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PatchDEADSHIFTv0.1.5

DEADSHIFT 0.1.5 Patch Notes

DEADSHIFT was updated to 0.1.5 on Sep 25. A new region, the Closed Subway Network, opens up along with rifts where true bosses wait, and medals, silver imprints and Mini-Me companions have been added.

  • Your existing save carries over as is.
  • If you had the game open before the update, reload the page to get the new version.
  • The first time you play after the update, the game files (about 145 MB) are downloaded again.

New

Closed Subway Network

  • Added a new region, the Closed Subway Network, reached from the Contaminated Amusement Park — 5 hunting grounds, region levels 85–96
    • Closed Subway Network Lv.85 · Operations Control Room Lv.88 · Running Tunnel Lv.90 · Train Depot Lv.93 · Inspection Shed Lv.96
  • 7 new infected: Commuter Nest, Rail Hound, Ballast Cricket, Last Train Dozer, and the elites Speaker Orb, Lantern Snout Hauler and Gangway Looper
  • 2 new bosses: Static Seraph in the Operations Control Room and Engine Heart in the Inspection Shed
  • All 9 subway infected can be contracted as mercenaries

True bosses and rifts

  • Killing a boss in a boss room can open a rift portal — RED 33% · BLACK 70% · WHITE 100%; it never opens on YELLOW or below
  • Enter the Rift to fight a stronger true boss. A rift’s region level matches its true boss (Lv.81–155)
  • 10 true bosses: True Corpse Spider Queen, True Overgrowth, True Drum Major, True White Cloud Haetae, True Gate Haetae, True Archive Indexer, True Pulse Choir, True Tally Keeper, True Midnight Canopy and True Laughing Orbit
  • After you’ve killed True White Cloud Haetae once, True Gate Haetae appears in its place 30% of the time
  • After you kill a true boss, no rift portal opens for 15 minutes
  • True bosses drop mercenary cards (1% base chance)
  • True Drum Major calls Cymbal Cadets and Sousaphone Crawlers with Marching Orders, and always drops both of their mercenary cards
  • 9 true boss hunt achievements can now be completed. Their tier rewards are 1.25x those of the matching boss achievement

Medals

  • Your first true boss kill earns a Medal. It sits in the medal slot of the equipment window and can’t be unequipped or sold
  • Each medal level gives All Stats +1 and Defense Penetration +50
  • Each kind of true boss you kill for the first time adds a stat to the medal (9 in total — True White Cloud Haetae and True Gate Haetae share one). Killing a true boss you’ve already beaten gives medal XP
  • New stat, Defense Penetration: lowers the defense of the enemy you hit by that amount
  • Medal stats apply to your character, mercenaries and frames. Skill Power doesn’t apply to mercenaries, and XP gain only applies to character and mercenary XP
  • Medals carry over through rebirth
  • Medal details list stats in Stats, Offense, Defense and Other order and fold options with the same value into one row. Hover an option to see which true boss granted it; portraits of the true bosses you’ve beaten are shown below

Silver imprints and Mini-Me

  • Added 10 silver imprints, one per true boss
  • Added a silver-only socket to the imprint deck (6 → 7 sockets). Each socket is tinted with the grades it accepts
  • Imprint draw odds
    • True boss cards: white 90% · silver 10%
    • Boss cards: silver 3.38% added; red 65% → 62.81% · black 28% → 27.05% · white 7% → 6.76%
  • Equip a silver imprint and a Mini-Me of that true boss follows you around, casting its signature skill
    • Its power scales with the damage your character dealt in the last minute, +10% per imprint level
    • Enemies can’t attack it
    • It gets its own Mini-Me row in the DPS meter

Specimens

  • Added 10 true boss specimens (50 points each), earned by killing the true boss on WHITE. The specimen window has a new True Boss section
  • Added 5 subway specimens: Rail Hound, Commuter Nest, Lantern Snout Hauler, Static Seraph and Engine Heart
  • Removed the 430-point specimen risk cap on WHITE. Points above 430 only raise XP, credit and drop rewards; infected buffs stop at the 430-point bracket
  • True Archive Indexer specimen: every infected gets 1 extra mutation (up to 3). Infected with 3 mutations get a ×1.45 gear drop chance

Raise Item Level

  • Added Raise Item Level to the Enhance tab of the Weapon Enhancement Bench: raises a +25 item’s item level by 15
    • Cost: 150x the item’s shop price at its current item level
    • Enhancement goes back to +0 and all enhancement stars are removed. Rarity stars, part mods and options are kept
    • Base stats and option values grow to the new item level. Sell price and later enhancement and reset costs grow with it

Town

  • Added a quick menu that opens the Shop, Warehouse, Enhancement Bench, Mercenary Exchange, Training Post, World Difficulty and Rebirth windows without walking there. Town only (left edge on PC, top on touch), hidden while a window is open
  • Rearranged the town: the Training Post, Shop, Enhancement Bench and Mercenary Exchange stand in a back row, and the Rebirth Capsule, Warehouse and Memorial sit at the front of the square. The Warehouse moved from the right-hand corner to the middle of the square
  • Renamed the Rebirth Station to Rebirth Capsule
  • Rebuilt the rebirth window: compares level, stat points, required XP multiplier and carried-over XP before and after rebirth, and separates what’s kept from what resets. Shows how many levels you’re short when you can’t rebirth yet
  • World difficulty, specimens and rebirth can now be set from anywhere in town
  • Added Training Ground and hunting ground signs at both ends of town

Skills and auto hunt

  • Z/X/C/V skills are now registered per weapon set: added Set 1 and Set 2 slots to the skill window
    • Drag a skill icon onto a slot, or select a skill and then press a slot. Drag between slots to move or swap, and drag out to remove
    • Z/X/C/V use the skills registered to the weapon set you’re holding. The skill window highlights the current set
    • Switching sets turns off toggle skills the new set doesn’t have, and only the new set’s upkeep skills stay active
    • Consumables are shared by both sets. Registering one clears the skill on that key in both sets
    • Skills you had registered before are copied to both Set 1 and Set 2
  • Added Hunt Mode to auto hunt — Move: Roam or Hold / Attack: Target Only or Always Attack (defaults: Roam, Target Only)
    • Hold: stays where you turned auto hunt on and only attacks and uses skills. It doesn’t chase enemies or dodge danger zones, and walks back to that spot after being knocked away or respawning
    • Always Attack: keeps attacking and using skills even with no target
  • The AUTO button on the HUD now starts and stops auto hunt directly; the settings window opens from the Settings button next to it. If auto hunt can’t start where you are, a notice tells you why
  • Tidied the auto hunt settings window: movement, attack and melee settings are grouped under Hunt Mode, and Melee Weapon is a simple ON/OFF choice
  • Added a Split/Total toggle to the DPS meter. Total sums damage into one row each for the player, mercenaries and frames. Your choice is kept between sessions

World map and travel

  • Added region shortcuts at the top of the world map: regions you’ve entered show their R1, R2… number over a representative view. Pick one to jump there with its highest-level hunting ground selected, then press Enter to request transport
  • Opening the world map in town or the Training Ground now selects the last hunting ground you visited
  • Hunting grounds connected to places you’ve been now show as Undiscovered Area (name hidden, no transport)
  • Transport to hunting grounds you’ve visited is now available from the Training Ground too (same cost as town), with a Transport button on touch

Help and notifications

  • Added a Help tab to the options window: Set Core, Element Core, Mercenary and Field Boss. Entries unlock the first time you run into each, with an Unread Only filter
  • The Field Boss entry lists each boss hunting ground you’ve visited with its boss and respawn time
  • A notice appears when a new help entry unlocks or you level up (not during auto hunt)
  • HUD buttons show a dot when you have unspent points or unread help
  • Unspent skill points are shown in the mercenary list, on the mercenary Skills button and in the profession skill window
  • Added help buttons to the auto hunt settings window and the mercenary window

Visuals

  • Rocket Launcher, Multi-Rocket and Operator frame rockets now have an animated exhaust plume and are 15% smaller. Rockets fired by infected and specimens use the same look
  • Rocks from Ground Rift, Forked Fault and the TB-58 Millstone Crusher now tear out of the ground, roll and then shatter
  • Dark Downpour bolts now fall from the top of the screen
  • Lightning striking several nearby enemies at once is drawn as a single effect
  • With many light-emitting effects on screen, some fire, rocket and poison cloud projectiles are drawn without light
  • Projectile mod attack bonuses from level 11 are shown as multipliers (+14% → ×1.14)

Balance

Imprints

  • All imprint effects are now multipliers (×1.04 and so on) that multiply with other effects instead of adding to them
  • Reduced boss imprint values
    • Overgrowth: Max HP +12% → ×1.10
    • Broadcast Tower Screecher: Attack +10% → ×1.08
    • Archive Indexer: Skill Power +12% → ×1.10
    • Courtyard Haetae: frame Max HP +12% → ×1.10
    • Gate Haetae: Damage Taken −24% → −15%, mercenary and frame defense +45% → ×1.20
    • Pulse Choir: mercenary action speed +30% → ×1.20, mercenary Attack +45% → ×1.20
    • Tally Keeper: Attack +36% → ×1.20
    • Midnight Canopy: Attack +24% → ×1.15
    • Laughing Orbit: Critical Damage +30% → ×1.15

Monsters

  • Starred elites now spend every skill point their grade gives them. Before, even 4- and 5-star elites couldn’t spend them all and were barely stronger than 3-star ones. Bosses with skill trees follow the same rule
  • Elites now learn deeper skills and keystones, picking up skills they don’t have yet before upgrading ones they do
  • Lifesteal, status infliction, move speed and cooldown reduction from skills now also apply to elites
  • Reworked monster lifesteal: a hit heals part of the monster’s own max HP, then can’t heal again for 5 seconds. Mercenary and character lifesteal are unchanged
  • Vampiric mutation: heal 35% of damage dealt → heal 10% of max HP on hit, once every 5 seconds
  • Reworked the Corpse Spider Queen: new look, new Bleeding Cut skill, and it now runs after you. Leaping Slam windup 0.18 s → 0.56 s
  • Bear Batter and Sawblade Mascot: level 70 → 75, HP 435,000 → 525,000 and 400,000 → 480,000
  • Swing Ride Larva and Coaster Spine: HP 250,000 → 300,000
  • Smaller hitboxes for Courtyard Haetae and Gate Haetae
  • Harvester, Veilbeak, Stoneplate Grazer, Twin-Sickle Mantis, Well Matron, Tally Keeper, Bear Batter, Sawblade Mascot, Swing Ride Larva, Coaster Spine, Midnight Canopy and Laughing Orbit now have status resistances and weaknesses. True bosses share the resistances of their base boss

Monster hit checks

  • Monster area attacks now only hit if your feet are inside the warning circle. Overlapping it with your body alone does no damage
    • Applies to: slams that pound the area around the monster, Leaping Slam, Rocket Barrage, Venom Mortar, Dark Downpour, Lightning Barrage, the bolts of Thunder Guard, and specimen Rocket Barrage and Dark Downpour
  • Monster rockets no longer deal damage in flight and only explode inside their landing circle. The total damage to the targeted unit is unchanged
  • Monster rockets and venom and specimen Dark Downpour now aim at the target’s feet instead of the center of its body
  • About a third of Dark Downpour bolts now aim near enemies (bosses, mercenaries and true bosses alike)
  • Midnight Canopy mercenary skills Rain Coverage, Battlefield Downpour and Dark Deluge now add bolts as the radius grows (23 → 44 bolts with all of them learned), shown on a separate “More bolts” line

Weapons and projectiles

  • After a pause in firing, the guns in a weapon set used to go off almost together (within 0.2 s); they now fire spaced by the set’s own fire rate. Right after switching or loading a weapon set, shots after the first are at least 0.2 s apart. Sustained fire output is almost unchanged
  • LO-81 Resonance Cannon soundwaves, Four-Way Soundwave and PG-24 Tile Roller rollers no longer bounce off walls and props; they only bounce off the screen edge. Monster soundwaves fired from off screen turn back into view

Achievements

  • Elite Hunt: frame attack inheritance per tier +0.25%p → +1%p

Fixes

  • Fixed monsters and mercenaries that kept pushing in place or got stuck in terrain after a charge was blocked. Movement of very large monsters was fixed as well
  • Fixed monsters stopping and starting at the edge of their attack range, and ranged monsters standing at the edge of their range without attacking
  • Fixed Flash Cut’s Return Severance failing to come back to where it was cast when blocked by terrain
  • Fixed Blood Fuel showing or charging weapon skill costs from your previous weapon right after switching weapons or changing weapon options
  • Fixed the hit-streak critical chance from Weak Spot and the Tally Keeper imprint only applying to burst weapons. It now applies to every gun and melee weapon
  • Fixed explosion effects staying the same size when blast radius grew. They now match the area that actually deals damage
  • Fixed Operator frames firing slower than their weapon’s fire rate. The gap was larger the faster the weapon fired
  • Fixed Leaping Slam from Roof-Tile Pangolin, Lab Homunculus and Corpse Spider Queen dealing damage mid-jump. It now hits on landing, inside the warning circle
  • Fixed the warning lines of Rampaging Charge, Rolling Charge and Charge being drawn narrower than their actual hit area. They now only hit if your feet are inside the drawn line
  • Fixed poison pools dealing damage well above and below their visible shape
  • Fixed the Dark Downpour warning circle falling out of sync with its bolts when the caster was sped up or slowed
  • Fixed monsters recovering from a stun grabbing you again from far away after you’d escaped Crushing Grip
  • Fixed a Crushing Grip target staying briefly unable to move after the grabbing monster died or its attack was interrupted
  • Fixed forked shots passing through nearby enemies
  • Fixed armor slow and decoy effects, monster targeting time, flank and formation markers, and debuff durations still ticking down while a menu or management window had paused the game
  • Fixed defeated monsters vanishing mid-fade when the game was paused
  • Fixed slowed monsters wrongly deciding they were blocked and re-pathing on the spot
  • Fixed spiders hatched from the DB-17 Brood Sac behaving like enemies instead of allies
  • Fixed damage numbers hiding the left side of mutation icons
  • Fixed fences, crates and other props blocking more ground than they cover in the Contaminated Amusement Park, Haunted House, Military Checkpoint, Withered Farm and Collapsed Central Garden
  • Fixed the Pulse Choir in the Deep Isolation Ward appearing away from its set spot
  • Fixed the dimmed “not enough credits” look carrying over to other items after changing categories in the shop
  • Reduced stutter when area attacks hit many enemies at once and in fights with large crowds
  • Reduced the brief stutter in the first fight after starting the game

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