Potential concepts for future monsters
Hey there,
As we’ve announced, we’re hoping to get the fourth update ready to be deployed on the beta branch early November. Until that time, we’re going to show some of the incoming additions piece by piece in this “Coming Soon(™)” series. Of course, we’ll be keeping the best for last! So… if you would rather not be spoiled, this might be a good time to stop reading.
New skins
We mentioned last week that we consider removing placeholders and improving the aesthetics of current content an important part of the constant progress of the game toward completion. The fourth update comes with its own batch of this quality life improvements.
Remember this guy?
He used to hang out in the Graveyard biome and spawn annoying flies upon death (which I, by the way, think is totally fair - after all you just killed him without a thought, can’t blame the poor thing for wanting a bit of payback). Well, Gwen decided to give him the facelift he deserved all while giving the player a (not so) subtle hint about what’s hiding in its bowels.
The second host zombie, the one that spawns those adorable little brown worms, hasn’t been forgotten either!
Before
After
“Kill it! Kill it with fire before… Damn”
Both of them are now equally horrendous… which is... cool I guess! As you can see, we’ve also made the worms blue to make them stand out better from the background.
The Old Sewers themselves were also reworked a little bit to give theme a smidge more personality. A very sick, bubonic, bring-your-hand-sanitizer, type of personality...
Updates on the DirectX build:
We’ve been at it for a while. A DirectX version of the game should allow the players with Intel HD cards to play Dead Cells. Currently, the game requires OpenGL 3.2 which is unfortunately not supported by Intel HD cards. We’re also hoping to slightly improve the performances of the game on the whole.
Last week’s release (0.3.14) fixed a nasty bug which prevented users running anything other than Windows 10 from launching the DirectX build. There are still a couple of issue hanging around, but for the most part, you should be fine.
Since today (0.3.15), everyone on the beta branch will automatically launch into the DirectX version by default, unless you choose the OpenGL - Legacy version when the game starts.
We’ve opened a pinned thread in the Bug section of the forums. If you’re on the beta branch and the DirectX version does not work, please post the info there with your version of Windows, language, and graphics card model.
Well, that’s all for today! We should be back with the “Coming Soon(™)” part2 next week, so stay around or maybe hit that follow button if you wish to be warned when we do so.
Thank you all!
