Dead Cells - mezzamazza55
Hello everyone,

The Christmas Update, also known as the Malaise update, is now available in beta! It mainly includes the rework of the Malaise mechanic, which is a 4 and 5BC exclusive, a lot of weapon color changes, an improved backpack and 4 new mutations, as well as the usual ton of QoL and bug fixes. Full patchnotes are here.


Artwork by the fantastic David Thor Fjalarsson

Since both the reworks to weapon colors and the Malaise have proven more controversial than expected among the community, we thought it would only be fair to explain the reasoning behind the changes and our plans for the future.

Warning: This isn't the shortest explanation ever - we want to communicate properly with you and a TLDR doesn't really work for that...

Malaise

Previously, this mechanic ensured 4BC+ players wouldn’t abuse HP stacking and rallying strategies so much, by introducing a maximum number of times someone could be hit without dying that wasn’t dependent on those parameters.

Reworking Malaise became one of the most recurrent requests over time, with players accusing this mechanic of ruining the fun by punishing jumping into the melee and encouraging waiting for its cooldowns. Dodging enemies without fighting became a very viable strategy, even the most effective way of beating the game according to many.

Taking it slowly or dodging enemies was never something we wanted to incentivise, let alone reward. That’s why the new Malaise essentially treats time as a balancing factor (our previous post explains the new mechanic) - if you take your time, you’ve got less chance of being hit by enemies and the game is essentially easier for you, so we're increasing the difficulty the longer you spend in a level - this balances with the players who are spending less time in a level by going full hog on groups of enemies and putting themselves at greater risk of being hit. So you can still complete your runs with a slower playstyle, but you now get rewarded by actually playing the game and killing enemies, instead of ignoring them.

However, we know timers often bring stress and anxiety, which then leads to 'stupid' mistakes and people getting pissed off and bored. That’s why we’re trying to soften this feeling as much as we can, by stopping the timer in plenty of situations (merchants, treasure rooms, once you’ve killed most of the level’s enemies, etc.). Basically, if you prefer to take your time, you'll still have plenty of opportunities for a breather.

We’re also aware the increased RNG tied to the Malaise spawning mobs and turning others into Elite can create unfair situations, and we’re really working on identifying when and where to fix it with your input, like we did with the 21.1 patch.

We really hope you'll give this new Malaise a chance and try to experiment with it before judging that it's not for you. In any case, we’ve added an option to disable the Malaise so you can experiment in the two last Boss Cells without it. Unfortunately, letting both types of Malaise co-exist would have been really complex, so, the 'old' Malaise won’t be playable now or with future updates*.

*For Steam players, you can always choose to keep Dead Cells with the old Malaise mechanic by choosing Update 20 in the beta tab of the game settings.

This new Malaise is certainly not perfect, but we feel like it’s definitely more interesting than the previous 10 hits bar. And the work on this mechanic won’t stop with this update release, but continue in future updates. So that's where we're at with Malaise, now on to the weapon color rework.

Colors

Broadly, we think each color should mainly be defined by a playstyle. That’s the compass which we use to decide which color each item should scale with. But we also want each statistic to be associated with one or more themes (chosen somewhat arbitrarily), helping with both a sense of identity and variety by allowing in some items that don’t necessarily fit with the playstyle.

Finally, we also want each color to be lacking something by design (and not because we haven’t implemented the needed content yet), to have a distinct feeling of comparative goodness in-between different runs with different colors, and to keep the colorless and legendary items interesting.

However, and despite our best efforts, inconsistencies will most likely always be present, with items that are scaling with a color they shouldn’t fit in with, or the contrary. These inconsistencies may have many reasons, for example, for the sake of balance, variety, or because it can be perceived differently by several players. Also, because of oversights on our end!

Now that we’ve dug a bit in to how we see the point and role of colors, it’s time to do a quick overview of the colors in the newest update.

Brutality

Red lost 2 mutations aimed at increasing its survivability (Berserker and Soldier’s resistance), but is absorbing the “assassin” playstyle of Melee Tactics, with Predator, Scheme and Initiative going red. Thematically, everything related to Fire and Bleed will also scale with Brutality, however poison isn’t part of this color theme anymore (hence why Alchemic Carbine was made Purple only, while Pyrotechnics got its dual-scale).

Red is considered in a good spot right now, although it’s a bit lacking in secondary weapons with only three shields and a handful of range weapons to go with. This is where we will focus our efforts to improve it in the next updates.

To sum it up:
Pro: Quick melee weapons, quick offensive spells.
Theme: Bleed and Fire.
Con: No access to defensive abilities, few ranged.
Coming next: Secondary options.


Survival

Green is in a better spot than before, because of the Malaise rework, allowing it to enjoy its bigger HP pool without that secondary constraint. However, the reduced hp scaling late game and some changes like the Dead Inside mutations reducing the effectiveness of healing sources balance it out a bit. The new green mutation, Tortoise Shell, now allows survival players to benefit from the parry mutations* and effects while handling the Scythe Claws or the Crossbows, which definitely makes that strategy more viable and coherent.

The color has now access to a good arsenal of offensive and defensive skills, but is comparatively to the other a bit poor when it comes to main weapons. A “Survival” pack of classic heavy weapons in the vein of the Broadsword or the Bouzouki would be welcome to add a pinch of variety there for Survival players, hence our priority for Survival in the next updates.

To sum it up:
Pro: Best shields, bigger health pool, defensive skills.
Theme: Freeze, Root.
Con: No access to quick melee weapons, 1h range weapons or quick offensive skills.
Coming next: pack of 1h melee weapons.

*Yes, it doesn’t work as of right now - we’re aware and are working on the issue. Sorry!


Tactics

Purple got it pretty hard, with the loss of 3 mutations and most of its melee scaling weapons in favor of brutality. Lots of skills were also initially taken out, because we didn’t think it was really coherent with the color identity.

However, we reverted this decision following negative feedback from tactics players arguing that these skills were quite good at completing range strategies. On our end, when playtesting more, we were also a bit frustrated, because Purple had become mainly dependent on turrets, which led to many runs feeling a bit too samey.

Now, our priority for Tactics is to implement new mutations, which the color is currently lacking severely. We also want to keep some melee weapons in tactics, but the idea would be to make them able to benefit from the range purple mutations, one way or another.

To sum it up:
Pro: Ranged weapons, Turrets.
Theme: Electricity, Poison, Knockback.
Con: Few melee weapons, low HP pool.
Coming next: Mutations, melee weapons working with tactics mutations.


Beta

We're listening to all your feedback, in the Discussions here in the Steam Community, on Discord and on Reddit, and we hope that the adjustments to the weapon colour rework and Malaise that we've made going into the beta have fixed most if not all of your concerns.

If you want to try out the beta and don't know how then 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.

That's it for now, we'll be back soon with more news!


Thanks,
Joan, EE & MT


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Dead Cells - mezzamazza55
TL;DR:
  • Alpha for update 21 is available.
  • Malaise has been reworked.
  • Colours have been changed, with a re-focus on their primary identity.
  • Backpack will now be a meta upgrade and not dependent on two-handed weapons
  • 4 new mutations, 3 are tied to the new backpack.
  • The much requested Katana has finally been added to the game.
  • New Mob, found in the distillery in 0BC and in some other levels in higher BCs
  • The most ridiculous skin ever done in DC, and 4 slightly less ridiculous outfits.



Hello everyone,

We hope you’re doing well in these times of uncertainty. On our side, we’ve been busy with the next DLC (see the announcement here) as well as spending a fair bit of time cleaning the code behind the game to make it easier to maintain in the long run.

However, we’ve also been working on the next update which will mainly be focused on reworking the Malaise, the 4/5BC mechanic, as the current version is often called out as detrimental to the overall experience. We’re aware that the new implementation isn’t perfect, however, we think it’s time to get it in public alpha and keep improving it with your help.

So, if you want to access the alpha go ahead and follow the instructions below. If you'd just like to see what's going to be arriving in the update, skip ahead:
  • 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.
Before going into the detail of everything that has been added/changed in the update, please remember that the major changes are a work in progress and are likely to be tweaked. The list below is the 'highlights', for full detail check out the patchnotes. Anyway, let's get to the meaty stuff...

Malaise rework

The Malaise bar is still there, but now it fills with time (game time - which means it won’t fill in lore rooms, merchants, treasure rooms, etc.) rather than when you’re hit.
It also doesn’t destroy your health at 10% once you reach 10 malaise points anymore. Instead, enemies become more and more dangerous as your Malaise bar fills, dealing more damage, moving and detecting you faster. Mobs will randomly spawn around you, and some mobs will unexpectedly transform into Elites (without the random skill though).
The malaise contamination rate is tied to the number of enemies still alive in the level, the fewer enemies, the less quickly your malaise bar will fill. When only 10% of the enemies are left alive, the biome is considered "Malaise cleared". Easy right?

Colour changes

A lot of item and mutation colour changes have been made too, specifically designed to re-focus each stat on its primary identity:
  • Tactics keeps all things related to ranged gameplay: turrets & ranged weapons, with some utility and damaging spells to support it. Items that don't fit in that category but have poison or electricity gameplay will still dual scale with Tactics (e.g. Sadist's Stiletto, a knife that crits on poison targets, is not a turret or ranged weapon but has poison gameplay elements - so it will still scale with Tactics).
  • Brutality keeps its focus on fast melee weapons and everything related to jumping into the fray. Grenades stay mostly red. Non-melee weapons that have fire or blood gameplay will dual scale with Brutality.
  • Survival keeps its focus on crowd control, survivability, shields and slow, heavy melee weapons. Also supported by heavy damage skills with the long cooldown that goes with them. Unrelated weapons with root or ice gameplay will dual scale with Survival.

You can find the full changelog here, including the various nerfs and buffs coming with those changes.

Also, the health scaling of Survival and Brutality has been reduced. It’s not really significant without a high scroll count, so it will only impact the mid/late game of BC3+ players. Tactics got a slight buff, so there will be less difference between Survival’s hp pool and Tactic’s hp pool.

Updated backpack

The backpack will now be independent of two-handed weapons, so we’ve been working to make it less awkward to use and more customisable.

You can now empty your backpack by holding the use button, and you access your backpack storage when taking an item on the floor by pressing your secondary weapon button (Y on Xbox controller for instance).

In the video settings, you will also find an option to set the backpack slot opacity to your convenience, as well as an option to place it in the middle of the weapon and skills slots instead of to the right.

4 New mutations

3 new mutations have been added to go along with the new backpack:
  • Acrobatic Preparation*: Attacking with a ranged weapon also attacks with the ranged weapon in your backpack. Roll to reload. (Tactics).
  • Porcupine Backpack: Rolling through enemies attacks them with the melee weapon stored in your backpack. (Brutality)
  • Tortoise Wheel: Rolling parries attacks and projectiles with the shield stored in your backpack. (Survival)

The fourth mutation added, Fatal Cadence, increases your attack speed when you switch between the primary and secondary slot. It’s specifically designed for two-handed weapons, but can also be used with others.
As a side note, the two-handed weapons can now have different affixes on each slot.

*All names are placeholders until we find the time to think of better ones!

New weapon

With Christmas just around the corner, we thought we had to fulfill long-lasting requests from the community that gives us so much during the rest of the year. The Malaise rework is obviously a part of it, but we wanted to give a little something to everyone, not only to people with the crazy gaming skills able to beat the highest BCs.

So, here it finally is: the Katana, allowing you to attack swiftly by smashing the button, or to slice through mobs by holding it. We hope you enjoy using it!



New mob

Armed with Explosive Crossbows, the Demolisher can be found wandering in the Distillery (because there aren’t enough explosions there already) as well as in other biomes in other BCs.

New outfits

Massacre your merry way through the island as Santa Beheaded or try and hold your concentration as the Snowman. Nothing stands in the way of us becoming Game of the Century now *evil laugh*

New diet

One glaring hole in the game was the lack of smelly cheese to heal yourself with. As a French studio we had to rectify this immediately, so you can now scarf a whole wheel of cheese like a real Skyrim warrior. Vive la France!

Phew! That's it for now, we're going to let the alpha run for a week or so, and if you want to leave some feedback after trying it out then head over to our reddit thread here.

Cheers,
Matt, EE & MT


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Dead Cells - mezzamazza55


Hey everyone,

We’re stoked to announce our new DLC “Fatal Falls” will be available early next year! The Beheaded will be getting some much-needed fresh air in two mid-game levels outside the castle. There's also a new boss happily minding their own business until you drop in to say hello...

Be a legend and Wishlist it for us eh?

What's in it?

The two new biomes, Fractured Shrines and The Undying Shores, are a parallel to the Stilt Village, Clock Tower & Time Keeper areas and their alternate paths. So if you need a break from getting slaughtered by undead pirates or hearing "Let's finish this", then you're in luck!

Check out some screenshots and our relaxing teaser for a small preview of what to expect:



Leap between floating islands dotted with deadly traps and treacherous ledges at Fractured Shrines


Descend a cliff face in the middle of a storm at The Undying Shores, where some familiar faces lie in wait


Yeah, it rains a lot in this one...

At this point we hope it doesn't need to be said, but the DLC will also be stuffed with new weapons & enemies - you'll be hearing more about those soon.

How much is it going to be?

Just like The Bad Seed, Fatal Falls will be $4.99 (or equivalent). This will continue to help support the development of Dead Cells, i.e. allowing the free updates to keep dropping, and in the meantime Motion Twin can develop their next project.

What else is happening?

We're in the last month of the year (insert obligatory "WTF was 2020" comment here), so it's as good a time as any to give you a small update on our situation - both for Dead Cells and the devs.

When The Bad Seed was announced last year we said there was at least 2 years worth of content left to build - and that's still the plan. Any maths geniuses out there will work out that there's at least a year of content to go, and we're pretty sure that we have more than that in our heads. To be honest, if we locked Joan alone in a room for a week he'd probably come out with about 20 years of content scribbled on the walls...
Basically you can fully expect more of our regular updates to continue next year. In fact, one will be coming in a few weeks - check out our last post for a bit of information about that.

Motion Twin are still working on their new project - unfortunately we can't share any information at the moment, but we can share some concept art for projects that didn't reach the light of day:







Finally, Dead Cells has passed 3.5 million copies sold on all platforms, which we never expected to happen at the start of all this, so thank you for all your support!

We'll be back soon with Update 21 and some more news about Fatal Falls, until then stay safe and healthy :)

Cheers,
Matt, EE & MT
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You Can (not) Draw
Dead Cells - mezzamazza55
Hey everyone,

Sorry for the few months of silence, we’ve been extremely busy blooding several new team members, plus going through a second lockdown, so we haven’t had much of a chance to say anything until now.

There's still not a huge amount to update you on, but with just over a month to go until Christmas, we’re nearly done preparing a new update full of little stocking fillers to keep you entertained for a bit longer, including:

  • New weapon
  • New mob
  • Lore room
  • New skins
  • New diet option
  • A few other changes that we're still testing so we can't confirm them yet...

That should be landing in mid-December and we’ll let you know when it’s arrived, as per usual.

You can expect a few more pieces of bigger news dropping over the next couple of months too.

Cheers,
Matt, EE & MT

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These two are both from u/Roving_Neophyte (second linked here)



Another two from the same artist, u/velleiteaa, and who doesn't like a Hollow Knight crossover? (second linked here)
Aug 19, 2020
Dead Cells - Messbass


Hey everyone,

We hope you're all enjoying the new biome and blowing monsters away with the Barrel Launcher! We just released a quick hotfix on the live branch - here are the patch notes.

Cheers,
Joan and the EE and MT team.

Dead Cells - mezzamazza55


Hey all,

The 'Barrels o' Fun' update is now available to download! (Thanks to u/TheGankeyCracker on Reddit for the name suggestion) We're introducing a whole new level to provide an alternative path to High Peak Castle to add more spice to the late-game, along with new weapons, enemies and explosions.

New biome

The new biome is called The Derelict Distillery and as with all the other levels in Dead Cells, we wanted to give it a distinct atmosphere. So expect to see loads of old broken barrels and bottles, pipes venting steam, cool looking metal containers in the background - that kind of thing. There’s also some barrels sitting around that you’ll be able to interact with in a couple of ways, some are harmless and others are quite a bit more dangerous...



New enemies

What’s a new level without new foes? Nothing, so you’ll find some huge fellas who throw some pretty big explosive barrels right into your face, or if you get too close they’ll just smash a barrel onto the ground and jump clear, leaving you to take the blast.



You’ll also have to deal with a sneaky mimic hiding among the regular barrels in the corridors. They’re not the toughest mob out there but they have a pretty devastating self-destruct which can catch you out if you're not careful. They’re also pretty fast, so they can and will chase you down.

New weapons

Onto the weapons now, and we thought that if enemies can hurl barrels at you, then you should be allowed to throw some straight back right? So we’re introducing the barrel launcher - a bazooka-style weapon that fires bouncing exploding barrels, what more can we say?



After shock damage arrived in our last update we needed to add a trap that can dish out shock damage too, so we created the tesla coil. Useful for dealing damage to large groups of enemies, throw it down whenever you need a bit of crowd control - which is pretty much always if we’re being honest!

Explosive barrels + breakable walls

Explosive barrels aren’t just limited to the barrel launcher and enemy abilities. You’ll find them dotted around the Distillery, and if you time it right you can use them to your advantage. Watch out though, because enemy attacks affect them as well so you need to be on your toes. Some mini platforming style sections are thrown into the level too. Yeah, there’s a lot of explosions in this biome…



Entire new soundtrack

As well as new gameplay content, there's also a whole new soundtrack available. The classic Dead Cells songs have been reworked by Yoann in the style of chiptune/8-bit music, so make sure to enjoy some retro style runs!



As always, full patchnotes are here if you want to see everything we've added/changed with this update.


Cheers,
Matt, EE & MT


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Dead Cells - mezzamazza55
Hey everyone,

We've made a few tweaks to the update 20 beta so you should see the following with the latest download:

Important features
  • Added 3 new achievements linked to the Distillery.
Balancing
  • Prevent Explosive Barrels to be bumped by attacks coming from the same team (hero or hero skills when blue, enemy attacks when red).
Level design
  • The Distillery now comes with more barrel dispensers throughout the level. Watch your steps!
Quality of life
  • Explosive Barrels can now be moved with the homunculus.
Bug fixes
  • Prevent the Symmetrical Lance and Barrel Launcher found respectively in the Throne room and in the Distillery to be put in the backpack when using a double-handed weapon.

If you're curious about the full list of changes made in update 20, then you can see them all here.

Feel free to leave any feedback here or on our reddit/discord!

Cheers,
Matt, EE & MT

Dead Cells - mezzamazza55
Hey everyone,

Just stopping by with another quick post to let you know that our next update has moved into beta.

If you want to check it out then follow the usual 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 download to finish.
  • Start playing.
Up-to-date patchnotes are here and if anything horrible happens to your saves you can restore them by following the info in the Legacy Update post.

We have a thread currently stickied on the Dead Cells subreddit to collect feedback and to just have general discussions about the new content, but you can also post on the #current-update-discussion channel on the Dead Cells' Discord if you prefer (links are below). Or leave a comment here, whatever you like!

Cheers,
Matt, EE & MT


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Seler's cool model


u/MrSpainF - another Hollow Knight crossover to add to the collection
Dead Cells - mezzamazza55


Hey everyone,

The latest addition to Dead Cells can be accessed in its alpha state as of now. Be warned that it may be slightly buggy in places, but all the good stuff is in there.

Update 20 brings a new biome to Dead Cells, an alternative to High Peak Castle. The Derelict Distillery is accessed through the Collector zone leading to High Peak Castle after either the Giant or Time Keeper.

If you want to have a go then the instructions are just below. As always, please remember to back up your save and if the worst happens then there’s a save restore hack detailed 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.

If you've got any feedback or thoughts then leave a comment here, on reddit or Discord :)

Thanks,
Matt, EE & MT

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Dead Cells - mezzamazza55
Hey everyone,

After a lot of testing and plenty of patches, our 19th update has arrived! What started as an attempt to balance the game ended up as a complete revamp of many of the more underwhelming mechanics and items, hopefully for the better...

Before we get stuck into the changes, anyone who prefers their news in video form can listen to our summary VLOG in the dulcet tones of our very own Steve Filby.

Also, we need to point out that some translations are missing from the update so sorry if that affects you, they'll be available very soon :)

Right, let's get into the changes!

Item/weapon revamp

Lots of items & weapons have been nerfed or boosted, with the goal of opening up a wider range of builds, while not sacrificing what made the previous meta builds fun. If you want to know exactly which items have been changed and how, check out the patchnotes (link at the end of the post).

The biggest change that we've made is that all the crossbows are now two-handed, have two separate attacks and are Survival only. This lets you take advantage of the bigger health pool to make up for their slower fire rate but hefty damage. We're going to add some survival mutations to support the crossbows, but we’re just waiting to see how they perform instead of rushing out mutations that will need to be changed right away.

The crossbow changes are:

Heavy Crossbow:
  • Main fire not changed.
  • Off-hand instantly reloads your crossbow with a volley of critical bolts
  • The hook no longer pierce enemies, even with the "pierce enemies" affixes.
  • The damage dealt by the volley of bolts is now capped by a boss’ damage cap.

Repeater Crossbow:
  • Main hand fire rate has been reduced and now root every 4 bolts. No longer crit on rooted enemies.
  • Off-hand fires a volley of bolts all at once that inflict critical damages to rooted enemies.



Ice Crossbow:
  • Main hand fire has been mostly unchanged, except you can no longer charge a volley of critical bolts with it.
  • Off-hand fires a long range, ultra-fast bolt with infinite piercing which crits on frozen enemies.

Explosive Crossbow:
  • Main fire not changed.
  • Off-hand is now a melee combo ... with a surprise.

We’ve also added a backpack that lets you hold a one-handed weapon (but not use it) while you're holding a two-handed weapon. This way you can change to a cool one-handed item that you find on your travels and you won't have a useless empty weapon slot.



Economy & merchant rework

There's been a few economy changes in this update too, in short, we wanted to make pricing easier to understand and to allow players at higher difficulties to still be able to change their gear at merchants without spending all their money in one go.
While everything seemed to be fine at low difficulty levels, it got worse and worse in the higher BCs, where if you wanted to buy healing you would have to basically never spend any gold on anything else.
Now, those players will be able to change their approach in the middle of a run without worrying too much about being able to afford health later.

Summary of changes:
  • Removed gold scaling. Yes, it’s less impressive to have 4,500 gold instead of 45,000, but it makes it easier for us to work with and for people to assess how much gold they can spend or save
  • To replace gold scaling, gear price now goes up with item level
  • Refining and affix reroll costs have been changed
  • Shop categories are now stats instead of equipment type
  • Shop reroll is now free, but it makes the items on sale pricier
  • A decent amount of items had their price changed



++ & S weapon scroll removal

We’ve removed scrolls from ++ and S weapons, but to compensate for this we've added more scrolls to the early biomes, enemy damage has been reduced and gear damage has been increased.
This change was made to give gear level more importance again, and in tandem with the economy re-balance it will give you more opportunities (and an incentive) to switch gears during your run.

Damage over time effects

Damage over time effects were getting a bit of a bad rap for being indistinguishable or underwhelming, so we decided to try and give each of them a unique identity and in the process we added a fourth one, ‘shocked’. Most electric weapons and items will inflict this new shock DoT.
  • Shocked: deals damage over time to the target and all nearby targets, but it doesn’t spread on death like poison does.
  • Bleed rework: Stack enough bleed status on a target and the damage left is instantaneously dealt at once.
  • Poison rework: Upon an affected enemy's death, spread the poison status with reduced damage and only for the remaining duration.
  • Fire non-rework: Untouched, because fire was already perfect ;)
Difficulty progression

The difficulty curve between Boss Cells has been smoothed out, so difficulty spikes should be less of a problem. Yes, 2BC shouldn’t beat you up and take your lunch money anymore, well, not as much anyway.
We’ve also tried to make 0BC more challenging so new players learn more of the combat styles and to let them collect more gear/runes before progressing to the next difficulty level. Basically we want to stop them beating the 'tutorial' too quickly and then just getting smashed.

Damage mutation rework

Damage mutations (those who give a bonus DPS to your attacks) suffered from poor scaling, making them extremely useful at low difficulties while being less and less useful as you progress through the game.
To remedy that, we changed their effect from a bonus DPS to a bonus % of damages. This means that everything that boosts your attack (item level, item rarity, affixes, etc.) will synergize with those mutations.


For example, the Combo mutation used to work like this


And now it works like THIS


And finally, maybe the most important change of all:
  • Added an option to display or hide the Seed information above your minimap.

The full list of patchnotes is here, just be warned that it is pretty long so maybe get a snack before you dive in!

Thanks for the continued support and please leave any feedback in the comments here or over on our various channels like Discord or Reddit, the links are just below if you're interested :)


Cheers,
Matt, EE & MT


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