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Curse of the Dead Gods: Dead Cells-Crossover Curse of the Dead Cells ist live

Curse of the Dead Gods hat heute sein Dead Cells-Crossover, Bomben als neue Zweihandwaffe und zahlreiche Verbesserungen erhalten.

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Ein Dead Cells-Crossover gleich im ersten großen Update – nichts weniger verspricht das Curse of the Dead Cells-Update für Curse of the Dead Gods, wie der Name vermuten lässt. Das für Curse of the Dead Gods angekündigte Crossover  ist heute als Teil des  Update 1.24 online gegangen.

Zusätzlich führt es eine Reihe neuer Inhalte und Features ein, die nicht mit Dead Cells in Verbindung stehen. Zudem überarbeitet es das Balancing, fixt Bugs und hat einige Nutzbarkeitsverbesserungen im Gepäck. Zur Veröffentlichung des Updates haben die Entwickler*Innen einen neuen Trailer erstellt:

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Diese neuen Inhalte stecken im Update

Das Update bringt die angekündigten Dead Cells-Inhalte also drei Waffen, die Fluchtruhe sowie den Fluch des Kopflosen ins Spiel. Bilder und weitere infos zu diesen Inhalten findet ihr hier. Wichtig für die drei neuen Waffen ist, dass ihr sie in der Forsaken Weaponary erwerben müsst, um sie in euren Durchläufen finden und nutzen zu können. Die erwähnten Fluchtruhen aus Dead Cells sind in Curse of the Dead Gods Teil der neuen Vault-Räume. Sie beauftragen die Spieler*Innen damit, alle Monster in ihnen zu besiegen, ohne getroffen zu werden. Gelingt dies öffnet sich die Fluchtruhe.

Zwar ist das Crossover der Headliner dieses Update, aber Passtech Games hält für dieses Update noch wesentlich mehr bereit. Unter anderem führen sie mit den zweihändig geführten Bomben einen komplett neuen Waffenklasse ein, die sieben neue Bombenwaffen umfasst. Fünf davon führt Passtech Games in einem kurzen Video vor, das sie via Twitter verbreitet haben.

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Obendrein halten die Tempel des Spiels nach dem Update sieben neue Relikte sowie den neuen Fluch des reflektierten Tempels bereit.

Neu für die Forsaken Weaponary ist Waffen bannen und entbannen, damit bestimmte Waffen in den Durchläufen nicht auftauchen, sowie die Waffen in ihr sortieren zu können. Für eine erhöhte Vielfalt haben die Entwickler*Innen mehr Räume zu den Jaguar-, Adler- und Schlange-Tempeln hinzugefügt. Damit ihr Spiel zugänglicher wird, gibt es jetzt einen optionalen Assistenzmodus.

Visuelle Verbesserungen

Losgelöst von den neuen Inhalten haben die Entwickler*Innen einige bedeutsame visuelle Verbesserungen an Curse of the Dead Gods vorgenommen. So haben nun alle Relikte ihre eigenen Icons erhalten. Zudem hat das Main Hub, zu dem die Spieler*Innen nach jedem Run zurückkehren, hübschere Startwaffenältare mit eigenem Progressionssystem, ausgearbeitere visuelle Effekte bei der Wiederbelebung des Protagonisten und  mehr Vasen zur Dekoration erhalten.

Weiterhin modifiziert das Update die VFX, also die visuellen Effekte, von Teleportationen und Projektilen mit dem Ziel, sie klarer zu machen. Ebenfalls die Effekte der Flüche Dark Fervor, Gold Puncture und die Angriffe von Speeren und Peitschen haben die Entwickler*Innen überarbeitet. Schließlich färben sich die die Ausdauer repräsentierenden Punkte unter dem Protagonisten nun grün, wenn er vergiftet worden ist.

Offizielle Patchnotes zu Update 1.24

Alle Neuerungen und Verbesserungen des Updates fassen die offiziellen Patchnotes zusammen. In ihnen findet ihr auch die Balance-Änderungen und wie sie sich auf die Relikte, Gegner und Waffen von Curse of the Dead Gods auswirken. Auch mehr Details zu den visuellen Verbesserungen und alle neuen Waffen sind in ihnen aufgelistet.

:: PATCH NOTES ::

Version 1.24.2 – April 14th, 2021

🍉 = Community additions

Dead Cells crossover
  • 3 new Iconic Weapons:
    + Broadsword of the Knight (Broadsword in Dead Cells)
    + Sword of Conjunctivius (Cursed Sword in Dead Cells)
    + Crossbow of the Condemned (Explosive Crossbow in Dead Cells)
    Note: These weapons need to be purchased in the Forsaken Weaponry!
  • Vault rooms (Cursed Chests in Dead Cells): A new room type inspired by the Cursed Chest in Dead Cells! Defeat all enemies without getting hit to reveal what’s inside this special chest… Spoilers: it’s cursed
  • New Curse – Curse of the Headless: Pay homage to the Prisoner by sporting his iconic flaming head… at the cost of a terrible Curse
New features
  • New Fighting Style for Two-handed weapons: Bombs
    + Pirate Bombs
    + Crackling Grenades
    + Sticks of Dynamite
    + Incendiary Bombs
    + Fuming Skulls
    + Lightning Orbs
    + “Devouring Orbs”, Bombs of the Void
  • New Curse: Reflected Temple. Yes, it means what you think it means
  • 7 New Relics:
    + Alchemist’s Manual
    + Mark of the Enlightened
    + Templar Amulet
    + Scroll of Sacred Songs
    + Obsidian Bracelet
    + Blazing Ring
    + Thorns Seed
  • 🍉 Weapon banishing: It is now possible to ban and unban weapons from the Forsaken Weaponry in the Underworld, at no cost
  • 🍉 Sorting system: It is now possible to sort all weapons in the Forsaken Weaponry section of the Underworld. Base weapons are now available for consultation
  • 🍉 Assist Mode: Curse of the Dead Gods is a challenging game by design. However, if you want a more customized and accessible experience, you can now enable the Assist Mode to drastically change the game’s behaviour
  • More Rooms: We added a bunch more rooms in the Jaguar, Eagle and Serpent Temples to balance things out and bring more variety
Balancing
  • 🍉 Eagle Temple general balancing: We heard you! We’ve made quite a few tweaks in the Eagle Temple to try to create a more enjoyable experience
    + Less “Medium” enemies at the beginning of explorations
    + Made some enemy waves “easier” in some Weapon and Upgrade rooms
    + Spawning of enemies in Tier 3 Time Challenge rooms is now kinder
    + Projectiles from the Eagle head traps are now slower, making them easier to dodge
    + In some rooms, percentage of traps appearing has been reduced
  • General:
    Element – Lightning: Fixed Lightning strike damage calculation, now taking into consideration all damage modifiers from triggering attack
    Design Notes: Some damage modifiers, like critical damage, were not taken into consideration when computing the lightning strikes’ damage, making them less powerful than intended. They should now always deal 50% damage of the triggering strike. Some lightning weapons’ damage has been reworked to balance the equation).
    Gold – Challenge Rooms: Increased initial amount of Gold to 2500 (from 2000)
    Curse – Biting Breath: Increased attack range of Eagle statues under the effect of the curse „Biting Breath”
    Blessing – Skillful Adaptation: Skillful Adaptation is now triggered when killing summoned enemies
    Blessing – Brutal Temper: Fixed this blessing so it correctly triggers in every situation
    Rooms:

    • Jaguar Temple: The Exploration and Challenge rooms of the Jaguar Temple are now assigned to specific tiers (like the other temples)
    • Serpent Temple: Challenge Room in Tier 3 is now a bit more difficult (harmonization)

    Relic – Eagle Eye:

    • Removed Rare Version
    • Very Rare version now heals 5% of critical damage dealt (from 10%)

    Design Notes: Eagle Eye was just off the charts in terms of healing potential. It should now encourage players to build a strong synergy to make the best of it rather than relying on the relic’s raw power.
    + 🍉 Curse removal: It is now possible to remove a ‘Pending Curse’ while at a Champion or Boss room. Pending Curses can be Temple-themed Curses in Mixed Explorations or Curses received while fighting a Champion or a Boss.
    Greed Kill: Gold gain Bonus is now maxed out at x10 (+500%) instead of x20 (+1000%)
    Design Notes: Reaching x20 Greed Kill was almost only possible by using the Endless Greed blessing, thus rewarding this blessing with a huge amount of additional Gold in addition to its already powerful effects. The change should not change much gold gains without this blessing, and better balance the gains when playing with it.

  • 🍉 Enemies:
    Blademasters: Regular versions’ HP reduced to 250 (from 270), Elites’ reduced to 750 (from 810)
    Sentinels: Rain of Arrows attack cannot be parried anymore (consistency with other AOE attacks)
    Soul Reliquaries:

    • Regular versions can now heal up to 2 enemies (from 3). Elite versions still heal up to 3 enemies
    • Soul Reliquaries are now less inclined to use their Siphon Beam while other enemies are attacking around them
    • Soul Reliquaries have increased recovery time after Healing or using Siphon Beam
    • Regular versions’ HP reduced to 160 (from 180), Elites’ reduced to 480 (from 540)

    + 🍉 Dreadful Offspring:

    • Reduced tracking time for their Chain Lightning attack to 1sec (from 2sec)
    • Increased attack cooldowns so they attack less frequently
    • Regular versions’ HP reduced to 180 (from 200), Elites’ reduced to 540 (from 600)

    Malok Paal: Fist pounding attack cannot be parried anymore (consistency with other AOE attacks)
    Design Notes: The behaviour of this Champion has also been slightly modified to make him a little more active and efficient.
    Final Boss: Heavy weapon smash in the second phase cannot be parried anymore (consistency with other AOE attacks)
    Dark Avatar of the Serpent: Increase summoning cooldown to 35sec (from 30sec)

  • Weapons:
    + 🍉 Champions’ Weapons: Secret Champions’ Weapons can now also be found in Weapons Sanctuaries once unlocked and bought in the Forsaken Weaponry!
    Throwing Weapons: Raw damage of all Throwing Weapons has been increased by ~10%
    Obsidian Stiletto: Increased Raw Damage to 24 (from 20)
    Bone Shard Whip: Increased Critical damage time after a kill to 5 seconds (from 3). Raw Damage set to 32 (from 29)
    Blazing Shield: Raw Damage set to 32 (from 35)
    Barbed Shield: Now reflects 100% damage to parried melee attackers (from 50%)
    Storm’s Bulwark: Raw Damage set to 28 (from 35)
    Sky Hammer: Raw Damage set to 36 (from 40)
    Storm’s Point: Raw Damage set to 22 (from 24)
    + 🍉 “Moonblade”, Night’s Sword: Raw Damage set to 15 (from 12)
    + 🍉 “Gambit”, Xbeltz’aloc’s Gauntlet: Charged Attacks extra hits deal now 200% damage and critical damage (same as final Charged attack hit)
    + 🍉 “Annihilation”, Bow of madness: Raw Damage set to 15 (from 12)
    + 🍉 “Cataclysm”, T’amok’s Fury: Can no longer have the Affix reducing damage dealt in Light
    + 🍉 “Reaper”: Raw damage set to 20 (from 16)
    + 🍉 “Abnegation”, Xbeltz’aloc’s Blade: Raw damage set to 13 (from 12)
    + 🍉 “Fulmination”, Death’s Rempart: Raw damage set to 32 (from 28)
    + 🍉 „Effulgence”, Harbringer of Yaatz: Charged shots no longer cross enemies
    Design Notes: With the lightning strikes calculation fixes, this change encourages players to use lightning on multiple targets before releasing the powerful lightning strikes.
  • 🍉 “Disembowler”, Dread Claw: All finishers’ hits now deal critical damage
    Design Notes: Many Cursed Weapons were a bit low in terms of damage. In combination with their special affixes review, Cursed Weapons should now get the place they deserve!
  • 🍉 Cursed Affixes:
    + +50% damage taken reduced to +25% damage taken
    + +100% damage taken reduced to +50% damage taken
    + Gold loss on each attack reduced to 5 (from 10)
    + Merged +damage per other Cursed Weapon and +damage per Cursed Relic in a single Affix
    + Added new Cursed Affix: +50% damage to Elite, Champions & Bosses
Visual changes
  • Relics icons: All relics now have their own pretty icons!
    Note: We’ve been putting off relics’ icons for the entire Early Access period to focus on more essential features, but we’ve finally given each of the game’s relics a visual!
    The main effect is now represented in the item’s frame. In addition to the visual enrichment, this should help to better identify the relics in the UI and make it easier to remember their effects.
  • Main Hub: Pimp my Hub!
    + Starting weapons altars are now all fancy (and with a progression system!)
    + A more visual effect to the resurrection of your character
    + A lot of potteries
    + Even more potteries
  • Biomes & Bosses introductions: We added a little name to all the different sections of the Temple. Champions & Bosses also now display their names during their introductions
  • Xak’ olchir, the Blood Hunter: Changed the look of his invocation portals
  • 🍉 Dreadful Offsprings: Teleportation and projectiles VFXs have been modified to make the combat more clear
  • Curses:
    Dark Fervor: Since Dark Fervor removes the corruption cost of changing rooms, the purple glow of the doors is replaced by the color of the current temple you’re exploring
    Gold Puncture: Under the effect of Gold Puncture, a seal marks each door to signify the payment in gold (or life) that the player is about to make
  • Weapons:
    Spears: We added visual emphasis to the tip of Spear attacks to better convey their passive critical effect
    Whips: The VFX of the whip off-hand combo has been reworked to better differentiate it from the charged Spear attacks
  • Stamina while poisoned: Dots representing Stamina are now green when you’re suffering the poison effect
Fixed bugs & QoL
  • Claws: Fixed a bug where you could do a charged attack with the claw without stamina
  • 🍉 T’amok’s Bones: Fixed a bug where players could stack on Constitution with the Blessing “T’amok’s Bones”
  • 🍉 Brutal Temper: Fixed a bug where Brutal Temper wouldn’t apply correctly
  • 🍉 OOB: Fixed some OOB issues, occurring mostly on the Nintendo Switch
  • 🍉 Blood Emblems: Fixed a bug where you couldn’t win a Blood Emblem after an OOB issue in the Abomination’s room
  • Critters: Fixed an issue where critters (bats, vermins), would count in the ‘Enemies killed’ stats
  • Final Boss: Fixed a bug where the diving attack of the Final Boss didn’t inflict corruption
  • 🍉 Localization: Fixed some minor localization issues (missing Japanese characters, misspellings)

Quelle: steam.com

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