Update v1.9.0 (alpha)


Important features

Economy rework

  1. It has been brought to our attention several times (and, frankly, we knew already) that the economy in Dead Cells was... peculiar. While everything seemed to be fine at low difficulty level, it got worse and worse in high BC, where if you wanted to buy healing you would have to basically never spend any gold on anything else. So to fix this we implemented several changes, small and big, some among them will be detailed later in this patchnote.

Here’s a short list of what changed

  1. Gold scaling is gone, long live small numbers!
  2. A good amount of items had their price changed.
  3. To replace gold scaling, gear price now goes up with item level.
  4. Refining and affix reroll costs have been changed.
  5. Shop categories are now stats instead of equipment type.
  6. Shop reroll is now free, but makes items on sale pricier.
  7. Gear qualities and damage rework.
  8. Bonus stats have been removed from ++ and S gears, but to compensate new scrolls have been added in biomes, enemy damage has been reduced, and gear damage has been changed to increase with item level.
  9. This change was implemented to give back some importance to gear level, and in pair with the economy rebalance give you more opportunities (and an incentive) to switch gears during your run.

Weapon rework

  1. Following the extremely succesful weapon popularity poll, we tried to give some love to the less liked weapons and slightly nerfed the most effective ones.
  2. The aim is to open up a wider range of builds, while not sacrificing what made meta builds fun.
  3. Most of the changed consist of slight number tweaks, some are more profound reworks but there is one notable exceptions:
  4. All Crossbows (with the exception of Sonic Crossbow which is now named Sonic Carbine) are now two-handed weapons and Survival only.
  5. Multiple-nocks Bow, Marksman’s Bow and Nerves of Steel are now Tactic only and have been buffed.
  6. These weapons never really shined in Tactics because there are few reasons to use take in in a Tactic build rather than in a Survival Build. And we were forced to make them less efficient than other pure Tactic range weapons to balance for the dual-scaling.
  7. With the 2-handed weapons becoming part of the Survival identity, it felt only natural to increase the efficiency of these weapons to make them better on par with the other choices, and to make it pure Tactic.

New DoT: Shocked and DoT reworks

  1. All damage over time statuses seemed to blend together a bit too much for our taste. We decided to try and give each DoT a unique identity, and added a fourth one, shocked, in the process. Most electric weapons and items inflict this new shock DoT.
  2. New DoT, Shocked: deal damage over time to the target and all nearby targets.
  3. Bleed rework: Stack enough bleed status on a target and the damages left is instantaneously dealt at once.
  4. Poison rework: Upon death, propagate the poison status with reduced damages and for the remaining duration.
  5. Fire un-rework: Untouched, because fire was already perfect.
  6. Also, all affixes giving bonus damage on an enemy with a specific status have updated values.

Damage mutation rework

  1. 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.
  2. To remedy to that, we changed their bonus from a bonus DP to a bonus % of damages. This means that everything that boosts your attack (item level, item rarity, affixes, etc.) will synergize with those mutations.
  3. Impacted mutations: Combo, Vengeance, Tainted Flask, Support, Tranquility, Gastronomy, Extended Healing.
  4. Changed and increased the initial pool of mutations.

Balancing

  1. All bonus damage affixes’ chances of being generated have been lowered - with the newest addition, every item felt like it had 3 or 4 DoTs status synergies, making it feel like there is no point in building your build around.
  2. Gold scaling has been removed from the game. While it’s less impressive to gain 500 gold than 42345, it’s also more easy to grasp. And more importantly: this makes our work waaaay easier to fine tune the amount of gold generated in a level.
  3. Shop Reroll is now free, and the limit has been increased to 5 times. Every time you reroll though, the price of items available in the shop is increased by 40% of their base price.
  4. Many items’ base prices have been changed. The changes might not be completely apparent at first glance, as the scaling heavily modified the prices anyway, but here’s the list of items which prices changed.
  5. Items that had their price raised: All healing items, Powerful Grenade, Fire Grenade, Heavy Crossbow, Explosive Crossbow, Repeater Crossbow.
  6. Items which prices have been lowered: Stun Grenade, Giant Killer, Ice Armor, Ice Bow, Long Bow, Sonic Carbine.
  7. Legendary Weapons no longer give scroll and give less bonus damage than before. That’s not permanent - we just haven’t decided on how to balance them yet.
  8. As mentionned above, enemy damage has been decreased to make for the loss of gear scrolls at the beginning of a run. It’s very much WIP, we will be very grateful to let us know if you think enemies do too much or too little damage. Thanks!
  9. You now get a free amulet at the beginning of a game at BC1+. Most likely subject to changes.
  10. Mobs now teleport to you much faster at BC4+.
  11. Skills no longer proc rally nor cooldown reduction mutations.

Reworked Heavy Crossbow

  1. Now a Survival-only two-handed weapon.
  2. Off-hand instantly reloads your crossbow with a volley of critical bolts.
  3. The hook no longer pierce enemies, even with the "pierce ennemies" affixes.
  4. The damages dealt by the volley of bolts is now capped by bosses damage cap.

Reworked Repeater Crossbow

  1. Now a Survival-only two-handed weapon.
  2. Main hand fire rate has been reduced and now root every 4 bolts. No longer crit on rooted enemies.
  3. Off-hand fires a volley of bolts all at once that inflict critical damages to rooted enemies.

Reworked Ice Crossbow

  1. Now a Survival-only two-handed weapon.
  2. Main hand fire has been mostyl unchanged, except you can no longer charge a volley of critical bolts with it.
  3. Off-hand now fire a long range, ultra-fast bolt with infinite piercing which crits on frozen enemies.

Reworked Explosive Crossbow

  1. Now a Survival-only two-handed weapon.
  2. Main fire has not been changed.
  3. Off-hand is now a melee combo ... with a surprise.

Reworked War Javelin

  1. Pressing the button again teleports you to the javelin.
  2. No longer profits from Ammo mutation.

Reworked Wings of the Crow

  1. Now features up AND down movement. You can run normaly with the power activated, jump again to take flight.
  2. Movement speed is increased while wings are active.
  3. Attacking enemies with weapons inflict new Shock status.
  4. Stomping and dodging no longer cancel the power, reactivate to cancel the power.
  5. Stomping deals extra damages around.

Reworked Tonic

  1. No longer requires a health flask or a level change to use again. Has a normal cooldown instead.
  2. No longer heals you.
  3. Invincibility is much shorter.
  4. Grant a portion of your missing health as temporary bonus health (shield).
  5. Reduce damage taken.
  6. Prevent malaise.
  7. Increase movement speed.
  8. Shorten dodge cooldown.

Reworked Vampirism

  1. No longer requires a health flask or a level change to use again. Has a normal cooldown instead.
  2. Totally scrapped the old mechanic.
  3. Now transform you entire life plus a portion of your missing life into rally. Strike fast to heal yourself!
  4. Reworked Tentacle Whip: added a kick that bumps enemies away when striking an enemy too close for a critical hit.
  5. The goal here is to provide a less clunky chaining when failing to crit.
  6. Buffed/reworked Ice Shards: The aim here is to give ice shard a strong identity of secondary weapon.
  7. Removed ammo count.
  8. Increased slow duration.
  9. Reduced critical damages.
  10. Buff all starting weapons damages (Rusty Sword, Beginner’s Bow and Old Wooden Shield).

Buffed Nutcracker

  1. Increased range.
  2. Reworked model and animations.

Buffed Root Grenade

  1. Increased duration.
  2. Slightly increased DPS.

Buffed Stun Grenade

  1. Reduced cooldown.

Buffed Frost Blast

  1. Increased range.
  2. Remove ammunition.

Buffed Spartan Sandals

  1. Increased hit damages.

Buffed Torch

  1. Increased hit damages.

Buffed Knockback Shield

  1. Increased damage dealt to enemies projected against a wall.

Buffed Crusher

  1. Now slows enemies in its area.

Buffed Spite Sword

  1. Increased damage.
  2. Slightly reduced forward momentum.

Buffed Multiple-nocks Bow

  1. Increased ammo count.
  2. Removed Survival scaling.
  3. Slighlty increased fire rate.

Buffed Marksman’s Bow

  1. Increased ammo count.
  2. Removed Survival scaling.

Buffed Nerves of Steel

  1. Increased ammo count.
  2. Removed Survival scaling.

Buffed Spiked Boots

  1. Reworked animations and hitboxes.
  2. Slight damage buff overall.

Buffed Balanced Blade

  1. Increased critical time.
  2. Increased base damage but reduced damage gained with subsequent hit (the maximum damage stayed unchanged).
  3. Slightly increased breach values.

Buffed Blood Sword

  1. Increased bleeding time.

Buffed Flint

  1. Faster charge.
  2. Larger sparks area upon full charge.
  3. Sparks now ignite oil on the ground.

Buffed Greed Shield

  1. Removed gold cap to receive full gold reward.

Buffed Sonic Carbine (previously Sonic Crossbow)

  1. Increased damage.
  2. Increased range.

Buffed Symmetrical Lance

  1. Increased range.

Nerfed Rampart Shield

  1. Reduced invincibility time after parrying.
  2. Added a FX to warn invincibility ending.

Nerfed Flamethrower Turret

  1. Increase cooldown.

Nerfed Wolf Trap

  1. Reduced root duration.
  2. Reduced bonus DPS.

Nerfed Tick Scythe

  1. Slitghly lower damage.
  2. Taking a hit now cancel the critical chain.

Nerfed Rythm’n Bouzouki

  1. Reduced damage.

Nerfed Quick Bow

  1. Reduced critical damages.

Nerfed Necromancy

  1. Only heals you up to 50% health.
  2. Electric Whip no longer dual-scales with Brutality (pure Tactics only).
  3. Rapier now dual-scales with Brutality and Tactics.
  4. Clock Tower and Foreign Sepulchre number of fragments swapped.
  5. The new Duelist mob in Slumbering Sanctuary has been buffed (breach resistance increased and more hp).
  6. Buffed bonus damage on stunned enemies affix chance.
  7. New bonus damage on immobilized target and bonus damage on electrified (shocked) target affixes.

Level design

  1. Guardians’s (soon to be renamed Oven Knights) density has been decreased.
  2. Ancient Temple bestiary has been revisited to have new mobs in the "sleeping" part of the biome too.

Graphics & UI

  1. Broadsword, Twin Daggers and Bow and Endless Quiver now display a non-critical value in their description to help comparing items.

Quality of life

  1. The Vorpan does not appear for the first few runs, and only appear at one merchant per level.
  2. The very first run through Prison Quarters does not create lore rooms.
  3. Shop categories are now replaced with stats. As the item pool grew, categories made less and less sense. So to make sure the shops you find during your run always have something interesting for you, you can now select Brutality, Tactics or Survival when you have the shop categories unlocked.

Bug fixes

  1. Fixed weird graphical interaction between invulnerable enemies and Crow’s Foot mutation.
  2. Bleed on parry affix forbidden on bloodshield.
  3. Victims burn affix forbidden on Frostblast and Ice.