Multiplataforma Dead Cells

Acabei mesmo agora de fazer a minha primeira run completa de Dead Cells. Tive de ir por um build Tactics, mas tinha uma Spear e um Shield lendários para ajudar! Agora vou parar um pouco e volto a pegar quando sair o novo update para derrotar o novo boss :D
 
Sadly, um dos novos boss e biome (com este update vem 2 biomes e 2 boss) só é acessível se passar o jogo em BC5 o que para mim esta fora de questão XD

Em BC5? Tas a falar do Boss (The Collector)? Explica-me sff que eu não estou enquadrado nessas nomenclaturas :D

Edit - Acho que já descobri. São as dificuldades que desbloqueias depois de completares o jogo.
 
Em BC5? Tas a falar do Boss (The Collector)? Explica-me sff que eu não estou enquadrado nessas nomenclaturas :D

Boss Cell.

A primeira vez que derrotas o boss final (The Hand of the King) recebes a primeira BC, que depois no inicio do jogo podes alterar e assim o jogo aumenta a dificuldade, depois quando derrotar o boss novamente em BC1, vais receber a BC2 e assim sucessivamente até ao BC5. Ora quando sair o novo update para as consolas (no PC já la esta) vamos ter 2 novos biomes e 2 novos boss mas um desses biomes e boss só da para desbloquear quando estas em BC5, por isso é que estou a dizer que para mim é para esquecer.

Eu estou em BC1 e meu deus vejo-me grego para chegar ao Castle.
 
Acho que o BC1 ainda é ok, mais que isso para mim meh.. agora vou dar uma pausa no Dead Cells esperar pelo update que deve sair nas consolas em Maio, depois na altura logo se ve.

Mas verdade seja dita, o jogo é lixado mas é uma das melhores coisas que já joguei!
 
De momento so esta disponível para PC mas em breve o patch ha de chegar as consolas.

Nova build disponível (PC).

https://steamcommunity.com/games/588650/announcements/detail/1608259124219785534

We nerfed the Arbiter! Update 13 Alpha available now.

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Hello all!

We've just pushed a little bug fix update live on the alpha branch for those who are willing to test out the horrors we've prepared for you.

What's new?
I'm not telling you here, cos this is the Alpha update. So y'all can wait for a big detailed news when it hits the main branch. However, if my most excellent MS paint comic sans title image wasn't enough for you...
  • WE NERFED THE ARBITER! In fact we banished the beast from BC3 entirely, except for his natural cavern-esque habitat.
  • We nerfed the elites...
  • Aaaaand that's it. I'm done, here are the patch notes![dead-cells.com]

Man you lazy...
Yeah well, I didn't sleep well last night, so this is what happens. Half assed steam newsing, snoozing, snooooooozing.

Nah, actually this is us getting back on the horse! From now on we'll be MUCH more on the case with updates. We've heard you about the problems with the RotG DLC, some of the things will be fixed in the update 13 Alpha/Beta cycle, some will not

Switch bloody Switch....
It's coming. In fact it's almost here. We're through lotcheck, just waiting for a few things to finalise on the DLC setup front before we get it up for everyone, but if there are no more problems, potentially next week or the week after.... Or excuses excuses.

Same goes for PS4 and XB1.

Anywho, stay tuned for more news and acerbic commentary, at least until Jo gets back and reclaims his rightful role as "chief news writing poobah"*.


How do I get in?
To access the ALPHA 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 "Alpha - Not for the faint hearted".
Click close and wait for the upload to finish downloading.
Start playing.

WARNING:
In this version of the game you will lose your save every time we push an update, which could be pretty often! This will not impact your old save files. You will be able to import the old ones in to this version, but not export them. This way you can play with everything you've already unlocked, without fear of frying your saves.

If you are still worried about losing you save then feel free to head over here: "steam\userdata\<ID>\588650\remote" and copy the files somewhere safe.

There is a special slot only for saves from this version that will appear. It's pretty self explanatory, but feel free to ask questions. :)


All the best,

Steve & the MT team.


*Super legit actual title on his linkedin.

E btw Dead Cells para iOS e Android.

 
UYeaaa novo conteúdo!!

Dead Cells’ big Rise of the Giant DLC will launch for Switch on May 23, developer Motion Twin has revealed. The update will feature a new biome and boss, new monsters, new weapons, and new challenges. It also includes an extra level of difficulty, hidden content, and balancing fixes, making certain weapons “a lot more fun to play”.

Here’s the full rundown as to what’s included:


· 10 new enemy types

· 10 new weapons have been introduced, including the Giant Killer, the Boi Axe and the Thunder Shield, if you’re into that sort of thing.

· Three new skills have been included in the game

· And for the most advanced players: Rise of the Giant holds a new hidden level including an entirely new ending to your story

· And way, way more. The entire list of patch notes can be found here: https://dead-cells.com/patchnotes

https://nintendoeverything.com/dead-cells-rise-of-the-giant-dlc-launches-for-switch-on-may-23/
 
Update disponível na PS4 e Switch.

Important Features

  • Thunder Shield rework:
    • Parrying charges you up, dealing damages all around you.
    • Using the shield again when charged up discharge instantly, stunning enemies.
    • Keeping the shield up still deals damages in front of you.
  • [Community Suggestion] We nerfed arbiter. That’s all folks! And locked them up in the Cavern in all difficulties, for good measure.
  • New mob: the Rampager. Think Zombies, but deadlier. Replaces the Arbiter for difficulties BC3+ in all levels.
  • [Community Suggestion] Elite rework:
    • Removed minions
    • Removed the bump when the Elite enrages
    • Weapons and Activables dropped by Elites always have a starred affix.
    • Prevented some mob + ability combos : Shield + Shielding pylons, Failed Experiment + Rotating laser and Bomber + Rotating laser
    • Fixed elites seeing you through walls when climbing one-way platforms
  • Two new Brutality mutations:
    • Adrenalin: Dodge an enemy attack at the last second and gain lifesteal on melee damages for a few seconds.
    • Frenzy: Gain lifesteal on melee damages while in speed boost.
  • New affix on amulets: Reveal invisible enemies.
  • [Community Suggestion] Added an option to remove screenshake.
Balancing

  • [Community Suggestion] Arbiters nerf:
    • Now only attacks horizontally.
    • Added a deadzone in close range where the hero is safe.
    • Removed them from all levels in BC3+ and put them in Cavern.
  • Flawless buff: Reduced cooldown before crits from 30 seconds to 15 seconds.
  • Javelin buff:
    • Cooldown before the weapon comes back automatically reduced from 15 to 10 seconds.
    • The weapon comes back immediately if it falls in spikes or lava.
  • Bombers nerf:
    • Increased charging time before melee attacks.
    • Removed them entirely from Toxic Sewers.
  • Demons nerf:
    • Slightly reduced density in Castle.
    • Stunned on contact with the hero when in mid-air.
    • Slightly increased stun time.
  • Golems nerf/fix:
    • No longer stunlock to death.
    • Elite Golems can no longer teleport next to the hero. But they can still teleport the hero next to them.
  • Knifes Throwers nerf:
    • Stunned on contact with the hero. Elite Knifes Throwers are not though, be careful!
  • Added Flask recharges where the Fountain is broken in BC1.
  • [Community Suggestion] Spikes in Beholder’s Pit are now retractable.
  • [Community Suggestion] Timed Doors now open if you reach them at the exact last second.
  • [Community Suggestion] [Custom Mode] level modifier Blood no longer resets the kill counter.
  • [Community Suggestion] Added a tiny time frame of invulnerability after opening a chest or picking up a scroll. Less unfair deaths, yay!
  • [Community Suggestion] Increased the level of Legendary items behind boss no-hit challenge doors to be on par with other challenge loot. Version 1.3.2
  • [Community Suggestion] Rebalanced the amount of double and triple scrolls in Graveyard and Cavern:
    • Graveyard: 1 triple/3 double => 3 triple/1 double
    • Cavern: 2 triple/3 double => 3 triple/2 double Version 1.3.2
  • In BC3+, Legendary items have bonus for every tier (Brutality, Tactic and Survival). Version 1.3.2
Level Design

  • [Community Suggestion] Fixed some lore rooms never appearing in Astrolab.
  • [Community Suggestion] Fixed a challenge room being impossible to finish.
  • [Community Suggestion] Fixed Cavern sometimes generating an unescapable corridor under entrance bridge.
  • [Community Suggestion] Added Lanterns in boss arena when the Darkness modifier is active (from [Twitch] or [Custom mode]).
  • Lantern are now spawned in multi-treasure rooms when the Darkness modifier is active.
  • [Community Suggestion] Improved light generation in Forgotten Sepulcher. Version 1.3.2
Graphics and User Interface

  • The Broadsword now glows yellow on the second and third strike.
  • [Community Suggestion] Fixed a gap sometimes appearing in Astrolab between the shops roof and its decoration.
  • [Community Suggestion] Fixed Arbiter being stuck in an animation and sliding on the ground.
  • [Community Suggestion] Fixed color of Treasure rooms spilling out a little in outside levels on the minimap.
Music and SFX

  • Changed SFX for the Forgotten Map.
  • Added a SFX on Failed Experiment dodge.
Bug Fixes

  • [Community Suggestion] Legendary altar can no longer spawn in front of doors.
  • [Community Suggestion] Fixed an elevator not going high enough in Astrolab.
  • [Community Suggestion] Fixed a small gap sometimes appearing in Cavern entrance.
  • [Community Suggestion] Fixed meta settings being ignored in [Custom mode]. Specialty shop, random equipment at the start, etc.
  • [Community Suggestion] Fixed attack indicator on slowed enemies.
  • [Community Suggestion] 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.
  • [Community Suggestion] Fixed the cooldown for the Owl being inconsistent.
  • [Community Suggestion] Fixed turrets shooting at Giant’s hands after its death. My immersion!
  • [Community Suggestion] Fixed Failed Experiment hitbox and hurtbox.
  • [Community Suggestion] Fixed some walls with auto-rectractable spikes being climbable.
  • [Community Suggestion] Fixed Cells and Golds pickup dropping on ground when performing some actions. Version 1.3.2
  • [Community Suggestion] Fix Legendary Altar dropping into spikes when spawned on collapsible ground. Version 1.3.2
  • [Community Suggestion] 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. Version 1.3.2
  • [Community Suggestion] Fixed a [Custom Mode] bug on the item quality setting. Version 1.3.2
  • [Community Suggestion] Malaise damages no longer kills cursed hero. Version 1.3.2
  • [Community Suggestion] Fixed reforging an activated legendary Great Owl of War losing the legendary quality. Version 1.3.2
  • [Community Suggestion] Fixed Flawless icon staying indefinitely if you drop the weapon. Version 1.3.2
  • Added a check to avoid getting stuck out of map. Version 1.3.2
  • Fixed Stomper, Bomber and Rampager following you around even when you are invisible. Version 1.3.2
 
^^

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A new 1.5 update is now available for Dead Cells on Switch. It’s also known as the Corrupted Update, adding in a new mini biome, rune, meta upgrade, tactic mutations, and lots more.

Below are the full patch notes:


Important features
  • Corrupted Confinement: A new optional (mini) biome has been added, mirroring Prison Depths. Both biomes are now very short, thought as challenged areas with one cursed chest at the beginning.
  • Scroll Fragments : These are “quarters” of scrolls, called fragments, which began to appear at BC3+. Find four of them to make a whole triple scroll!
  • Recycling Tubes: A new meta upgrade, unlockable when beating the Hand of The King for the first time in BC1. Replace the starting gear with four set of 5 random items (melee, range, shield and two skills). Choose one. The first part of Dead Cells can be very tedious without any skills and the stat points that come with it. We hope that this upgrade will help with that.
  • Explorer Instinct: A new rune, which reveal the whole map and its points of interest (scrolls, chest, merchants, etc.) when you’ve explored most of the level.
  • Fewer Curse Chests : While we do think it’s great mechanic, being forced to open all the curse chests to not fall behind on the curve (BC3+) can be frustrating. The chance of random cursed chest in each level has also been updated.
  • New Tactic mutation: Caltrops. Dodge to place up to nine caltrops on the ground, damaging and slowing enemies.
  • New Tactic mutation: Networking. Stick an arrow in two or more enemies to make them share the damage they take.
  • New Tactic mutation: Tactical retreat. Dodging just in time slows nearby enemies and prevent them from inflicting malaise.
  • Colorless items with stat boosts now increase your highest stat dynamically. Highest base stat, before the bonus given by other items is taken into account. Removed the possibility to equip two version of the same item. Think double boomerang or heavy turrets. Legendary items are not concerned by this restriction.
  • A Custom Mode option reverting this change has been added (locks achievements).
  • Added a Custom Mode option to increase the number of mutations equipable (locks achievements).
  • Community suggestion Added a Custom Mode option to make every item colorless (locks achievements).
  • Community suggestion Two new achievements, including one for beating Gigantus without taking a single hit.
  • Community suggestion You now have to allow at least 20 items in the custom runs to unlock achievements.
Balancing
  • Remove hard damage cap of 99999 damage, in order to stop penalizing heavy hitting weapons against bosses. Very much monitoring this change, as it could causes unforeseen issues.
  • Cannibal now pauses longer after it’s third hit, giving you a new window of opportunity to strike.
  • The Guardian’s Haven now directly leads to the Throne Room.
  • Corrupted Power damage buff now scales with item level and quality.
  • Protector platform cost increased (which means less mobs around).
  • Great Owl of War blueprint drop rate increased
  • Maximum number of Knife Thrower on one platform decreased.
  • Sweepers platform cost increased (which means less mobs around).
  • The bestiary of Prisoners’ Quarters, Promenade of the Condemned and Ramparts have been tweaked.
  • Scrolls spread in-between biomes has been slightly balanced to be more coherent with the difficulty of the level and to prevent some roads and biomes to be a clear better choice than its counterparts.
  • Cleaver cooldown reduced and health points increased.
  • Ice Crossbow now scales with Survival in addition to Tactics.
  • Frost Blast now scales with Survival in addition to Tactics.
  • Ice Bow now dual-scales with survival in addition to Tactics. The idea behind green-scaling freezing items is to begin offering alternatives to shield in the secondary slot.
  • Lightning Bolt doesn’t scale with Survival anymore
  • Limited the spawn of Hammer to one per room instead of two.
  • Advanced Forge upgrade cell cost divided by 2.
  • Increased drop rate of blueprints dropped by Hammer.
  • Increased the drop rate of Axe Thrower blueprint.
  • Dark Tracker now drop the Hayabusa Boots at BC1+.
  • Prevent mobs from spawning in various secret zones, vine rooms, teleport rooms, etc.
  • Legendary items and items obtained in Cursed chests now have one bonus level in BC3+
  • Improved detection of perfect dodges for mutations Adrenalin and Tactical retreat.
  • When unlocking an item at the Collector, the item now drops with a higher level and take your forge level into account.
  • Prevent the laser eyes and the cristal shower from happening at the same time while fighting the Giant.
  • Reduced Sweeper attack range.
  • Added some invulnerability frames for Telluric Shock.
  • The Shovel now repel all grenades in range.
  • Librarians now have a more limited detect range.
  • Bosses skip their “tutorial” phase at BC1+. That means they’re actually easier because they start with fewer HP, it’s actually like you had beat their first phase without having been hit at all.
  • Alienation now reduce Malaise as well.
  • The resistance buff given by the Legendary Altars to the enemies around has been decreased.
  • Frantic Sword now inflicts critical damage if you have less than 50% of your life or at least 50% of your Malaise bar filled up.
Level design
  • Increased the size of the Flask Room to accomodate for the growing item pool.
  • Prevent altars from spawnning in front of ladders.
Graphics & UI
  • Added broken flasks in the Flask Room to show the items locked using Custom Mode.
  • Improved killstreak icon. The icon now change to display whether you already reached 30 or 60 enemies killed without taking damage during the level.
  • Flipped Flint icon. Hello from the other siiiiiide…
  • Made some dedicated sprites for electric wall and gravity well traps.
  • Added a couple of warning frames before Lightning Bolts starts hurting you. Power, with a few limitations.
  • Added icons on dropped items to show which items have starred or damage affixes.
  • Lore rooms have now their own color on the map!
  • The leech, double damage and quad damage affixes now have their own icons in item descriptions.
Quality of life
  • The timer is now paused in the Specialist’s Shop.
  • Added an option to start with a random unlocked outfit.
  • Added an option to automatically skip cinematics.
  • Magic Missiles and Pyrotechnics now shoot automatically when holding down the attack button.
  • Added an option to display milliseconds during level loading and at the end of a run.
  • Doors leading to sublevels are greyed up on the minimap once visited at least once.
  • Community suggestion Alpha saves have everything unlocked from the get go.
  • Added a sound and a visual fx when Symetrical Lance and Oil Sword crit conditions end, and when Lightspeed‘s backdash ends without being used.
  • Added a screen bound warning for enemies attacking from outside of the screen.
  • The grenade affix on weapons no longer un-freeze enemies
  • Enemies under the effect of the Hunter’s Grenade drop the Hunter’s Grenade if killed accidently.
  • Uniformized the selling price for items on multi-choice altars. Be careful, the uniformization only applies while the item is still on the altar. No more back and forth to determine which item sells for the highest price.
Music & Sfx
  • Added a SFX for Adrenaline triggering.
Bug fixes
  • Fixed Predator mutation having no cap for its duration.
  • Fixed Bats not always facing the hero before attacking.
  • Fixed Sweeper not always facing the hero before attacking.
  • Fixed the transition between the Cavern and the Guardian’s Haven having a higher item level than both levels.
  • Fixed Parry Shield queuing attacks for a very long time.
  • Prevent grenades from hitting you after you managed to kill the Hand of the King.
  • Prevent being able to roll out of the boss room when the boss screams (and getting locked outside).
  • Fixed a certain spoiler item hitting through walls.
  • Fix not being able to drink a certain potion during a certain secret boss fight if the number of flask has been set to 0 with the Custom Mode.
  • Fixed using Giant’s Whistle during the Timekeeper fight sometimes bugging the boss. He always found a way to get on her nerves.
Source
 

The Bad Seed DLC will bring two new early game biomes and a fear-bringing boss for you to bash your head against, at least until you’re steamrolling it to death in 3 seconds flat and back to demanding more content...

We’ll reveal more gameplay details as we get closer to launch but we’re excited to present our first paid DLC available Q1 2020 for $4.99 and regional equivalents on PC and consoles. The proceeds from the sale of the DLC will help support the development of the game, allowing the team to go forward with all of the ideas that we’ve got in our heads, continuing to produce free content, fixes and updates, while also ensuring that Motion Twin have the time to build their next game at the level you’ve come to expect from them.
 
Cada vez mais adoro este jogo!!! Primeira vez que chego a esta zona do jogo e venço logo o boss na primeira tentativa :D tenho é de começar aprender a jogar com os shield, estou em BC2 e já me vejo à rasca um pouco.
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