New mutations, new mobs, and more!
Dead Cells has gotten so many updates since its initial launch that you might think that the devs would be out of ideas by now. And, if you are thinking that, then you would be wrong—because Update 21 just arrived today.
Update 21 features plenty of things for players to look forward to, including new a new mob, a new weapon, and more. Wanting to know more? You can check out the details in the patch notes below. Be warned, though, there’s a lot of stuff to go over!
The most requested weapon from the community is now in the game! The Katana allows you to chain a standard slash with a dashing charge attack by holding the button, for the full experience wear the Ninja outfit at the same time.
This is the first mob in the game inspired by a Discord community suggestion (many thanks to Leylite#4491)!
Using the Explosive Crossbow, the Demolisher will blast you from a safe distance (oh how the tables have turned). It can be found ignoring all health & safety rules and blowing shit up in the Distillery at BC0 and in several places later on, mostly as an alternative upgrade to the Knife Thrower.
You might have guessed from the key art, but there are some jolly new outfits introduced in this update, including 2 Christmas-themed ones. Enjoy!
Hand of the King lore room
The mystery man becomes [i]slightly[/i] less mysterious with a new lore room hidden somewhere in the castle…
No self-respecting French studio can pass up the opportunity to let you eat cheese, so we’re giving you the option to heal yourself with a nice smelly slice of Camembert!
A weapon color rework has also been included in this update, due to a loss of playstyle consistency between the three colors. You can check out more information on that below.
- Tactics keeps all things related to ranged gameplay: turrets, range weapons, with some utility and damaging spells to support it. Dual scales with anything that wouldn’t fit in that category but is poison or electricity gameplay (e.g. Sadist’s Stiletto is a melee weapon so it shouldn’t scale with Tactics, but as it’s crits work on poison gameplay it is still a red/purple dual scaling weapon).
- Brutality keeps its focus on fast melee weapons and everything related to jumping into the melee. Grenades stay mostly red. Dual scale with anything that wouldn’t fit in that category but is fire or blood gameplay.
- Survival keeps its focus on crowd control, survivability, shields and slow, heavy melee weapons. Also supported by heavy damage skills with the long cooldown that goes with it. Dual scale with anything that wouldn’t fit in that category but is root or ice gameplay.
Five new mutations have been added in this time as well. While initially three of them were designed to specifically support two-handed weapons through the backpack slot, they have all since been changed to that players can use them with every type of build. And, of course, you can find more information below.
- Acrobatic Preparation: Attacking with a ranged weapon also attack with the ranged weapon in your backpack. Roll to reload. (Tactics).
- Porcupine Backpack: Rolling through enemies attacks them with the melee weapons stored in your backpack. (Brutality)
- Tortoise Wheel: Rolling parry attacks and projectiles with the shield stored in your backpack. (Survival)
Finally, Update 21 also brought with it some hefty changes to the Malase mechanic. Wanting to know just what those changes are? One guess which direct you have to look in order to obtain said information! (It’s not up, by the way).
- The bar now fills with game time, but pauses in lore rooms, chest rooms, shops. The malaise contamination rate is tied to the number of enemies still alive in the level, the fewer enemies, the less quickly your malaise bar will fill. When only 10% of the enemies are left alive, the biome is considered “Malaise cleared”.
- The higher the malaise, the more dangerous the enemies (increased movement speed, quicker teleport, shorter reaction time and at the latter stages, increased damage).
- Enemies will also randomly spawn around you and from time to time, an enemy will transform into an Elite. The spawn rate and Elite rate will also increase with Malaise.
- Being hit doesn’t increase your malaise anymore. Killing enemies, Elite, and Bosses decreases your malaise gauge.
- Food looted in walls is always contaminated and will increase your Malaise bar, the “healthy” food looted on enemies doesn’t decrease your Malaise bar. Healing with your flask does heal some Malaise too.
- The “Malaise Cleared” event completely stops the bar from filling until the end of the biome, and even decreases your malaise gauge with the amount you would get by killing all the enemies left in the level. However, these enemies won’t give you any more malaise reduction. Mobs and Elites will stop spawning for the rest of the level.
Last, but not least, there are a few other miscellaneous changes that were added. I’m sure you know the drill by now, right?
- All biomes in BC3+ have less mobs overall.
- An option to disable the gameplay slow-motion (most notably when elites die) has been added.
- 2-slots weapons can now have different affixes on each part.
Phew! That was a lot of information, huh? It’s not a bad thing, though; detailed patch notes beat the pants off of vague ones! At any rate, what are your thoughts on what Dead Cells Update 21 has to offer? Let us know in the comments below!