Our 34th Dead Cells update, "Clean Cut" is live!
- Added Sewing Scissors weapon that scales with Survival and instantly kills enemies if the standard damage kills one enemy in the attack
- Added Giant Comb weapon that is a Brutality weapon launching enemies upwards on first hit and dealing critical damage to airborne enemies
- Added ability to replace your head with Bobby version on most outfits
- Added Speedrun Mode with in-game time tracking for biome completion and previous best times
- Added DIY mode in Boss Rush to choose whichever bosses to face in a run
- Added Return to Castlevania bosses and enhanced versions to Boss Rush and Training Room
- Added Training Room UI to spawn a specific weapon with set Level, Quality and Legendary status
- Added Training Room UI to choose a certain number of scrolls
- Added Training Room UI to choose overall scaling level based on selected biome values
- Added mini-bosses to Training Room mob spawners
- Added different traps to Training Room mob rooms
- Added Training Dummy for DPS calculation
- Added Mimic that can now appear randomly in shops outside the Bank biome
- Added new Petrification effect icon when frozen by Medusa
- Changed Combo mutation to enable damage increase with every melee hit in a 2.5 second window that refreshes after every hit and scales exponentially
- Changed Tainted Flask mutation to recharge even if flask is not totally empty and added 1 more elite to every biome when equipped
- Changed Networking mutation to mark enemies with ranged attacks without needing an actual projectile stuck in the mob
- Changed Berserker mutation to stack and render immunity to stuns
- Changed Necromancy mutation to scale with max health of killed mobs and removed the maximum 50% HP cap
- Changed Frostbite mutation to stack with slow effects and act as full stack on frozen targets
- Changed Dead Inside mutation to double your life but prevent all healing sources except recovery
- Changed Disengagement mutation to have no cooldown but only trigger once per biome
- Changed slow effect to stack up to 5 times with greater slowing effect per stack and freeze at fifth stack
- Changed Training Room so bosses are no longer scaled down to level 1
- Changed Training Room UI to grid-based selection for mobs
- Changed Whip Sword whip form to pass shields
- Fixed Whip Sword transformation attack hitbox to be consistent with visual effects and hit multiple targets
- Changed Death Scythe ghosts to have slightly smaller explosion radius
- Changed Bible to be a heavy weapon
- Changed Alucard's Shield to have better parry windows and whole combo instead of next hit grants crit
- Changed Rebound Stone to deal slightly more damage with smaller but longer window to catch it and cooldown starts upon destruction
- Changed Holy Water to have bigger vertical hitbox and flames now cause damage
- Changed Medusa Head to deal more damage and bump further
- Changed Dracula Castle Hard Cursed Chest chance to 10%
- Changed Medusa flurry attacks to have small pause after attack ends
- Changed Haunted Armor with axe to activate at slightly longer range
- Changed Elite Merman to fire 2 big fireballs instead of one big and one normal
- Changed Dracula Humanoid fire pillars to be slightly easier to avoid but no longer rollable
- Enhanced Dracula Demon, Buer, Werewolves and Medusa Crowbar wise difficulty
- Added security measures to prevent the Cat from being targeted by enemies and added long cooldown when Cat is killed by Queen
- Removed ability for Throwing Axe to roll Fire Bullet affix
Hello!
The "Clean Cut" update is here! 'Tailored' (wink wink) to improve the whole Dead Cells experience with a bunch of trims and cuts for every part of the game, as well as adding some new toys to play with!
TLDR
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2 new weapons
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Change your head to Bobby with most outfits
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Speedrun mode
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Boss Rush now has customisation options and Return to Castlevania bosses (including upgraded versions)
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Training Room has a ton of new customisation
New items
First up we have the two new weapons, the Sewing Scissors and Giant Comb, both indispensable tools for a clean cut. Head to the Tailor's room to discover them both.
Sewing Scissors: a huge pair of scissors that scale with Survival. Will instakill all enemies that it hits, if one of the enemies is killed by the attack's standard damage. Gotta target those rats.
Giant Comb: a Brutality weapon that launches enemies upwards on the first hit and deals critical damage to enemies that are not on the ground.
New NPC
Turns out, the Tailor was hiding a daughter all along, and by some coincidental massive stroke of fortune, she has just the skills to replace your head with the flame "Bobby version" on most skins. Crazy world...
New Speedrun mode
Finally, we have the brand new Speedrun Mode with in-game time tracking for speedrunners, or anyone else who wants to know how much time they've spent trying to make it to Hand of the King and failing. Activate this mode to track and display the completion time of each biome and track your previous best times.
On top of all that we’ve also done a ton of upgrading, reworking and rebalancing...
Upgrades
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We've added a new “DIY” mode in Boss Rush. With this mode, you can choose whichever bosses you want to face in a run.
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The 3 bosses from Return to Castlevania have also been added to Boss Rush and Training Room.
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Enhanced bosses have been tweaked in the Boss Rush.
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Training Room has multiple new options for you to practice your skills:
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New UIs to spawn a specific weapon with a set Level, Quality and Legendary-ness.
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New UI to choose a certain number of scrolls
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New UI to choose the overall scaling level of the Training Room, based on the values of a selected biome.
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Added the mini-bosses to the mob spawners
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Added a bunch of different traps to the mob rooms.
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Added the Return to Castlevania Bosses.
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Bosses aren't scaled down to level 1 anymore! (no more 20 minutes fights)
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Changed the UI to select mobs to a grid-based one.
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Added a Training Dummy for DPS calculation.
There are now no excuses left to not get good.
Reworks
Mutations:
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Combo: there is a true combo meter now! The mutation has been changed to enable a damage increase with every melee hit in a 2.5 sec window (of course the window refreshes after every hit). It scales exponentially, go crazy with it!
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Tainted Flask: it can recharge even if your flask is not totally empty. We also added 1 more elite into every biome when the mutation is equipped.
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Networking: you can just mark enemies with ranged attacks now, there doesn't need to be an actual projectile stuck in the mob's body.
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Berserker: it now stacks and renders you immune to stuns.
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Necromancy: It scales with the max health of the mobs you kill, which means you can get more healing by killing a stronger enemy. The cap of up to a “maximum 50% HP” is eliminated, but healing power is less effective as you get closer to max health.
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Frostbite: now stacks with slow effects and acts as a full stack on frozen targets.
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Dead Inside: now doubles your life but prevents ALL healing sources except healing with recovery.
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Disengagement: there is no longer a cooldown but can only trigger once per biome. (I know, I know…)
Other:
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Slow effect stacks up to 5 times. Each stack has a greater slowing effect, then the affected enemy is frozen at the fifth stack.
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The Mimic can now appear randomly in shops outside of the Bank biome. Mwahahaaaa
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Switched the Dracula Castle (Hard) Cursed Chest chance to 10%.
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Added a new Petrification affect icon (when you're frozen by Medusa).
Rebalancing
Return to Castlevania
**Weapons: **
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Whip Sword: whip form now passes shields.
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Whip Sword's transformation attack hitbox tended to bug, it should now be consistent with its visual FX, which means it won’t only hit one single target anymore.
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The ghosts gathered by Death Scythe's have a slightly smaller explosion radius.
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Bible is a heavy weapon.
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Throwing Axe can no longer roll Fire Bullet affix.
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Alucard's Shield has better parry windows, and the whole combo instead of “the next hit” crits.
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Rebound Stone: it deals slightly more damage and has a smaller but longer window before being able to "catch it" (i.e., trigger the crit). Its cooldown now starts upon its destruction.
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Holy Water has a bigger vertical hitbox and deals damage in a more logical way. By logical, we mean the flame itself can cause damage now.
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Medusa Head deals more damage and bumps further.
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We added some security measures to prevent the Cat from being targeted by enemies. There is also a long cooldown when the Cat is killed by the Queen.
Mobs:
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Medusa's flurry attacks should now have a small pause after the end of the attack.
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Haunted Armor (the one with an axe) should now activate at a slightly longer range.
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Elite Merman should now fire 2 big fireballs instead of a big one and a normal one.
Bosses:
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Dracula (Humanoid)'s fire pillars are now slightly easier to avoid (in terms of intervals) but are not rollable anymore.
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Dracula (Demon) is now a beast, along with Buer, Werewolves and Medusa (Crowbar wise).
And loads of bug fixes! For all of these check out the full patchnotes here.
Boardgame Kickstarter coming soon
The Kickstarter for the upcoming 1-4 player roguelite Dead Cells boardgame is going live on 16 May!
It just so happens that we received a prototype at the office literally 2 hours ago so we have some sneaky photos to share below. Bear in mind that this is a prototype so nothing you see in the photos is definite!
If you want to follow the Kickstarter campaign to support it or just to get more information, follow this link.
Cheers, Matt, EE & MT