The final patch for the Update 19 alpha is out! It's mostly about tweaking the balancing again - now that we've had a couple weeks of mass play-testing, we should have addressed all the hiccups that arrived with the initial changes. Should...
Patch notes are here or you can just read them below:
Balancing
Mobs hitting on the invulnerability shield are now only bumped horizontally, no longer interrupting some combos (Rampagers, notably). Lots of combos are still interrupted (Guardian Knights, Lacerator, etc.)
Affixes and mutations now affect damages dealt by DoTs. This only affects DoTs applied directly by items. Not poison clouds nor fire on the ground.
Toxic Cloud affix pool have been reworked (no more damage bonus affixes, more bonus effect on trigger, etc.).
Toxic Carbine now applies one stack of poison on impact.
Guardian no longer turn towards you during their attack animation. They can still turn during their combo.
Guardian's shield now requires a small threshold of damages to be applied before breaking.
Changed the new Sudden Death protection to only trigger upon fatal strike (but still protecting from wombo combos).
Slightly buffed Disengagement mutation to prevent your HP from descending under 20% while the mutation is active.
Conjunctivius "Touhou" rain of tears attack cooldown doubled.
QuickBow critical damage increased.
Frostbite damage increased.
All first bosses have less life but do more damage in BC4+.
Tiers 4 biomes (Stilt Village, Slumbering Sanctuary and Graveyard) mobs do less damage, Tiers 3* biomes do more in BC4+.
Librarians do more damage than in 1.9.2 (but still less than before).
High Peak Castle and last biome mobs have more health in BC4+.
Increased Giant and Time Keeper damage in BC4+.
Reverted the changes made to Tentacle Whip forward momentum.
When the eye of the Giant is out, both hands are now invulnerable.
Prevent the "victims burn" affix from appearing on ice items.
Damage received from traps are now capped at 30% of your maximum life.
Prevent food from spawning behind (possibly closed) ZDoors.
Buffed Grappling Hook: Controls are locked a shorter time.
You can now drop a maximum of one blueprint from mobs in a single level. This limitation does not apply to blueprints found in secret rooms or by using the Hunter's Grenade.
Graphics & UI
Clarified some items names and descriptions.
Changed the confusing keyword "immobilized" to the color-coded (and obviously, objectively much clearer) "root" in descriptions to clarify synergies.
Fire icon on oiled target is now blue. Let's put emphasis on those sweet sweet synergies.
Added a backpack icon on relevant UIs.
Quality of life
Explorer Instinct now signals mobs carrying precious loot with a star on the minimap.
Bug fixes
Giant's health bug fixed.
Fixed Elite mobs with the cloning ability not taking damage on aggro.
Fixed being unable to drop an item carried by the Homunculus by pressing dodge on some controller or keyboard configurations.
Fixed some spikes collisions.
Fixed invulnerable Guardian reacting to strikes like their shield was broken every time.
Fixed the explosion from the Explosive Crossbow off-hand strike counting as a melee hit (and triggering revenge damages from Thornies).
So, now that we've cleaned up the balancing, the beta should be launched very soon. If you didn't take part in the alpha testing but want to take part in the beta, keep an eye out for a new post this week.
We're back with another patch for the ongoing alpha. Most of the changes this time around are focused on 'balancing' - after all that's what Update 19 is all about!
The patchnotes are here, or you can find everything below:
Repeater Crossbow re-rework
Main fire now crits on rooted targets
Secondary fire shoots a volley of arrows in the air that rain down and roots targets
Balancing
Buffed Ice Crossbow: - Increased range, projectile speed and damage of main fire. - Slightly increased charge speed and recovery of secondary fire. - Slightly decreased damage of secondary fire.
Improved chance of seeing different types of loot when re-rolling a category at the merchant. So for example, if you had 2 shields and a bow before re-roll, there's less chance of more bows appearing if you re-roll.
A whole load of enemy health & damage changes: - Enemies do more damage in first and second biomes. (BC3+) - Enemies have less health on third biomes. (BC3+) - First Boss health has been decreased but damage has been increased. (BC3+) - Giant's Hands have a bit more health. (All BCs) - End game enemies have a bit more health (Castle and the spoiler biome) (BC3+) - Damage cap of Conjunctivius' tentacles and Giant's Hand have been raised to make the fight a bit more fair when wielding slow weapons. - Librarian does less damage: he was supposed to teach you the Boss pattern, not to be the "run ender" he has become.
Items inflicting the immobilized and shocked effects can no longer apply bonus damage on immobilized and shocked enemies.
Wings of the Crow cooldown raised (note that the item still needs work and we haven't decided which direction we should go yet).
So I guess the main game-changing thing here is the change in enemy difficulty from BC3+, but the Librarian change will probably be the most welcomed!
Graphics & UI
Improved display of backpack in the description of two-handed weapons.
Quality of life
When selecting an amulet and wearing the Prisoner's Collar, the choice UI is no longer displayed and the Prisoner's Collar is immediately replaced. Nothing major but one less mildly annoying thing in the game is always good!
Music & SFX
(The Bad Seed) Added some missing SFX on Jerkshrooms and Mushroom Boi.
Removed the random pitch variation for Repeater rapid-fire SFX.
Bug fixes
(The Bad Seed) Fixed holes sometimes appearing in the walls of the Arboretum.
Fixed Knives Thrower sometimes dancing undecided on the spot.
Fixed Rampager sometimes attacking without warning when exiting invisibility. Yeah this was pretty rage-inducing, we're sorry about that...
Fixed the Tentacle Whip dash changing direction when swapping items.
Fixed Fragment of the Philosopher's Stone dropping from almost every enemies in a level sometimes. No more roleplaying as Jeff Bezos.
Fixed being able to duplicate War Javelin by abusing ZDoors.
Fixed Crusher and Wolf trap not triggering "on destroy" affixes.
Fixed War Javelin teleport allowing you to skip bosses. Sorry speedrunners, back to the drawing board.
Fixed the background of the Clockroom being green.
Firstly, big thanks to everyone who’s been taking part in our latest alpha, the feedback has been extremely useful and we’ve been making plenty of tweaks to tune up the reworks. Thanks to this we've just released an alpha patch to fix some of the major hiccups, plus a few of the smaller ones too!
Full patchnotes are here, or check out the major points here:
Equipping a two-handed weapon now gives you access to a backpack weapon slot. You can put any one-handed weapon inside, so the next time you come across another one-handed weapon, you can equip both at the same time to replace your two-handed weapon.
Any diminishing return effect is now removed after a few seconds. This means that Freeze, Stun, Slow and everything else that used to be less and less effective against a target can now be used for those long boss fights without the DOT getting absurdly low.
Enemies' damage has been further decreased in BC2 & above and mob density has been slightly reduced in BC1 & above. We already decreased these in the first stage of the alpha to compensate for the removal of weapon scrolls, but it turns out we needed to reduce them even more, so thank you alpha testers!
Ice Crossbow, Repeater Crossbow and the new Shop category haven't been tweaked yet, but we're working on improving them. Other changes in this patch would have collided with changing this, so we decided to put them off for now.
Improved one-shot protection to prevent some unfair deaths related to combos.
Combo Mutation base value decreased. The change to % based damage over DPS for damage mutations had made this one a bit OP.
Lightning Whip damage reduced to compensate for the new additional damage coming from the shock status.
Slammer and Toxic Miasma damage slightly decreased.
The Duellist is now named Dancer and will occasionally dash behind you before stabbing you in the back.
Modified Explosive Crossbow secondary hit to crit upon direct hit and push back enemies further.
Adjusted Explosive Crossbow colors.
Ice Crossbow secondary fire is now a ranged attack.
The Swamp Altar is now a permanent room, so cannot be deactivated with the "Remove lore rooms" option.
Last but not least - Added an option to display or hide the Seed information above your minimap. Wooo!
In other news, our friends over at Playdigious have successfully launched their port of Dead Cells onto Android! So if you fancy playing Dead Cells on the go then check out the listing on the Google Play store. The port has custom controls, external controller support and there's no ads or P2W mechanics, so none of the usual mobile game BS will ruin your Dead Cells runs.
Hope you’re all good, just letting you know that the alpha stage of our 19th update is ready to test for anyone who wants to take part. What started as a balance update following our community survey on the most loved/ hated weapons of Dead Cells ended up in some sort of global overhaul.
We’ve reworked an absolute ton of stuff, so even though playtesting have been done, we can't promise that you won't find some crazy unbalanced situations - let us know and we’ll sort it out for the beta, that's what an alpha is for right!
We're especially interested in hearing your thoughts on the new enemies' damage in bc2+. It was decreased to compensate for the lack of scrolls, but it needs refinements.
If you want to have a go then the instructions are just below, but please remember to back up your save and remember there’s a save restore hack too (instructions here).
Alpha access:
Go to your Steam game library.
Right click on Dead Cells and click "properties".
Select the tab "Betas".
In the first dropdown box select "Alpha - Not for the faint hearted".
Click close and wait for the upload to finish downloading.
Start playing.
Full patchnotes are here but there is a lotin there, so for your sanity here’s a TLDR:
Many item reworks, buffs and slight nerfs
All 'damage over time' powers reworked and added all-new Shock damage.
New affixes for bonus damage on rooted/shocked enemies.
Economy reworked from exponential to linear scaling and relative adjustments made to shop and reroll prices.
Damage mutation now work from a % of the gear's DPS, rather than just adding additional DPS.
Necromancy nerfed to only add health up to a 50% threshold.
Skills don’t rally or proc the cooldown mutations.
4bc mob teleport is noticeably faster.
No more scrolls on items. 1 more scroll has been added per BC until 4 scrolls in BC4 to compensate plus increasing gear level now has stronger benefits.
No more scrolls on legendaries and their bonus gear level has decreased so they don’t become too powerful in the new system. Note that this is likely a temporary change as we ponder on what we want the legendaries to become (suggestions welcomed!).
Damage done by enemies decreased in all biomes & BCs to compensate for the loss of weapon scrolls and the new distribution of the scrolls in each BC. First feedback point toward still too high enemy damage, but please let us know what you think.
Some changes in the level design - mostly fewer guardians and the unique mobs making their return in the sleeping part of the Slumbering Sanctuary.
That's only the big changes so, yeah, this update is going to shake up the game - we hope in a good way! Please go in with an open mind and don’t freak out if something seems broken, just leave some feedback and we can tweak whatever needs tweaking.
Speaking of feedback, we’re about to open a thread in the subreddit as a place for you to leave responses. or you can put a message in our Discord channel.
Hope everyone's good! Last week we mentioned that Update 19 will be making some meaty changes to some of Dead Cells’ underlying mechanics.
Some mutations have been mentioned as a bit of a non-starter once you're at higher levels, so we want to address this and make sure all the mutation choices have a significant impact on your run.
So, to start with we’re going to give damage mutations a bit more OOMPH to open up your mutation options. To do this we'll be changing their effect from DPS-based to percentage-based.
We know that sounds a little bit dry, so if you're not up for some Dead Cells maths right now you can check out this TLDR:
At the moment, damage mutations increase a weapon's DPS based on the number of scrolls you have of that mutation's colour.
Damage from the mutations is calculated from a base DPS value separate from the weapon's DPS value. e.g. Combo gives +160 base DPS for 8 seconds after a kill.
Weapon level, quality and affixes increase a weapon's DPS based purely on multiplying the weapon's base DPS by percentages.
This results in mutations contributing less and less to total weapon damage as the weapon level/quality increases.
To solve this. we will be changing the calculation for damage mutations from a DPS value to a percentage of weapon damage - preventing their impact on total DPS from dropping as weapon level/quality increases.
THE SITUATION
At the moment, the damage from mutations is calculated on a DPS value that is separate from your weapon's base DPS value. The mutation DPS increases by 15% for each of the scrolls that you have for the colour of that particular mutation. These are:
Combo (Red/Brutality)
Vengeance (Red/Brutality)
Tainted Flask (Red/Brutality)
Support (Purple/Tactics)
Tranquility (Purple/Tactics)
Extended Healing (Green/Survival)
Gastronomy (Green/Survival)
The 'scaling from scrolls' approach was chosen during the Foundry Update way back in December 2017, because it’s very similar to the way that weapon damage is displayed and scaled. However, the damage increases that you get from a weapon’s level, quality & affixes are all calculated through percentages. This makes damage mutations much less effective the further you get into the game.
This is because as the weapon level & quality increase, their contribution to total damage rises while the mutation's stays the same. You also get more affixes with higher quality weapons which only increases the gap, leaving the mutation's effect in the dust.
If all that sounded like complete waffle, we can illustrate it with a rough example of the Combo mutation {+160 DPS for 8 seconds after killing an enemy} on the Frantic Sword in BC0.
The effect of the Combo mutation on Frantic Sword I is this:
Now for argument's sake let's look at the Frantic Sword with a +100% damage on poison affix instead.
Frantic Sword I:
137 base DPS
+100% damage on poison = 137 + 137 DPS = 274 DPS - a 100% damage increase
Frantic Sword VIII:
137 base DPS
100% damage bonus = 275 base DPS
+100% damage on poison = 275 + 275 DPS = 550 DPS - a 100% damage increase
So, currently the damage increase from DPS based mutations diminishes with each increase in weapon level or quality. But the other contributors to weapon damage are based on percentages of the weapon's base DPS, so their effects are preserved at higher weapon levels.
THE FIX
Since we don’t see any reasons for handicapping damage mutations, we’re going to move the relevant mutations from their current DPS system to a percentage-based one. This will let them scale just like the other weapon multipliers, so they don't lose their effect as your weapons improve. Wooo equality!
We haven't settled on exact % figures for each mutation yet, but we'll adjust it to make sure they're a real benefit to pick up, giving you a dilemma over which mutation you want to choose for your build every time.
This change will make damage mutations relevant at all Boss Cell levels and their effects will be much clearer to you as a player. We're hoping this will encourage a wider use of the current mutation roster, opening up more builds and strategies to experiment with.
Our next update is going to be a bit of a big one, mainly focusing on fixing the slightly broken elements in the game. Unsurprisingly, this will involve making some pretty big changes to some of the main systems in Dead Cells.
Now, if we tried to fit all of the changes we're making into one piece of Steam news it would be the mother of all text walls, so we’re going to release a few regular chunks of news to get you up to speed before the update arrives. Today’s topic? Gold!
THE SITUATION
So, for a while now we’ve been hearing that the economy in Dead Cells just doesn’t feel right. The main issue being pointed out is that the quality and price of merchants from BC1 to BC5 are kind of crap, especially before forge completion and that lovely 100% S weapon drop rate. Unfortunately, forge completion takes some serious time AND you will typically reserve your money for other kinds of purchases anyway. Well, let’s just be honest, you’ll be keeping your money for health flasks.
My disappointment is immeasurable and my day is ruined
This typically leads to merchants mostly being ignored, with everyone’s gold stashed away in case you need to buy health back, and so you don’t buy new items or improve your gear. Unfortunately, changing and improving your items and builds is a big part of what makes Dead Cells fun to play, so feeling like you can’t do so without being punished is less than ideal.
THE FIX
Currently, the price for items scales exponentially with their quality and number of affixes. At the same time, you’re being given less money in the name of increased difficulty, so good items can quickly become way too expensive to afford. Throw in the ever-present health flask worry and it’s really hard for you to plan how much gold to save and what to spend it on.
The problem we’ve had in addressing this is that the ‘exponential’ system is limiting our control on how much available gold to give you in a run. So, we will be changing gold drops to a linear progression. This will make it much easier for us to balance the amount of items, health flasks and weapon quality buffs we want you to be able to buy at each BC.
Big changes coming for these guys soon too
We will also be altering how the merchants operate. Shop choice won’t be determined by item categories anymore, but by scroll colour. Yep, you'll be able to choose between Survival, Tactics or Brutality scaling items, which should really increase the chance of finding an interesting weapon or skill for your preferred build, on any given run. Shop re-rolls will become free, but every time you re-roll will cause the price of the new items to increase. That way, you’re not heavily punished if you re-roll once and still don't get any interesting items. Affix re-roll and Forge refining will also see their prices decreased.
So, that’s a brief overview of our plans for the Dead Cells economy and why we feel the need to change it. Of course there is a bit more to this than what you’ve just read, we are well aware that these changes could bring up new problems and it needs to be handled carefully. But don't worry, we will be testing how it feels to play with the new economy and making adjustments before we finalise anything.
Stay tuned for more news on the changes coming in Update 19!
If anyone is interested in a live stream with a couple of the Dead Cells devs, we'll be starting one very soon - just go to the Steam Store page, Evil Empire's Twitch channel or MT's YouTube page at 3pm CEST, so basically now. You'll be able to ask any questions you have in the chat so please come and get involved if you can :)
We also just wanted to say thanks to everyone who answered our balancing survey last week, the results have really helped us to flesh out our thoughts on what we need to tweak. 5,455 of you got involved, which shocked a lot of us who didn't expect that level of interest, so thanks again!
Anyway, seeing as you helped give us these extra insights, we wanted to share some of the 'top-level' results with you. Please don’t get too caught up in figuring out anything from them, because very soon we'll be adjusting some of these items based on our own thoughts, community feedback and the results of the survey.
Favourite colour
41.9% - Brutality
27% - Survival
26.1% - Tactics
4.4% - None (Come on guys, stop lying to yourselves)
0.7% - Use the colourless ‘Custom’ mode
Most loved and hated weapons/skills (based on % of ‘Use as much as possible’ picks)
Melee
Top 5
Scythe Claws (The Bad Seed)
Giant Killer
Rhythm n' Bouzouki (The Bad Seed)
Vorpan
Twin Daggers
Bottom 5:
Cursed Sword
Spiked Boots
Spartan Sandals
Tentacle
Spite Sword
Ranged
Top 5:
Heavy Crossbow
Quick Bow
Hokuto's Bow
Magic Missiles
Electric Whip
Bottom 5:
Sonic Crossbow
Boomerang
Ice Crossbow
Hemorrhage
War Javelin
Shields
Top 3:
Rampart
Punishment
Bloodthirsty Shield
Bottom 3:
Greed Shield
Knockback Shield
Force Shield
Skills
Top 5:
Powerful Grenade
Giant Whistle
Great Owl of War
Mushroom Boi (The Bad Seed)
Double Crossb-o-matic
Bottom 5:
Portable Door
Wings of the Crow
Vampirism
Grappling Hook
Root Grenade
A good chunk of these results were as we expected and probably won't be a surprise to you too, but some responses did make us double take. We heard the feedback about other things too, such as adjusting mutations or adding a katana (this came up A LOT, you really want this huh?) - we appreciate all the extra comments you made and have taken it all into account for future updates, but of course no promises on anything! Again, if you want to chat about any thing you saw in the post then head over to the live stream and get chatting with the devs.
A decent number of balancing changes will be on the way pretty soon and it won't be just a simple buff here and nerf there. Many additional changes will have a major impact on the experience, and we will definitely need your help to make sure we're not going the wrong way, as well as fine-tuning the balance changes. The Update 19 should make Dead Cells in the best shape it has ever been and makes it ready to welcome the content updates planned for later this year.
We're looking to make a major balance change in the next update, so that every option in Dead Cells can be a realistic choice for you to take.
We already have a pretty good idea of what the preferred items and builds are, but to help us really pin down what's popular and what gets thrown on the trash heap, we've created a short survey that we're asking players to fill in. This will help us to figure out what needs the most love, so if you can spare a few minutes to give us a response we would be very grateful!
The Bestiary update has made it through beta and is now available on Steam. It's a 'relatively' small update to keep you going until our next big one, but there’s still plenty to get stuck into for now!
New mobs:
The name just might have given it away, but this update is centered around introducing some new mobs. The 'common' enemy pool was getting a bit too small considering the addition of new levels, and the BC enemies just weren't enough to avoid some repetition. So, there are now six brand new enemies - 3 are biome-specific, the other 3 are spread through different levels at different Boss Cells. These will freshen up the gameplay and give you some new attack patterns to master, but hopefully not too soon! There's a couple of clips in here showing new mobs, but the rest you can discover yourself...
New affixes:
We’ve added 11 new affixes on active skills, aimed primarily at growing the pool of affixes available for the items that didn't have enough. Again, this is to flesh out the existing parts of Dead Cells before we introduce new pieces of larger content.
8 new normal affixes: - Ice, fire, bleed or poison on nearby floors or enemies when the effect of the used active ends - A grenade, a volley of arrows, or fire spreads when a deployable trap is destroyed - Get all your arrows back when using a skill
3 new starred affixes: - Oil and fire spread around when a deployable trap is destroyed - Push enemies around you when the effect of the used active ends - Extended duration for powers like Corrupted Power or the Smoke Bomb
Slumbering Sanctuary just seemed to be missing some stabbing action...
The Bad Seed
The levels from our recent DLC 'The Bad Seed' felt a little empty in terms of finding juicy secret areas (*cough* CELLAR *cough*), so we’ve added some new lore rooms and secrets for you to discover in the Arboretum and the Morass, which should make them feel more ‘Dead Cells’.
We also took this opportunity to re-balance the bestiary for The Bad Seed. None of the new mobs are being introduced, but we've tweaked the numbers of the guys who are already there to make these biomes a bit less punishing. On top of this, we've made a few tweaks to the behaviour of the mobs and the layout of these levels that'll make them more fun to play through.
Ten new achievements
Yes, you can stop asking now! Levels from The Bad Seed now have eight achievements up for grabs, plus two ‘general’ achievements have been added to the base game that are available for everyone.
A samurai crab thing - what's not to love?
Three new outfits
Two new outfits can now be found that are linked to the secrets and lore of The Bad Seed DLC. We have also added in a pretty cool skin (well, we think so at least) that's available for everyone that can rise up to the ultimate challenge.
Balancing
Finally, we have included an absolute buttload of balancing and quality-of-life changes. None of them are huge on their own, but all together they will make your runs feel smoother. If you want to see the whole lot you can find them here, but be warned it's a pretty long list! Some personal favourites are: frozen enemies have their attacks interrupted, Knife Throwers always dodge or dash once before starting to attack you, neighbouring rooms in Arboretum are now inter-connected and some teleporters in the Morass and Clock Tower will activate from further away to avoid backtracking.
We’ve teamed up with the guys who made Celeste, Subnautica and The Escapists 2 to create a bundle of top quality games that you can sink oodles of time into during the quarantine period. This should help people to stay inside over the next few weeks without going crazy, whilst hopefully raising awareness as to why we’re all stuck indoors.
The situation with the COVID-19 virus means that we’ve all got to be mindful of the impact of our behaviour on others. Most of us will get nothing more than a cold if we get the virus, but for those in our families and communities who will fall gravely ill, they’ll need access to quality healthcare and if a lot of them get sick all at once, that might not be available for them.
So, we would like to present for your entertainment the “Go Play INSIDE!” bundle, which you have to pronounce as if you’re an exasperated parent dealing with a 3 hour cleanup job after your kids enjoyed using every single one of their toys and breaking a vase.
This bundle should give you an excellent excuse to stay at home and practice social distancing while binge playing through your backlog, that way you’ll be helping reduce the burden on your country’s healthcare system and workers, reducing the risk of an unnecessary peak of sick people needing to go to the hospital and generally looking out for the vulnerable people out there.
The bundle gives you 20% off all the games and is a ‘complete the set’, which means if you buy it you only pay for the games you don’t already have. On top of that each game has an additional discount applied to it for the time being.
On top of this, 20% of each bundle sale will be donated to the Covid-19 Relief Fund of Action Against Hunger, which has been set up to help protect those who are suffering from malnutrition, which makes them much more vulnerable to Covid-19. If you want to know more or make a donation on your own you can follow this link.
In other more Dead Cells related news:
We should have some more info on the latest update next week so keep your eyes peeled for that, otherwise have a good weekend, stay inside and stay safe!