FULL PATCHNOTES AVAILABLE HERE!
Hey everyone!
We're happy to announce that we've pushed our first major content update for Dead Cells on the Beta branch! Wait... What? Branches?
Branches:
We're going to be releasing all of our updates into beta for at least a week before we release them into the wild. This means that if you want to play all the latest features you can, but that you'll also be exposed to all the newest bugs and crashes... Read on if you're game!
How do I get in?
To access the beta follow these instructions:
- Go to your Steam game library
- Right click on Dead Cells and click "properties"
- Select the tab "Betas"
- In the first dropdown box select "beta - "
- Click close and wait for the upload to finish downloading
- Start playing.
WARNING:
If you play with your save files in the beta version, you will not be able to use them in the stable version, until we push the beta branch out to the public.
If you are worried about losing you save then head over here: "steam\userdata\\588650\remote" and copy the files somewhere safe.
You can have one save slot dedicated to the beta branch and one to the old branch simultaneously, but you must revert to the stable branch to be able to use it.
So what's new?
This update focuses mainly on fixing the things that you've asked for or that have been causing bugs. That means it's focused on gameplay and the feeling of weapons and items. We're calling it the elemental update for a reason...
The Elemental Update:
- New mechanics related to elemental damage, particularly fire mean that you will now be burning enemies to death in a sort of grisly pyre of pixel art.
- Oil based items now actually do what they're supposed to and there are new weapons that go hand in hand with them... Got the urge to burn something? Yes, we mean in the game!
- New Items and affixes: New weapons, skills and passives attributes! Including many triggering elemental effects, oil grenades, electricity conducting water and more... We can’t wait to nerf it all for you!
Monsters & NPCs:
This update didn't see us finishing as many NPCs as we had hoped, but that's because we wanted to introduce some new enemies into the base regions. Having said that we did manage to add a few new characters...
- New enemies: Please give a warm welcome to your two new neighbours. Especially this one, he is super shy and easily scared...
- New NPCs: We've got new merchants in town. Also that guy with the scroll now does what he's supposed to. Plus there is some weird creature hanging out in the sewers...
- Shop: New Deals of the Day! feature - You might now find items of unusually high quality sold by the merchants. It won’t come cheap though.
Combat & Extras:
The rest of the changes are mostly tweaks except for the work that we did on making shields more interesting to use and traps and turrets a little less cheesable.
- Shield rework: Shields now allow for a more defensive playstyle. Your character is no longer locked after a successful parry and all shields provide a short force field when you take damage. Cherry on the cake, you can finally send back those annoying red bombs to their owners!
- Skills rework: Turrets, meat grinders and most of the others deployable traps now require you to be around them in order to function correctly. This is to bring the cheese level down a little bit...
Achievements & Stats:
Ingame Stats and Steam achievements are now available! The first wave of steam achievement is IN and while everyone can see them you can only unlock them if you venture in to the wilds of the beta branch... We hope you’ll have fun figuring them out.
Also, you can now see some stats on your in-game performances if you go and talk to the odd little chap that hangs around in the start room... He'll tell you just how bad you are and have a great time doing it!
FULL PATCHNOTES AVAILABLE HERE!
Languages:
We've been receiving offers from people for help with translating the game into their own languages and in some cases we've taken them up on that. A big thank you to anyone who did help out!
To make the whole process easier we've added support for Steam Workshop mods related to translations! So if you want to help you can get involved!
We will do another post with detailed instructions on how to get involved, but if you can't wait you can follow these instructions here:
How to create a language mod
============================
1. Configuration:
First create a new directory on your computer (e.g. C:\test\dc).
Then copy the file "settings.json" (which you can find in the Dead Cells lang directory) in to the newly
created directory and open it with any text editor.
This file contains the settings of your mod:
- category: "language"
- name: the name of the language (in that language)
- lang.code: the ISO-639-1 code of the language (e.g. fr, zh, en) with an optional country code (e.g. en-us, fr-ca, zh-cn)
- lang.src: the source language (available: en, fr)
- lang.chars: the font/chars to use for this language (currently available: latin, simplified chinese, greek, cyrillic)
2. Create your .po file
Dead Cells localization is based on Gettext.
You should use the free editor Poedit (https://poedit.net/) to manage your translations.
In Poedit, choose "Create new translation" and select the main-en.pot file in the lang directory of Dead Cells.
You can now save it as a new file named "main.po" in the directory you created in the first step.
3. Translate
There's nothing unusual about the translation process.
Variables are noted ::var:: You must keep exactly the same variables in the translated text, but the order may change.
For example "The big house has ::var:: windows." can be "There are ::var:: windows in the big house."
4. Test
You can test your mod locally. Open a command line, go to the Dead Cells directory then launch:
deadcells.exe --workshop-test
Where is the local path of your mod.
Example:
deadcells.exe --workshop-test c:/test/dc
5. Upload
Open a command line, go to the Dead Cells directory and run:
deadcells.exe --workshop
Follow the prompts.
