New Dead Cells “Update Of Plenty” Changes Crossbows, Adds Backpacks

Developer Evil Empire has released a new update for Dead Cells. Called the Update of Plenty, it implements notable changes to weapons, items, and the in-game economy. The full list of changes are detailed in the official patch notes.

In terms of weapons, Update of Plenty makes all crossbows into two-handed weapons. To increase a player’s willingness to try two-handed weapons, Update of Plenty also adds backpacks that allow you to hold onto an extra one-handed weapon that you can switch to in situations where your two-handed weapon might put you at a disadvantage.

When it comes to the in-game economy, Update of Plenty increases the amount of gold you can find and adjusts the pricing of gear at merchants so that you’ll be able to switch gear loadouts midway through a run without spending nearly all your money. This should be most helpful for late-game levels, as holding onto a bit of your money early on should make it easier to buy healing items in the endgame without scrounging for gold.

Below, we’ve listed the highlights of the Update of Plenty patch notes–the full notes are much too long to list them all here.

Dead Cells Update Of Plenty Patch Notes Highlights

Weapon Rework

  • Following the extremely successful weapon popularity poll, we tried to give some love to the less liked weapons and slightly nerfed the most effective ones.
  • The aim is to open up a wider range of builds, while not sacrificing what made meta builds fun.
  • Most of the changed consist of slight number tweaks, some are more profound reworks but there is one notable exceptions:
    • All Crossbows (with the exception of Sonic Crossbow which is now named Sonic Carbine) are now two-handed weapons and Survival only.
    • Multiple-nocks Bow, Marksman’s Bow and Nerves of Steel are now Tactic only and have been buffed.
  • These weapons never really shined in Tactics because there are few reasons to take them in a Tactic build rather than in a Survival Build. And we were forced to make them less efficient than other pure Tactic range weapons to balance for the dual-scaling.
  • With the 2-handed weapons becoming part of the Survival identity, it felt only natural to increase the efficiency of these weapons to make them better on par with the other choices, and to make it pure Tactic.

Economy Rework

It has been brought to our attention several times (and, frankly, we knew already) that the economy in Dead Cells was… peculiar. While everything seemed to be fine at low difficulty level, it got worse and worse in high BC, where if you wanted to buy healing you would have to basically never spend any gold on anything else. So to fix this we implemented several changes, small and big, some among them will be detailed later in this patchnote.

Here’s a short list of what changed:

  • Gold scaling is gone, long live small numbers!
  • A good amount of items had their price changed
  • To replace gold scaling, gear price now goes up with item level
  • Refining and affix reroll costs have been changed
  • Shop categories are now stats instead of equipment type
  • Shop reroll is now free, but makes items on sale pricier

Gear Qualities And Damage Rework

Bonus stats have been removed from ++ and S gears, but to compensate new scrolls have been added in biomes, enemy damage has been reduced, and gear damage has been changed to increase with item level.

This change was implemented to give back some importance to gear level, and in pair with the economy rebalance give you more opportunities (and an incentive) to switch gears during your run.

New DoT: Shocked And DoT Reworks

All damage over time statuses seemed to blend together a bit too much for our taste. We decided to try and give each DoT a unique identity, and added a fourth one, shocked, in the process. Most electric weapons and items inflict this new shock DoT.

  • New DoT, Shocked: deal damage over time to the target and all nearby targets.
  • Bleed rework: Stack enough bleed status on a target and the damages left is instantaneously dealt at once.
  • Poison rework: Upon death, propagate the poison status with reduced damages and for the remaining duration.
  • Fire un-rework: Untouched, because fire was already perfect.
  • Also, all affixes giving bonus damage on an enemy with a specific status have updated values.

Damage Mutation Rework

Damage mutations (those who give a bonus DPS to your attacks) suffered from poor scaling, making them extremely useful at low difficulties while being less and less useful as you progress through the game.

To remedy to that, we changed their bonus from a bonus DP to a bonus % of damages. This means that everything that boosts your attack (item level, item rarity, affixes, etc.) will synergize with those mutations.

Impacted mutations:

  • Combo
  • Vengeance
  • Tainted Flask
  • Support
  • Tranquility
  • Gastronomy
  • Extended Healing

GameSpot has officially kicked off Play For All–a celebration of all things gaming. Join us as we bring you the summer’s hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.

GameSpot may get a commission from retail offers.