The hardest achievement in the game is now a bit more possible. Originally it required completing the game in Boss Rush Mode, Easy Mode and One-Hit Mode enabled.
This turned out to be so difficult that it became punishing. So now, to get the achievment, you need to complete the game in Boss Rush mode and Easy Mode which means you get your full HP, opportunities to heal and you auto-heal to full HP when travelling to a new boss.
"End of an Age" Achievement now only requires game completion on Boss Rush Mode and Easy Mode.
You now heal to full when travelling to a new boss in Boss Rush Mode.
The Silenced now produces projectile from his centre instead of the mask.
The Silenced next attack will be slightly delayed when blasted.
The Silenced will only do a self-explosion if the glow exists when dipping below 20k hp.
The Silenced next attack will be slightly delayed when blasted.
Spectre takes a little bit more damage when in Boss Rush mode.
Real Puppeteer takes a bit more damage from blasts. If timed correctly should be possible to kill Puppeteer in two clock rotations.
Cursor is now visible on the input choice screen.
15% OFF for the Steam Summer Sale!
Oh dang that's super reasonable!
Oh boy. Oh dang.
Update 5.0.0.2
Small one:
- Fixed errors related to Smelter looking for a sword that isn't there
- Dying Ember's sprinkle bomb is now affected by the volume slider.
:deadbears:
Custom bosses are still on the cards, you have not been forgotten!
~ Alec
Dead Soundtrack Youtube Playlist
Hey!
As promised, here's the soundtrack to Dead uploaded to Youtube in a lovely playlist!
Additionally, I've made a small fix to the Eight Bears.
You now have to earn the achievement "Eight Bears Hunted" the honourable way. The achievement should now only be granted if you kill Literally Eight Bears using blast only.
Have a good weekend everyone!
~ Alec
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 contactmilogames@gmail.com 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
"Big Balance Update" is almost ready
Thought I'd update you all to know how it's coming along.
So far, so good!
The goal was to make the battles more fun and more fair especially in Easy Mode. I think the bosses are playing a lot nicer and I really hope it does you all justice. As it stands all of the changes I wanted to make are done with the exception of Puppeteer.
Hopefully I can release this tomorrow and you'll have a lovely long list of delicious patch notes. :deadspectre:
PLAY THE GAME IN HARD MODE NOW BEFORE IT CHANGES FOREVER!
~ Alec
Custom bosses #8, #9 and #10
Hooo boy!
I'll have to stop taking on more designs! I got games to make!
The "Big Balance Patch" is coming along nicely. Literally Eight Bears is playing a lot nicer now and other changes are looking pretty neat. Gonna be good.
Upcoming Things
Hey everyone, Alec here!
Thought I'd let you know about what's coming up and what you can expect.
Balance Changes
"Tough but fair." That's the key philosophy that Dead follows. A post on the community discussions has highlighted the moments in Dead where it crosses the line from "tough" into "luck" and that just won't do.
My goal is to make small but significant changes to make the moves and the bosses feel more consistent and predictable. You should feel as though every death is your own fault and that you know exactly what's coming at you so you can react.
I don't plan on removing or changing entire movesets but polishing and refining the moves, especially in Easy Mode, to be more forgiving. This patch might take some time but it will happen.
Soundtrack
The soundtrack is all ready to go. It just needs to be approved by Valve and then it needs to be visible on the Steam Store for at least 2 weeks.
Custom Bosses
I will draw each one. I promise. I haven't forgotten about your designs. Some of them are gonna be pretty neat. Here's the newest one if you haven't seen it!
Thanks for reading!
And remember...don't...actually start a fight with your boss.