Beloved indie roguelike Dead Cells is a certified hit, having just surpassed three million copies sold. In perfect timing with the milestone, Update 19 is ready to roll, bringing with it a slew of changes to the overall experience. Weapons and items are rebalanced, there are a few changes to shops, and scrolls have been removed from certain classes of weaponry while appearing more frequently in early biomes. If you’re one of the three million who have purchased Dead Cells and are thinking you’d like to dive in soon, read a more detailed overview of the update below, or check out the full patch notes.
Update 19 makes a lot (no, a lot) of smaller changes to [Dead Cells], including sweeping changes to items and weapons – many of which were completely reworked, nerfed or boosted.Examples of these small but meaningful changes include alterations to crossbows, which are now two-handed weapons (duh) and ‘Survival’ only, giving players two separate attacks and a generous health pool. There’s also a backpack that lets you hold a weapon (sorry, you can’t use it if it’s in the backpack) while you wield a two-handed weapon, making sure you’re never punished for switching back to a dual weapon build.Additionally, the in-game economy and merchants got a makeover with the removal of gold-scaling (gear price will now go up with item level), prices have changed on a variety of items, and there are various changes to refining and affix rerolling costs. Shop categories are now color-based instead of being based on equipment type and you now get a shop reroll for free, however, it makes items on sale pricier so do with that what you will.The other more notable changes include scrolls being removed from ++ and S weapons, but to compensate more scrolls have been added to the early biomes (heyoooo make it rain!), enemy damage has been reduced, and gear damage has been increased. #balanceAlso, for fans who lovingly encountered unrelenting death in 2BC (two Boss Cells), the new update has smoothed out difficulty progression – 0BC (zero Boss Cells), for example, has been made more challenging in order to teach new players more of the moves and give them time to collect more gear/runes before progressing, but the difficulty curve in general has also been adjusted from 0-5BC so difficulty spikes should be (should be) less of a problem.