. So French will be Français, Chinese will be 中文 and so on.
Edit the code of the language to match the one that you will be translating to, for example: (e.g. en, fr, zh). You can use an optional country code (e.g. en-us, fr-ca, zh-cn) if you'd like to specify which variation of a language you're translating to, for example: pt-pt and pt-br are quite different.
If your language uses a specific character set, i.e. non latin characters, then change that too. At the moment you can pick from: - latin, - simplified chinese - cyrillic - greek The names must be written exactly as above.
If you are more comfortable translating from French than English, then change the "src" to "fr"
Save the file.
Create a ".po" file from scratch:
We use Gettext for our localisation which means you must use Poedit to manage your translations. Head over to https://poedit.net/ and download the FREE version of the program.
Open Poedit and select "File" -> "New from PO/POT file" Then navigate to <DRIVE>:\steam\steamapps\common\Dead Cells\lang and select the "main-en.pot" or "main-fr.pot" file depending on which language you prefer to translate from, but don't forget to change the settings file accordingly as per the configuration step.
Now save this file as "main.po" in the directory you created earlier.
Translate: Now you may begin translation in your new "main.po" file.
The only real thing that you need to know is about the variables that you will come across. Variables are denoted by :: :: Anything within the double colons is a variable. So for example ::var:: is a variable and should not be translated. You may however more the variable in the sentence.
For example:
"The big house has ::var:: windows."
can be
"There are ::var:: windows in the big house."
You will most commonly come across variable like ::+power:: or ::duration:: followed by a /s or something along those lines. This is simply a "per second" shortcut in english and you may adapt it as you need to your specific language.
Test: You can test your mod locally on your machine without having to upload it to the internet each time. To do this:
Open a command line.
Navigate to the Dead Cells folder here: <DRIVE>:\steam\steamapps\common\Dead Cells
type deadcells.exe --workshop-test <PATH> (where <PATH> is the location of the folder you created previously. for example mine is E:\workspace\mods)
Steam will open a dialogue box at this point. BE CAREFUL it won't necessarily pop up, you may have to click on steam in your system try to get it to appear.
Press ok, steam will then install your translations files into the game and ask you to either tick a box to launch the game automatically, or press 'play game' once it has finished.
Note you can also do this by right clicking on Dead Cells in your steam library, selecting properties, set launch option, then inputting --workspace-test <PATH>. This will then automatically launch the test version of your game each time you open dead cells through the steam application.
Upload: To upload your new language mod to steam workshop and put it online you need to use the command line tool again.
Open the command line.
Navigate to the dead cells folder here: <DRIVE>:\steam\steamapps\common\Dead Cells
Type: deadcells.exe --workshop
Click on ok on the steam popup (and remember it might be hiding behind another window).
This will then open another command line window like this:
Choose create a new workshop item by typing 'n' and inputting the path to your mod (which is the folder you created earlier):
This step will prompt you if there are errors with the variables in your translation or with missing lines of the translation. If there are, go back and fix them, then repeat the steps above. This is why it's important to pay attention to the ::var:: items and type them exactly as they appear in the original text.
Once satisfied with your changes, type yes and then confirm the language code that you are using. If it is not the correct code, open the settings.json file and change it to the correct one, then repeat the above steps.
This will upload the file to your steam workshop and allow you to edit the workshop irtem through the steam interface.
Managing your mod:
You can add a thumbnail to your mod by following this guide for the moment. We will add this functionality to our tool natively very soon.
We're happy to announce that we've pushed our first major content update for Dead Cells on the Beta branch! Wait... What? Branches?
Branches:
We're going to be releasing all of our updates into beta for at least a week before we release them into the wild. This means that if you want to play all the latest features you can, but that you'll also be exposed to all the newest bugs and crashes... Read on if you're game!
How do I get in? To access the beta follow these instructions:
Go to your Steam game library
Right click on Dead Cells and click "properties"
Select the tab "Betas"
In the first dropdown box select "beta - "
Click close and wait for the upload to finish downloading
Start playing.
WARNING: If you play with your save files in the beta version, you will not be able to use them in the stable version, until we push the beta branch out to the public.
If you are worried about losing you save then head over here: "steam\userdata\<ID>\588650\remote" and copy the files somewhere safe.
You can have one save slot dedicated to the beta branch and one to the old branch simultaneously, but you must revert to the stable branch to be able to use it.
So what's new?
This update focuses mainly on fixing the things that you've asked for or that have been causing bugs. That means it's focused on gameplay and the feeling of weapons and items. We're calling it the elemental update for a reason...
The Elemental Update:
New mechanics related to elemental damage, particularly fire mean that you will now be burning enemies to death in a sort of grisly pyre of pixel art.
Oil based items now actually do what they're supposed to and there are new weapons that go hand in hand with them... Got the urge to burn something? Yes, we mean in the game!
New Items and affixes: New weapons, skills and passives attributes! Including many triggering elemental effects, oil grenades, electricity conducting water and more... We can’t wait to nerf it all for you!
Monsters & NPCs: This update didn't see us finishing as many NPCs as we had hoped, but that's because we wanted to introduce some new enemies into the base regions. Having said that we did manage to add a few new characters...
New enemies: Please give a warm welcome to your two new neighbours. Especially this one, he is super shy and easily scared...
New NPCs: We've got new merchants in town. Also that guy with the scroll now does what he's supposed to. Plus there is some weird creature hanging out in the sewers...
Shop: New Deals of the Day! feature - You might now find items of unusually high quality sold by the merchants. It won’t come cheap though.
Combat & Extras: The rest of the changes are mostly tweaks except for the work that we did on making shields more interesting to use and traps and turrets a little less cheesable.
Shield rework: Shields now allow for a more defensive playstyle. Your character is no longer locked after a successful parry and all shields provide a short force field when you take damage. Cherry on the cake, you can finally send back those annoying red bombs to their owners!
Skills rework: Turrets, meat grinders and most of the others deployable traps now require you to be around them in order to function correctly. This is to bring the cheese level down a little bit...
Achievements & Stats:
Ingame Stats and Steam achievements are now available! The first wave of steam achievement is IN and while everyone can see them you can only unlock them if you venture in to the wilds of the beta branch... We hope you’ll have fun figuring them out.
Also, you can now see some stats on your in-game performances if you go and talk to the odd little chap that hangs around in the start room... He'll tell you just how bad you are and have a great time doing it!
We've been receiving offers from people for help with translating the game into their own languages and in some cases we've taken them up on that. A big thank you to anyone who did help out!
To make the whole process easier we've added support for Steam Workshop mods related to translations! So if you want to help you can get involved!
We will do another post with detailed instructions on how to get involved, but if you can't wait you can follow these instructions here:
How to create a language mod ============================
1. Configuration:
First create a new directory on your computer (e.g. C:\test\dc).
Then copy the file "settings.json" (which you can find in the Dead Cells lang directory) in to the newly created directory and open it with any text editor.
This file contains the settings of your mod: - category: "language" - name: the name of the language (in that language) - lang.code: the ISO-639-1 code of the language (e.g. fr, zh, en) with an optional country code (e.g. en-us, fr-ca, zh-cn) - lang.src: the source language (available: en, fr) - lang.chars: the font/chars to use for this language (currently available: latin, simplified chinese, greek, cyrillic)
2. Create your .po file
Dead Cells localization is based on Gettext. You should use the free editor Poedit (https://poedit.net/) to manage your translations.
In Poedit, choose "Create new translation" and select the main-en.pot file in the lang directory of Dead Cells. You can now save it as a new file named "main.po" in the directory you created in the first step.
3. Translate
There's nothing unusual about the translation process. Variables are noted ::var:: You must keep exactly the same variables in the translated text, but the order may change. For example "The big house has ::var:: windows." can be "There are ::var:: windows in the big house."
4. Test
You can test your mod locally. Open a command line, go to the Dead Cells directory then launch: deadcells.exe --workshop-test <path> Where <path> is the local path of your mod. Example: deadcells.exe --workshop-test c:/test/dc
5. Upload
Open a command line, go to the Dead Cells directory and run: deadcells.exe --workshop Follow the prompts.
We're happy to announce that we've pushed our first major content update for Dead Cells on the Beta branch! Wait... What? Branches?
Branches:
We're going to be releasing all of our updates into beta for at least a week before we release them into the wild. This means that if you want to play all the latest features you can, but that you'll also be exposed to all the newest bugs and crashes... Read on if you're game!
How do I get in? To access the beta follow these instructions:
Go to your Steam game library
Right click on Dead Cells and click "properties"
Select the tab "Betas"
In the first dropdown box select "beta - "
Click close and wait for the upload to finish downloading
Start playing.
WARNING: If you play with your save files in the beta version, you will not be able to use them in the stable version, until we push the beta branch out to the public.
If you are worried about losing you save then head over here: "steam\userdata\<ID>\588650\remote" and copy the files somewhere safe.
You can have one save slot dedicated to the beta branch and one to the old branch simultaneously, but you must revert to the stable branch to be able to use it.
So what's new?
This update focuses mainly on fixing the things that you've asked for or that have been causing bugs. That means it's focused on gameplay and the feeling of weapons and items. We're calling it the elemental update for a reason...
The Elemental Update:
New mechanics related to elemental damage, particularly fire mean that you will now be burning enemies to death in a sort of grisly pyre of pixel art.
Oil based items now actually do what they're supposed to and there are new weapons that go hand in hand with them... Got the urge to burn something? Yes, we mean in the game!
New Items and affixes: New weapons, skills and passives attributes! Including many triggering elemental effects, oil grenades, electricity conducting water and more... We can’t wait to nerf it all for you!
Monsters & NPCs: This update didn't see us finishing as many NPCs as we had hoped, but that's because we wanted to introduce some new enemies into the base regions. Having said that we did manage to add a few new characters...
New enemies: Please give a warm welcome to your two new neighbours. Especially this one, he is super shy and easily scared...
New NPCs: We've got new merchants in town. Also that guy with the scroll now does what he's supposed to. Plus there is some weird creature hanging out in the sewers...
Shop: New Deals of the Day! feature - You might now find items of unusually high quality sold by the merchants. It won’t come cheap though.
Combat & Extras: The rest of the changes are mostly tweaks except for the work that we did on making shields more interesting to use and traps and turrets a little less cheesable.
Shield rework: Shields now allow for a more defensive playstyle. Your character is no longer locked after a successful parry and all shields provide a short force field when you take damage. Cherry on the cake, you can finally send back those annoying red bombs to their owners!
Skills rework: Turrets, meat grinders and most of the others deployable traps now require you to be around them in order to function correctly. This is to bring the cheese level down a little bit...
Achievements & Stats:
Ingame Stats and Steam achievements are now available! The first wave of steam achievement is IN and while everyone can see them you can only unlock them if you venture in to the wilds of the beta branch... We hope you’ll have fun figuring them out.
Also, you can now see some stats on your in-game performances if you go and talk to the odd little chap that hangs around in the start room... He'll tell you just how bad you are and have a great time doing it!
We've been receiving offers from people for help with translating the game into their own languages and in some cases we've taken them up on that. A big thank you to anyone who did help out!
To make the whole process easier we've added support for Steam Workshop mods related to translations! So if you want to help you can get involved!
We will do another post with detailed instructions on how to get involved, but if you can't wait you can follow these instructions here:
How to create a language mod ============================
1. Configuration:
First create a new directory on your computer (e.g. C:\test\dc).
Then copy the file "settings.json" (which you can find in the Dead Cells lang directory) in to the newly created directory and open it with any text editor.
This file contains the settings of your mod: - category: "language" - name: the name of the language (in that language) - lang.code: the ISO-639-1 code of the language (e.g. fr, zh, en) with an optional country code (e.g. en-us, fr-ca, zh-cn) - lang.src: the source language (available: en, fr) - lang.chars: the font/chars to use for this language (currently available: latin, simplified chinese, greek, cyrillic)
2. Create your .po file
Dead Cells localization is based on Gettext. You should use the free editor Poedit (https://poedit.net/) to manage your translations.
In Poedit, choose "Create new translation" and select the main-en.pot file in the lang directory of Dead Cells. You can now save it as a new file named "main.po" in the directory you created in the first step.
3. Translate
There's nothing unusual about the translation process. Variables are noted ::var:: You must keep exactly the same variables in the translated text, but the order may change. For example "The big house has ::var:: windows." can be "There are ::var:: windows in the big house."
4. Test
You can test your mod locally. Open a command line, go to the Dead Cells directory then launch: deadcells.exe --workshop-test <path> Where <path> is the local path of your mod. Example: deadcells.exe --workshop-test c:/test/dc
5. Upload
Open a command line, go to the Dead Cells directory and run: deadcells.exe --workshop Follow the prompts.