- D U P L E X - bmx!11 P R O U D L Y P R E S E N T S Dead Cells Update v1.10 Date : 08-2020 Languages: 9 Subs Platform : PS4 FW 6.72 Genre : Action Release Info: Dead Cells puts you in control of a failed alchemic experiment trying to figure out what's happening on a sprawling, ever-changing and seemingly cursed Island. Immortal but crippled, your last resort is to take over bodies in order to move, explore... and fight. While you may well be immortal, the corpses you possess are not. Each time your host is destroyed, you will be sent back to the dungeon to find yourself a new one and start again... Experience a Roguevania, mixing an interconnected world, branching paths and unlockable skills with the constant adrenaline-pumping threat of permadeath. No checkpoints. You either vanquish the final boss in one go or you try again. However, you keep some of your progress for successive runs new paths you've unlocked, access to new levels, mutations, abilities and weapons. Tough but fair combat, responsive controls, challenging foes, and of course, the emergency panic roll to get you out of trouble make for a visceral and cathartic action game. Release Notes: CUSA10484 v1.10 Subtitle languages: English, German, Korean, Traditional Chinese, Italian, Portuguese (Brazil), French, Spanish and Turkish. Changelog: v1.10 Several bugfixes. v1.09 7 new weapons were added: one for each of the five bosses of Dead Cells, one for a certain really challenging fight, and a mystery one. 6 new mobs, thematically tied to the bossed as the new weapons. When locked, the Rampager will now launch her attacks without waiting to be in range of the player. This will prevent cases where she will go on rampage, get locked, then attack the player without warning as soon as they get close. Increased level of items from Cursed Chest and Legendary Altar by one. Community suggestion One-time damage buffs (from Grappling Hook and Counter Attack affix) don't trigger on some minor damage dealt (arrow affixes, grenade affix, Crossbow hook, Phaser, Grappling Hook itself). Community suggestion Disengagement now removes all poison on the beheaded when it triggers. Poison will no longer kill you, but bring you down to 1HP instead. This will prevent some deaths that could feel unfair while still being pretty threatening. Valmont's Whip is now a Brutality/ Tactic weapon instead of Brutality/ Survival. It's survival scaling was justified back in the days when it was quite a slow weapon. It's not the case anymore, while a good positioning (a staple of Tactic gameplay) is still required to get the most out of the weapon. Community suggestion Grappling Hook is now Tactics/Brutality instead of Tactics/Survival as being well positioned is needed to optimally using the weapon, but it fits the brutality playstyle more than the survival one. Magnetic Grenade is now a Brutality/Tactic weapon. Keep your foes from approaching while your turrets shred them. Knife Thrower has been taken out from the ramparts to reduce the number of range enemies, from Clock Tower to reduce the number of invisible enemies and from Toxic Sewers where the knife thrower was redundant with the Scorpion (samey kind of horizontal range, invisible). Inquisitor has been taken out of the Cavern (redundant with its three-hands bigger brother Arbiter). v1.08 We nerfed arbiter! And locked them up in the Cavern in all difficulties, for good measure. New mob: the Rampager. Think Zombies, but deadlier. Thunder Shield rework Elite rework: removed minions, removed the bump when the Elite enrages, weapons and Activables dropped by Elites always have a starred affix. Two new Brutality mutations: Adrenalin and Frenzy! Major balancing content, with many of the community suggestions taken into consideration. Legendary altar can no longer spawn in front of doors. Fixed an elevator not going high enough in Astrolab. Fixed a small gap sometimes appearing in Cavern entrance. Fixed meta settings being ignored in [Custom mode]. Speciality shop, random equipment at the start, etc. Fixed attack indicator on slowed ennemies. Fixed Hayabusa boots range on the last hit. Did you know that it used to push everyone in the level? Yeah, we didn't either. Fixed the cooldown for the Owl being inconsistent. Fixed turrets shooting at Giant's hands after its death. My immersion! Fixed Failed Experiment hitbox and hurtbox. Fixed some walls with auto-rectractable spikes being climbable. Fixed Cells and Golds pickup dropping on ground when performing some actions. Fix Legendary Altar dropping into spikes when spawned on collapsable ground. Fixed Bomber hitting you through walls. This fix only concerns the melee sword strike, the flight patterns and dive attack are meant to go through walls. Fixed a [Custom Mode] bug on the item quality setting. Malaise damages no longer kills cursed hero. Fixed reforging an activated legendary Great Owl of War losing the legendary quality. Fixed Flawless icon staying indefinitely if you drop the weapon. Fixed Stomper, Bomber and Rampager following you around even when you are invisible. Fixed a hole in a platform creating wall runes in the ground. Fixed some archs not displaying correctly on prison roof. Cleaver no longer applies bleed effect on bubble-shielded enemies. Legendary Cursed Sword can now have a Survival scroll. Magister of Death no longer has a seizure when you teleport near it. Bats (Kamikaze and other flying critters) no longer aggro through walls. Beating the Giant now grants you 30 cells. Fixed Shield Bearer dealing damages when stunned. Fixed some lore rooms never appearing in Astrolab. Fixed a challenge room being impossible to finish. Fixed Cavern sometimes generating an unescapable corridor under entrance bridge. Lantern are now spawned in multi-treasure rooms when the Darkness modifier is active. Improved light generation in Forgotten Sepulcher. Inquisitors are making their comeback into higher difficulties (3BC +) to fill the lack of long-distance shooters let by the Arbiter's retreat into their original lair. A few more change in the bestiary of some biomes have been done to make it more consistent. Details below. Prisoners' Quarters: Inquisitors added to BC3+, Rampager added in BC4 and BC5. Toxic Sewers: Scorpions added to BC3+, Grenadiers added in BC2 and BC3, Zombies replaced by Rampager from BC3 to BC5. Ramparts: Inquisitors added to BC3+. Stilt Village: Maskers replaced by Knife Throwers from BC1 to BC5. Rampager added on BC3+. Slumbering Sanctuary: Inquisitors are back in BC3 (but not in BC4 or BC5). Zombies removed from BC3. Knife Throwers removed. Grenadiers added to BC1. Clock Tower: Inquisitors are back in BC4+, Bombardiers added in BC3+. Castle: Inquisitors added in BC3+. Inquisitors return and Rampager arrival to Prison Quarters made the first level of Dead Cells one of the hardest of the whole game, so we tweaked the density and variety (added base zombie until BC 5) to made it easier. Version 1.3.6 v1.07 Fix a crash on startup when launching after custom games are unlocked and custom game menu has been visited v1.06 Fix a crash on startup when more than 8 save files are present (including custom game presets) Added all changes history v1.05 2 new levels 2 new bosses A new shiny Skinning system was added to the game, giving you access to more than 50 new character outfits. new enemies types were added to the world! new skills. new weapons. A new cursed gem might now drop from enemies that will grant tons of gold, but also curse you. [Custom Game] Added an option to let the fountain always available in BC 1 and + (but will lock trophies) The Custom Mode is now unlocked by beating a mini-boss in Prison Roofs. Food drop was rebalanced The Legendary Forge gameplay was updated Brutality mutation added Decreased every mob tiers in BC1, BC4 and BC5. Other difficulty levels (including BC0) remain unchanged. Added the Mirror: this item, once unlocked right after the Specialist Showroom, will help you for blueprint hunting Heavy weapons (ie. slow but powerful weapons) have changed. They have unique affixes that will increase their damage, give stun effect or area slow-downs. Attacks done with heavy weapons can no longer be interrupted if you get hit by an enemy, except if this enemy stuns you. Full Malaise will now leave you with ~10% HP max. It will no longer kill you directly. Tactics builds now have slightly less HP at higher levels, while Brutality will get a little more HP. New FrontLine Shield which is a Survival/Brutality shield Increased overall player HP. Dash shield velocity no longer reduced when hitting breakable props NutCracker no longer removes stun/root/frost when it deals a critical hit. Blueprints dropped by the Hand of the King will now be unlocked immediately, as you pick them (there's no Collector shop behind him). Decoy explosion now creates multiple small bombs. Hero pets should now attack invisible enemies if their invisibility is temporarily suspended. The Purulent Zombie in graveyard now has a whole new gameplay. The Purulent Zombie in sewers now has a whole new gameplay. Legendary altars can no longer shield elites. Elite "Cage" skill is now slightly larger but also inflicts slightly more damage. Flask refills bought from shops received a permanent 40% discount. Mobs will now be locked for a longer time after a BC4 teleportation. Mob teleportation now interrupts elite skills like "Cage" or "Electric Field". Elite skill "Cage" can no longer charge if the mob can't see the player. The elite skill "Electric field" now lasts 0.5s instead of 1.5s. Reduced the "+" rank at the Legendary Forge. Ice Shard now has a limited amount of ammo that refills quickly after a short period of time. Valmont Whip now has a much larger hitbox, making crits easier to happen. It also no longer locks your controls after an attack. Death Orb twice lasts twice longer against enemies before exploding. Ammo +1 affix no longer exists as a normal affix. It can still happen on legendary Boomerang. Enemies in BC4 have a much shorter aggro range. Arbiters can no longer teleport in BC4. Reduced a lot aggro distance for many elite mobs. HotK no longer drops ammo stuck on him when using its own stomp attacks. You can now exit a level even if there are enemies nearby. Damage from the Retaliation affix on Talismans can no longer be blocked by a Shield. Dead Inside mutation now increases your Malaise limit. Tainted Flask mutation now grants you a Malaise immunity for a few seconds when you use a healing flask. New Melee mutation Nerves of Steel now has 4 ammo instead of 6. Necromancy mutation now reduces Malaise infection when killing elites and bosses. Bleed, poison and fire DoTs can no longer interrupt enemy attacks. Death Orb now inflicts enough total damage to kill multiple enemies in most levels. New rare weapon affix: "the victim emits a toxic cloud on every hits". BossCell 0: balanced all enemy tier. BossCell 1-2: enemy tiers before Black Bridge are lower, while the ones after and before Castle are slightly higher. Fixed insane Cavern difficulty. BossCell 3-5: decreased many level enemy tiers, especially before Black Bridge. Fixed insane Cavern difficulty. New item: remedy that reduces Malaise level. Tainted flask mutation now refills 1 flask unit if it's empty and you kill X elite enemies. This X scales down with your Brutality. Soldier Resistance mutation now limit your Malaise increments to 1 unit every 1.2s. You can't received more than 1 Malaise infection marker every 0.35 sec. Decreased What doesn't kill me heal values. Some very specific weapons are no longer affected by the Ammo x2 mutation Extended Healing now heals 85% HP in 15 sec, it adds extra dmg during that duration. It gives a chance to drop a small Malaise remedy when killing Elites. Parry and Punishment are no longer Tactic shields. Updated the Hayabusa Gauntlets: they now inflict critical hits if the target has 40% HP or less. Balanced Blade will now have increasing damage as long you continuously hit something. It deals Critical hits after 10 hits. Meat Skewer now performs 3 dashes in a row that pierces enemies in front of you. Bosses & Elites will now get more life in higher difficulties. Poison, bleed and fire no longer trigger the free shield related force-field. Rapier now inflicts critical hits after a shield parry. Added random items as rewards for some puzzle rooms containing blueprints you already have. Enemies protected by shields can't teleport. Balanced Pyrotechnics damage. Hayabusa boots will now inflict extra damage to enemies pushed against a wall. The bump effect on last hit is also slightly more powerful. Greed Shield now drops higher rewards if you own less than X gold. This number scales with your stats. Hokuto Bow can no longer be affected by the Ammo x2 mutation. Ammo stuck on Conjonctivius will now drop during its invincibility phases. Fixed some incompatible shield affixes Shield bearer enemy is no longer stopped by cute worms or turrets when charging. Explosive Crossbow is now about twice faster but has limited ammo. Its damage & stun ability were balanced accordingly. New lore elements were added all around the world. Toxic Sewers now have 2 cursed chests instead of 1 at BC4. The exit to Ancient Sewers in PrisonDepths is now right before Ossuary exit. 2 new keys were added to Prison Depths. New special rewards were added at the end of the Ancient Sewers. Fixed dead-ends without teleporters in Ancient Sewers. Removed many useless empty corridors in Ancient Sewers. Fixed lore rooms generated before the middle gate in Fog Fjord. Fixed trapped player in Sewer transition level if he doesn't have a spider rune. Food shops no longer have a useless Reroll option. Removed Cursed treasures from prison depths. Fixed Ancient Sewers generation errors. Fixed Graveyard generation errors. Fixed lore rooms building in unfortunate locations in Stilt Village Added some spikes on walls in Conjonctivius lair. Updated Slumbering Sanctuary level generation: fixed some issues with paths from entrance to exit being way too shorts. Camera follow speed slightly increased Invisible mobs now appear with more clearly when their invisibility is suspended. Their HP bar will also be visible. Improved legendary forge locked message The Ossuary Entrance hab been pimped! Added a new cool Hand of the King death cinematic. BC4 mob teleportation now displays briefly a "ghost shade" of the mob who is about to teleport. Cinematics now properly interrupt player held attacks. Enemies should no longer spawn behind secret passages walls. Added an ingame message when Malaise infection is reduced by a player action. Invisible enemies will now become briefly visible if they use an attack or skill. Fixed Hayabusa Boots & Gauntlets animations. Fixed What doesn't kill me description: it only works when parrying a melee attack. [Custom Game] Fixed fixed seed. Hero worms should no longer attack doors. Fixed abnormal CPU usage on some items. Thornies are no longer allowed to teleport while rolling over your face. Minor CPU optimizations with some weapons & mobs. Fixed homunculus not coming back when Conjonctivius becomes invincible. Better "in danger" detection. Fixed a bug that did reset item cooldowns for no reason, specifically when picking other items. Fixed few exploits with ParryShield. Fixed an exploit with all shields that allowed control-lock canceling by using dodge while holding the shield up. Kicking away a grenade from a Bombardier BEFORE it explodes will no longer generate 3 smaller grenades. The Crusher now has gravity. Fixed ""! missing on Lancer Fixed the control lock duration after using a shield. Kamikaze bat no longer triggers Necromancy. Fixed incorrect affix description "Bleed on parry". Killed tentacles that could remain in the level after a Conjonctivius battle. v1.04 Fix potential crash when trying to continue a game from version 01.02 v1.03 Important features - A vast number of items have been updated to make them more useful or powerful. The idea here was to make many "auto-recycle" items much more interesting. - New custom game mode released! You can now customize your runs the way you want, like unlocking/relocking items, enabling special gameplay adjustments, changing rules etc. You are under control, have fun:) - Homunculus skill has been vastly improved: you can now grab your own turrets, cancel a grab, it deals more damage, breaks invisibility etc. - Most mutations have been reworked & balanced in order to make some of them more useful. See other notes for more details. - The "mob auto-scaling" mechanic has been removed completely. All the levels now have a fixed "difficulty" that won't adapt to you in weird ways anymore. This affects the game in the following ways: - in 0-cell mode: things will be a little bit easier (just a little bit) - in 1 & 2-cells modes: difficulty is roughly the same as before - in 3 & 4-cells modes: you'll have to be really careful to be properly equipped before getting to late levels (picking cursed chests scrolls is highly recommended) - All the cooldown reduction mechanic has been redone from scratch. The mutations that granted free CD reduction (for active skills and grenades) were removed. They were replaced by 4 new mutations to give you new active ways to reduce your skill cooldowns: by killing enemies in close combat, by killing at distance, by parrying and by dealing critical hits. - Bosses no longer drop Legendary items, but 1 weapon and 1 active skill instead. Legendaries are now "world drop", so you may encounter them when killing mobs or on the new "legendary altars". The level generator has also been adjusted to ensure you find a "Legendary Altar" in most of your runs. You may also get legendaries as rewards of advanced challenges, like beating a boss without getting hit. - Damage Reduction has been heavily reworked. Most items no longer grant DR anymore, their power has been increased as a compensation. Damage Reduction is not a mandatory strategy anymore and the whole game difficulty has been rebalanced accordingly. - You can upgrade the Forge with the Collector and unlock the ability to upgrade an item quality more than once. - Balanced the way money profits/costs scale on higher difficulty settings. Costs now scale faster than profits. Also, Recycling profits are no longer based on the the buying cost of the item, but on its reselling value, which scales slower (TLDR; recycling no longer breaks the whole economy). - New secret holes can now spawn below your feet. Pay attention to hidden runes in the ground and use your stomp move to break them! - Most mobs in 4-cells difficulty are now more aggressive: they can teleport, they have a better detection range and they cannot be distracted by deployed traps. - New challenge doors in transition levels will require you to kill X enemies without getting hit in a row. Their rewards are equivalent to Timed Doors. Note you can get hit before or after a serie of X kills, this won't invalidate this challenge. - New challenge doors after bosses will grant Legendary items if you kill a Boss without getting hit once. - Timed doors have all been moved to transition levels. They now offer a multi-purpose reward instead of Scrolls. You can now choose 1 reward for free among 3 (picked among weapons, skills and talismans). Their quality level (+/++/S) is guaranteed, based on the current difficulty setting. - Healing items (Tonic) & mutations (Necromancy, What doesn't kill me) now heal a percentage of your max life, and this percentage scales with your stats. - Elites enemies have been reworked. All of them will now have an additional random elite skill in addition of all their normal skills. Expect many different things, from lightning walls, clones or shield pylons. - Killing a mob while the homunculus is stuck on it no longer triggers the homunculus skill cooldown, allowing you to use constantly, as long as your target dies. If you recall it before the enemy death, it will trigger the penalty cooldown. - The Achievements are now visible ingame! - You may now find Legendary Altars in some levels. They grant you a legendary item but you'll have to kill all the nearby enemies first. - Fighter Endurance is a new mutation that increases your HP by a percentage which scales with your Brutality. - Upgrading items in Forge now costs a fixed flat price that doesn't scale with difficulty. Upgrading "from ++ to S" for example should now be more affordable in BC3 & BC4. - The Homunculus will now retract if it touches traps like Spikes. - The 5th money blueprint is now available ingame. - The way the player's HP scales has been vastly rebalanced for Brutality and Tactic. You should have much more HP at higher levels, preventing from being one-shot (if your build is balanced). Brutality used to give extra HP until level 14, it now caps at level 45 (30 for Tactic). - Increased HP given for each scroll you pick. The new values are +60% HP for Brutality, +50% HP for Tactic and +70% HP for Survival. - 3 shields are now Survival/Tactic: Punishment, Parry Shield and Knockback Shield. Balancing - Electricity based weapons now deal critical hits if the target is standing in water. - Elite sidekicks mobs can no longer be grabbed by Homunculus - Increased (a lot) Homunculus DPS - Using the Homunculus now breaks invisibility - You can recall the homunculus when stuck on an enemy - Fixed Homunculus enemy grab distance - Pushing a grenade with a shield no longer triggers the "lock penalty timer" of the shield. - Pushing grenades lying on the ground using the Parry Shield now properly creates additional bonus grenade. - Magnet grenade deals electric damage (crits in water) - Countered bullets can now fly through walls if the countered bullet does. - Countered bullets now pierce first enemy. - Player Turrets no longer block enemy bullets. - Fixed elite Inquisitor wake distance (at last!) - Homunculus can now climb ladders. - Countered bullets will now go back to the enemy that sent it (yes, we're looking at you, Inquisitor!) - Fixed Lightning Whip not dealing electricity damage in water - The frontline shield (which won the "Most useless thing" award in 2017) has been updated. It can now be holded to grant invincibility, but this ability needs to be recharged (using parries or just waiting). It's no longer a zombie blueprint. - Vampirism has been redesigned: it now causes bleeding to all nearby enemies and you get free healing when you kill them. It recharges when using your potion. - Tonic recharges when using your healing potion. It's blueprint requirement was removed too, so it's available very early in any new game. - Partial hits (like the ones you get from blocking instead of parrying with a shield) no longer give you Infection markers. - Spiteful sword no longer stun enemies if the attack wasn't successful (eg. hitting a shield) - Added and fixed scores on some monsters for Daily Run Mode - Homunculus comes back to you if your main body gets hit. - Fixed elites level - Legendary items rerolls at the Forge are now much more expensive, as expected. - Balanced refine/reroll costs for most items at the Forge. S-tier items cost much more gold in the Forge. - Ice Crossbow now has a much higher shooting rate but its range has been decreased. - Almost tripled the pickup distance of some precious rewards (gold teeth, gold cells etc.) - Removed incompatible affixes for the Frantic Sword (like "moar damage when full life"). - The Electric Whip has been updated: it deals more damage and has a 3-steps attack sequence. - All gems are now automatically picked up as you walk past them. - Poison cloud now scales damage instead of giving damage reduction. - Shields no longer grant damage reduction. Parry damage has been increased for many of them. - "Combo" mutation deals much more damage but lasts less time. - Vengeance mutation now reduces damage taken by a fixed percentage after getting hit. - YOLO mutation now locks its mutation slot if it was consumed (you cannot remove it). You can still remove it if it wasn't used. - You don't get any healing from food when you have the "Dead Inside" mutation. - Increased damage reduction on "Tough Nut" mutation. It now grants you a move speed buff when you get hit by a trap. - "Ripper" mutation now removes up to 3 arrows from enemy's body, dealing damage for each arrow. - The "Melee" mutation lasts a little bit longer if the conditions are not met anymore (2 mobs or mob around you). - New perk reset costs (very cheap on first use, very expensive for all the next ones). - "Gastronomy" mutation now grants a DPS buff when you recycle food. This buff lasts 5 min and stacks. It still increases food efficiency if you eat - "Counter Attack" mutation deals almost twice more damage. - Cluster bombs spread much farther and each sub grenade deals more damage. It also has a slightly higher attack breach chance. - Oil Grenade now applies oil on twice larger area, and it lasts longer. - Ice Bow now deals more damage but its freeze duration is now 0.5s. This weapon is meant to be an long-range "interrupt" weapon. - Fire grenade now scales its damage with the item level and no longer grants damage reduction. - The Boomerang weapon now goes through all enemies, making it much easier to play. It no longer crits, but its damage were been increased accordingly. - You may now drop a temporary "increased cell drops" bonus from enemies. - Affixes like "Shoot an arrow in front of you" or "Throw a grenade" can no longer interrupt enemy attacks. - Nut Cracker no longer stuns enemies but deals critical strikes to frozen/stun/rooted enemies instead. - Doubled Spartan Sandal knockback power. - Swarm Grenade now invokes 2 minions but can be repeated to have up to 8 minions. It now has a 1 sec cooldown. Minions last much longer, and disappear if they are too far from you. - Alienation mutation now increases the number of enemies you have to kill by +50% - Acceptance mutation now inflicts Curses when you eat food. - Cursed Items no longer have a "+20% dmg taken" penalty (which never actually worked anyway, thanks to a bug). They are now always "++" tier and Colorless. - Increased Alchemic Gun attack speed (the DPS didn't change). - Toxic Cloud is now an "acid" cloud that inflicts bleeding and poisoning. It lasts twice longer. - Elemental affixes (ie. "extra damage on fire/bleed/poison") have been balanced. Fire got nerfed. - Sadism mutation was removed. - "Open wounds" is a new mutation that inflicts bleeding on every critical hits you deal to enemies. - You can no longer use your Homunculus while cursed. - Pyrotechnics weapon deals less damage and has a slightly longer initial casting time. - Fire Blast weapon description has been updated and its range has been increased. - Oil disappears more quickly on burning enemies. - Punishment Shield deals more damage and repels + stuns nearby enemies. - Death Orb now explodes after a specific amount of damage dealt, or if the player is too far. - Slow-down effect after freezing now has a diminishing return limit (ie. it no longer works after X uses on the same enemy). - "Long Slow-down after freeze" affix now is 2x longer instead of 4x. - Lightning Bolt weapon can now be held beyond the overflow limit. You'll just take damage as long as you hold it. - Death Orb no longer has a "rally effect" (recover recently lost HP). - Frost blast now has limited ammunition that automatically refills over time. It also has a slightly longer recovery time. - The speed buff you get from killing enemies is now twice higher and lasts slightly longer. - The Grappling Hook now adds a percentage based damage buff that scales with your stats and stuns the victim on your first attack. - Polished and balanced the Time Keeper! Will be more difficult to beat! - Balanced some item prices. - Spartan Sandal has a much faster casting time and now has a 3-steps attack sequence. The last attack ignores most knock-back resistances. - The Rapier "crit window" lasts longer after a roll, allowing for more critical hits if you're fast enough. - Repeating Crossbow now roots enemies and has 4x more ammo. It inflicts critical hits to rooted targets. - Repeating Crossbow is now a Tactic/survival weapon - Increased quality level of all items in shops. - Reduced "extra damage on slowed down target" to 25% - Fixed item duplication exploit. - Blood Sword bleed lasts much longer but inflicts less damage. - Increased Hand of the King root resist. - All the unused cells you have with you after you beat the Hand of the King will drop in a bag at the beginning of your next game, in the Prison. - Slightly increased Heavy Turret damage. - Increased Powerful Grenade damage so it's now actually much more powerful. Its cooldown was decreased. - Infantry Grenade has a lower cooldown. - Added "Bleed on parry" affix. - The BroadSword now inflicts critical hits on 2nd & 3rd strikes. - Balanced Blade has almost no chance to interrupt enemy attacks (ie. stagger). - Elite sidekicks no longer stop arrows. - Boomerang can no longer receive "Ammo +3" affix. - Decreased Cudgel damage. - Spiteful sword now deals critical hits if you're cursed OR if you got hit up to 8 sec ago. - Acceptance mutation now inflicts 5 curses when eating food. - Prevented some affixes to be added to skills with very short cooldown (ie. Swarm). - Corrupted Power cooldown was halved. - "Bow & Endless Quiver" now deals more damage and inflicts a critical hit on last arrow. - Quick Bow deals more dmg for critical hits and has 1 extra ammo. - Duplex bow now shoots 3-arrows at a time and is considered a Tactic/Survival weapon. It's slower, but deals more damage. - Decreased Fire Grenade cooldown. - Decreased Explosive Decoy cooldown. - Decreased Lacerating Aura cooldown. - Decreased Wings of the Crow cooldown. - Dead Inside mutation now increases your HP by +50%. - Mobs attacked by the Homunculus will now aggro the hero in BC4. - Impaler spear now has knockback effect when hitting enemies. - Infantry Grenade now deals about twice more damage. - Beating the HotK is now rewarded with cells. - Fire Turret cooldown is now twice shorter. - Phazer cooldown was reduced. - Wave of Denial is now twice more powerful, its cooldown is twice shorter and it can repel enemy bullets. - Lacerating Aura can no longer interrupt (stagger) enemy attacks. - Lacerating Aura has a shorter cooldown and a slightly larger area of effect. - Limited the frequency of scrolls on mobs. - Fixed DashShield not properly stopping Thorny mobs when they roll over your face. - Punishment Shield inflicts damage to nearby enemies when blocking arrows or deflecting bombs. Its damage was slightly increased. - Player's diving attack no longer stuns enemies if they are under a full shield protection. - Ice Shard weapon now throws 3 grenades at a time, is twice faster and slows down enemies for twice longer. Level design - Scrolls lying on the ground should no longer be too close from each others in levels. - Updated Roofs & Clock tower for speed runners. - Added a connection between Prison Depths and Ancient Sewers that requires 1 activated boss cell. - Sepulchre now has 5 triple scrolls and no doubles. - Ancient Sewers now have 4 triple scrolls and no doubles. - Cemetery lost 1 triple scroll. - Added 3 boss-rune locked doors to Fog Fjord village. - Added 2 boss-cell locked doors and a few extra stuff in Ancient Sewers. - Removed many rooms from Ancient Sewers to make it shorter. - Minor balance adjustments in Prison Depths. - Rooms added for Ossuary and The promenade of the Condemned - New traps added in secret portals! - Triggered doors now open almost instantly when walking on a pressure plate. - Minor level design fixes - Added permanent lights near boss-cell locked doors in Sepulchre. - Spikes in the Throne room now retract after the HotK combat. - Sewer rooms have been updated: the sewers are now narrower Graphics & UI - Lightning Bolt color feedback is now more legible. - The forcefield wall fx (the one surrounding some bosses) has been updated & optimized - Pause & map are now available in Homunculus mode - Added cooldown feedbacks to homunculus skill (hero eye changes color) - Fixed blood shield showing an area effect on blocking instead of on parrying only. - Added a feedback to invite you to choose a item to replace - Some polishes on Pause and HUD: you can now see if an item is a colorless or legendary, and see what tier is used for it - Fixed boss lifebar weird resizing - Some little UI fixes - Bats position on ceil has been improved - Pendulum can be tingled by bullets now. - Added cell animation in Collector UI - Improved camera during Boss Battle - Added a label in Save UI to know if these are from the Early Access. - Clock Tower: fixed color doors and polish in background - Cursed Treasure have now a background + the treasure color in the map - Added various feedback on various UI window - Added a fourth panel in GameInfos to show the current gameplay modifiers - You can no longer access to superior forge rank if you don't have the required boss cells. - The door behind the Guillain's Mutation shop now shows a better explanation if you try to open it while it's locked. - "Nerves of Steel" bow and "Boomerang" skins have been updated. - Updated some confusing translations ("victim burns", etc) - Fixed Hayabusa Gauntlets description. - Added a limit to the "critical hits" related screen flashing. - Made many cinematic animations (like teleporting, or crossing doors) a little bit faster. - Added "Resist" feedback on mobs that can resist to all slow-down effects (ie. Hand of the King) - Fixed Twin Daggers damage in its description. - Weapons that have unconditional critical hits (like Twin Dagger or Broadsword) now only show a single DPS value in their description. - Long-press feedback (like when recycling items) now shows up on top of everything. - You can now break hidden wall blocks using the "Activate" button/key (useful if they are difficult to hit with your current weapons). - Removed blood fx for critical hits on background props. Bug fixes - Ammo stuck on Hand of the King now drop if he jumps. - Fixed Hand of the King attack that did damage the player before the animation actually hits. It also no longer hits player if he's behind the boss on 3rd strike. - Fixed Hand of the King issues with Bear Traps. - Lightnings generated by an affix no longer hit nearby doors. - Fixed Infection reset exploit during loading screens. - You can now sell an item directly from a dual altar. - Fixed crash after reloading a game during a Gameplay Twitch vote - Oil Grenade now applies oil on its target properly, even if the target was already burning. - Deflecting a grenade with a shield now properly triggers shield "on successful parry" effects (if they can apply), and it no longer locks player controls for 0.5s. - The Hunter Grenade no longer has any gameplay affix. - Ally worms no longer attack doors - Fixed bullets through walls exploit - Homunculus attacks can no longer be blocked by shields. - Fixed multi activating item with one activate button push - The Collector door will automaticaly open if you have nothing to unlock - Fixed blueprints not showed in Collector UI the first time - Fixed gastronomy mutation description - Fixed PoisonSkin affix (poison enemies if you receive dmg) affecting mobs that shouldn't be affectable. - Boss Cell should no longer drop in spikes after HotK combat. - The first bomb (that splits into smaller ones) thrown by the Grenader enemy now properly inflicts damage. - Fixed small grenades from Grenader mobs that couldn't be countered. - Wrenchip whip no longer ignore shields on 3rd hit (it's a kick, not a whip hit). - Fixed Elite Archer asynchronous attack anim. - Fixed asynchronous animations when a mob is slowed down (using frost weapons for example). - Fixed Wave of Denial being sometime resisted for no reason. - Fixed enemy bumps (like using Spartan or Wave of Denial) being resisted for no reason. - Fixed Spartan boots hit box (not hitting enemies that are too close from you). v1.02 Added an option to have legacy fonts. Added an option to change button binding for "leave/get back in body". Overall performance improvement. Fixed successful daily run counter. v1.01 Added support for simplified Chinese. Added support for Japanese. Notes: In order to play our rips you will need : - a PS4 with Firmware 6.72 - a computer to run the PS4 Exploit Host : https://github.com/Al-Azif/ps4-exploit-host/releases How-to: - Unpack PS4 Exploit Host on your computer - Configure your PS4 to use your computer's IP as DNS servers - Format your USB drive/key to exFAT - Copy our .pkg file to the root of your USB drive/key - Plug your USB drive/key to one of the USB ports of your PS4 - On your PS4, go to 'Settings', 'User's Guide' - Start current HEN exploit - Go to Debug Settings / Game / Package Installer - Install our .pkg and start the game - Enjoy ! Enjoy This Fine DUPLEX Release bmx!
Registrierte Benutzer können Text-, Hintergrund- und ANSI-Art-Farbe individuell anpassen!
Dead Cells ist ein „Rogue-lite“, von „Metroidvania“ inspiriertes Action-Plattform-Spiel. Du erkundest ein weitläufiges Schloss, das sich stets verändert ... vorausgesetzt, du schaffst es, dich in Sch... weiter...
Hast du das verstanden? Ja! | Nein!