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Update 5.0.0.0: The Big Balance Patch

A quote from a community message.

I think I'll take the criticism and do something about it if that's ok. The changes are designed to primarily effect Easy Mode. As always, your feedback and critism is important to me so if you notice something that you think is bullshit then let me know in the community messages boards, the subreddit r/deadthegame, email me at [email protected] or tweet us @themiloteam.

PATCH NOTE TIME!

  • Progenitor's mutant is now pushed back further with blasts.
  • Only in Easy Mode, Vesicle now has a tell for his laser attack. A ring will close in on the player so you will know if the laser is coming whether or not Vesicle is outside of the view.
  • Vesicle now does two rotations on his laser attack in Easy Mode.
  • Vesicle has a shorter wind up time for his laser attack in Easy Mode.
  • Vesicle now doesn't fly upward as much on his spore attack. This will keep him more central to the arena and therefore within view. :deadspectre:
  • Spectre now becomes visible when within proximity of the player in Easy Mode. This makes it easier to keep track of him and gives you a chance to react to his charge attack.
  • Spectre makes a subtle effect when he's about to charge so you can see where he is coming from.
  • Spectre now makes a different bullet-hit noise to Eremite. This will allow you to distinguish who you're actually hitting. This is helpful when both are invisible.
  • Eremite now produces a small particle effect when she about to attack.
  • Eremite produces the same particle effect when she is hit with a blast.
  • Migraine now takes more damage. I felt she just took a bit too long to kill.
  • Migraine's tiny shell fragments now glow making them easier to see in the chaos.
  • Migraine's tiny shell fragments now travel a bit slower.
  • Migraine's lasers are now drawing behind her face instead of in front. Moving the laser location to match the eyes proved to be too difficult.
  • One criticism was how Puppeteer's eye sentries presented unavoidable situations when they couldn't be destroyed. The player cannot destroy eye sentries in Easy Mode. However, when the countdown completes the clock erased all dangers in the arena allowing a fresh start on the next phase. This plays a lot better in my opinion.
  • Totem's laser sentries can be destroyed in Easy Mode.
  • Totem will never do the same attack twice in Easy Mode to make him more predictable.
  • To compensate for these changes Totem now attacks more frequently.
  • Glass Master now produces a large ring around him when he teleports to broadcast his location if he's outside of view.
  • On his successive teleport attack he will now teleport further away and is a bit slower to give the player time to react to incoming spikes.
  • The Silenced will now wait a minimum amount of time before attacking. This applies to other bosses too.
  • Fixed bug on Scourge's sword damaging player when it spawns in. :deadbears:
  • Eight Bears now stop briefly before charging the player as opposed to instantly.
  • Bears gearing up to charge or are charging have a red ring effect making them easier to predict outside of view. :deadember:
  • Dying Ember in Easy Mode now attacks less frequently. Only slightly to allow guaranteed stamina regeneration.
  • Dying Ember's sprinkle bomb now has a smaller cone of influence from a 90' to 60'.

Furnace remains unchanged because he is bae.

I don't know about you but I love patch notes.

Thank you all for your patience! Soundtrack is coming next week. You may have noticed that I hid the music tracks from the game files. This is because I'm super sneaky but also because, as much as I want to share the soundtrack for free, I want to respect the composer's work. Don't worry, I'll be uploading it to Youtube too and I'm sure someone will pirate it, but if you want the highest quality version fresh from Paul's PC then the soundtrack is what you want!

Now go...go show Dead to famous YouTubers 'n stuff so I can make more games. Thanks a lot and have a good summer!

~ Alec