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Patch released for current alpha for Update 35 & details on cursed mob spawns
We also wanted to give more detail on the system that manages the way the new mobs spawn. It wasn't finished in time for the initial open alpha patch, but the new one released today contains a first implementation of the system. Here is how it works in any given biome:
[ 2023-08-30 13:12:15 CET ] [ Original post ]
Hey everyone, We've just pushed a new patch for the alpha test of Update 35, including some Balancing works, Graphics & UI change and Bug Fixes. * This patch only affects the current alpha test, if you are not participating in the alpha, this does not affect you. If you want to take part in the ongoing alpha, just check out the post yesterday for instructions on how to access. Here's everything we changed: Balancing:
- Increased Anathema's damage.
- Added a cap to the number of levels that can have cursed monsters. This cap is different per difficulty.
- Added a 50% chance for a run to not have cursed monsters.
- Dead Inside no longer lets you use the Health Flask.
- Removed the crit display for Anathema.
- Fixed custom head animations not being updated after door transitions.
- Fixed exit doors sometimes facing the wrong way.
- Fixed Damned Vigor not working in training room.
- Fixed Sore Loser not dropping the Indulgence blueprint.
- Fixed the cooldown display of Decoy and Maria's Cat.
- Fixed a crash when exiting the game while Medusa was performing her Petrification attack.
- Fixed a crash sometimes happening when using the Leghugger or Serenade.
Cursed mob spawns
We also wanted to give more detail on the system that manages the way the new mobs spawn. It wasn't finished in time for the initial open alpha patch, but the new one released today contains a first implementation of the system. Here is how it works in any given biome:
- We start by checking if the run will have "cursed" mobs or not. This will be a 40% chance of happening (50% in the build you're playing on), meaning that in 60% of 2+BC runs, there won't be any cursed mobs at all.
- If your run contains cursed mobs, we then check to see in how many biomes you have encountered them up until now. If this value is equal to the cap, you won't see any new cursed mobs in the rest of the run. The cap depends on the BC level and is set as follows, from BC 2 to 5 respectively: 2, 3, 5 and 8 (i.e. in 5BC, there is no cap).
- Then, if you are both in a "cursed mobs" run AND you haven't reached the cap, we roll to see if any of the three mobs spawn. In the next alpha update, the probability of a mob spawning will be 60% (50% in the current build) and up to 2 of each mob can spawn in the biome. All of these are SEPARATE: I can very well roll and get no cursed mobs at all, or 1 Curser, 2 Sore Losers and no Doom Bringer. These values are the same across the board and do not vary between biomes.
[ 2023-08-30 13:12:15 CET ] [ Original post ]
Dead Cells
Motion Twin
Developer
Motion Twin
Publisher
2018-08-06
Release
GameBillet:
10.99 €
Game News Posts:
91
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Overwhelmingly Positive
(137387 reviews)
Public Linux Depots:
- Dead Cells Linux Depot [766.14 M]
- Dpt: Dead Cells For Press Linux [1.1 G]
Available DLCs:
- Dead Cells: Rise of the Giant
- Dead Cells: The Bad Seed
Roguelite? Metroidvania? Roguevania!
You grew up with the roguelikes, witnessed the rise of the roguelites and even the birth of the roguelite-lites? We'd now like to present for your consideration our RogueVania, the illegitimate child of a modern Roguelite (Rogue Legacy, Binding of Isaac, Enter the Gungeon, Spelunky, etc.) and an old-school MetroidVania (Castlevania: SotN and its ilk).Features:
- RogueVania: The progressive exploration of an interconnected world, with the replayability of a rogue-lite and the adrenaline pumping threat of permadeath.
- 2D Souls-lite Action: Tough but fair combat, more than fifty weapons and spells with unique gameplay, and of course, the emergency panic roll to get you out of trouble.
- Nonlinear progression: Sewers, Ossuary or Remparts? Once unlocked, special permanent abilities allow you to access new paths to reach your objective. Opt for the path that suits your current build, your play style or just your mood.
- Exploration: Secret rooms, hidden passages, charming landscapes. Take a moment to stroll the towers and breath in that fresh sea mist infused air...
Interconnected levels and progressive unlocking of access to the island provides you with a real incentive to explore your surroundings. Add in a degree of evolution for your character and permanent weapon upgrades and you can see where Dead Cells borrows from the long line of MetroidVanias that precede it.
At the end of the day though, it’s YOUR skills as a player that matter most! Roguelites are about constantly getting better, until what was an insurmountable obstacle becomes a walk in the park. Unforgiving combat wed to the absence of any kind of safety net makes for an adrenalin pumping ride each and every run and unrivaled replayability.
Dead Cells left Early Access on August 7th 2018 and comes with:
- 13 Levels - Each one with its own atmosphere, foes and secrets to discover.
- 4 Bosses - Made by the most sadistic of the devs, raised on the salt of the testers.
- 90 or so weapons and skills - Spears, swords, bows, freeze blast, etc.
- 4 special powers, unlocking new areas and paths (metroidvania gear lock items).
- 1 epic responsive, fluid and fun to play combat system.
- 1 Daily Run Mode Complete with leaderboards for lording it over your mates.
- Hours of fun (depending on your skill, anything from 10 to 30 hours or more).
- A few rage-quits, Ok a lot of rage quits… But you’ll git gud… Eventually.
MINIMAL SETUP
- Memory: 2 GB RAM
- Graphics: Nvidia 450 GTS / Radeon HD 5750 or better
- Storage: 500 MB available spaceAdditional Notes: OpenGL 3.2+
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 460 / Radeon HD 7800 or better
- Storage: 500 MB available spaceAdditional Notes: OpenGL 3.2+
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