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Update 19 is coming soon(ish) - Post No.1

Hey,

Our next update is going to be a bit of a big one, mainly focusing on fixing the slightly broken elements in the game. Unsurprisingly, this will involve making some pretty big changes to some of the main systems in Dead Cells.

Now, if we tried to fit all of the changes we're making into one piece of Steam news it would be the mother of all text walls, so we’re going to release a few regular chunks of news to get you up to speed before the update arrives. Today’s topic? Gold!


[h3]THE SITUATION[/h3]
So, for a while now we’ve been hearing that the economy in Dead Cells just doesn’t feel right. The main issue being pointed out is that the quality and price of merchants from BC1 to BC5 are kind of crap, especially before forge completion and that lovely 100% S weapon drop rate. Unfortunately, forge completion takes some serious time AND you will typically reserve your money for other kinds of purchases anyway. Well, let’s just be honest, you’ll be keeping your money for health flasks.

My disappointment is immeasurable and my day is ruined


This typically leads to merchants mostly being ignored, with everyone’s gold stashed away in case you need to buy health back, and so you don’t buy new items or improve your gear. Unfortunately, changing and improving your items and builds is a big part of what makes Dead Cells fun to play, so feeling like you can’t do so without being punished is less than ideal.


[h3]THE FIX[/h3]
Currently, the price for items scales exponentially with their quality and number of affixes. At the same time, you’re being given less money in the name of increased difficulty, so good items can quickly become way too expensive to afford. Throw in the ever-present health flask worry and it’s really hard for you to plan how much gold to save and what to spend it on.

The problem we’ve had in addressing this is that the ‘exponential’ system is limiting our control on how much available gold to give you in a run. So, we will be changing gold drops to a linear progression. This will make it much easier for us to balance the amount of items, health flasks and weapon quality buffs we want you to be able to buy at each BC.

Big changes coming for these guys soon too


We will also be altering how the merchants operate. Shop choice won’t be determined by item categories anymore, but by scroll colour. Yep, you'll be able to choose between Survival, Tactics or Brutality scaling items, which should really increase the chance of finding an interesting weapon or skill for your preferred build, on any given run.
Shop re-rolls will become free, but every time you re-roll will cause the price of the new items to increase. That way, you’re not heavily punished if you re-roll once and still don't get any interesting items. Affix re-roll and Forge refining will also see their prices decreased.


So, that’s a brief overview of our plans for the Dead Cells economy and why we feel the need to change it. Of course there is a bit more to this than what you’ve just read, we are well aware that these changes could bring up new problems and it needs to be handled carefully. But don't worry, we will be testing how it feels to play with the new economy and making adjustments before we finalise anything.

Stay tuned for more news on the changes coming in Update 19!

Thanks,
Matt, EE & MT

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