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PatchDEADSHIFTv0.1.6

DEADSHIFT 0.1.6 Patch Notes

DEADSHIFT was updated to 0.1.6 on Oct 1. A new region, the Flooded Harbor, opens up. Imprint resonance and costumes have been added, profession skill trees now reach Lv100, and mercenary skill trees have been reworked.

  • Your existing save carries over. The first time it loads after the update, these changes are applied automatically:
    • Mercenary skill trees were reworked, and SP spent on removed skills is refunded. Most mercenaries will need their skills reassigned. Profession skills are kept as they are.
    • Lv100+ now takes less experience, so stored experience may immediately raise character, profession, mercenary and medal levels. You receive stat points and SP for every level gained, and no level goes down.
    • Composed, HP Recovery per Second and Lifesteal options on items you own are recalculated to their new ranges.
    • Burst Mode on assault rifles becomes Engagement Range, Drum Magazine becomes Rapid Feed, and Endless Magazine becomes Sustained Barrage.
  • 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 158 MB) are downloaded again.

New

Flooded Harbor

  • Added a new region, the Flooded Harbor, reached from Closed Subway Network · Train Depot — 5 hunting grounds, region levels 105–120
    • Dockside Lv.105 · Container Yard Lv.108 · Cargo Quay Lv.112 · Freighter Hold Lv.116 · Freighter Engine Room Lv.120
  • 8 new infected: Algae Stilt, Barnacle Stevedore, Buoy Mimic Frogfish, Knotted Hagfish, Rustfist Mantis Shrimp, and the elites Chainmuzzle Hound, Empty Nest Broodbird and Bonefold Anteater
  • 3 new bosses: Abyssal Stowaway in the Container Yard, Blind Platform Queen on the Cargo Quay and Thousand Mouths in the Freighter Engine Room. Harbor bosses have no rift or true boss
  • All 11 harbor infected can be contracted as mercenaries
  • Added the Harbor (R10) to the world map’s region shortcuts

Imprint resonance

  • Added 8 imprint families: Devour · Swarm · Venom · Pulse · Carapace · Mobility · Machine · Regeneration
  • Equip 2 imprints of the same family for a secondary effect, or 3 for a unique effect. Imprints in the same row count, and a boss’s imprint and its true boss’s imprint count as one each
  • Swarm, Machine and Regeneration resonance apply to both mercenaries and frames
  • A family icon now appears in the lower left of each imprint profile. Active resonances are shown below the equip area with an icon and card count; tap the badge to see the effect and the imprints involved
  • Added imprints for 9 subway infected: Commuter Nest · Rail Hound · Ballast Cricket · Last Train Dozer · Speaker Orb · Lantern Snout Hauler · Gangway Looper · Static Seraph · Engine Heart
  • Added Character/Ally and Attack/Defense/Skill filters to the imprint list

Costumes

  • After your 2nd rebirth, use the hanger button in the inventory to change how your gas mask, clothes and shoes look. Stats and set effects still come from the gear you actually wear
  • Armor looks sold in the shop are available without buying them. Any other look is registered once you obtain it and stays even if you sell or dismantle the item
  • Added costume guides to the costume screen and the Help tab in Options

Profession skills to Lv100

  • Survivor, Gunslinger, Contractor and Operator skill trees now reach Lv100, with 45 new skills. A new row opens every 5 levels from Lv80
    • Survivor: resistance to each status effect, damage reduction, experience gain, and reduced experience and credit loss on death
    • Gunslinger: fire that rewards keeping your shield, standing still, moving, swapping weapons and dashing; stronger follow-up shots after piercing; SP recovery on kill
    • Contractor: firepower that spends mercenary HP, Focus Target, Mixed Formation and Cover orders, revive protection and shared healing
    • Operator: frame firepower, durability, attack speed and auto-repair, plus shorter maintenance, lower SP use and lower upkeep
  • At Lv100, choose 1 of 3 final skills in each tree. Your Lv75 choice is kept
  • New Contractor skill Tactical Resonance: hits by you or an ally that spend 1 Cooperation Mark from the other side deal ×1.50 damage

Mercenary skill tree rework

  • Added Lv55–75 nodes to each skill tab, with a choice of 1 of 3 final skills at Lv75
  • Lv30 and Lv50 keystones are now attack-form choices: omnidirectional fire, traps, forking, returning shots, impact explosions and orbiting shots for ranged, and sword waves and chain slashes for melee, among others. The Lv50 choice no longer requires a Lv30 choice
  • Buff and summon skills now grow stronger with skill level
  • Added Lv80 Attack Training, Max HP Training and Defense Training to the shared tree: 1 SP per rank for Attack +1%, Max HP +1% or Defense +0.25%, with no rank limit
  • Added Lv80 Skill Attack Training and Skill Cooldown Training to every skill tab: skill attack +2% per 1 SP and cooldown reduction +2% per 3 SP, with no rank limit
  • On unlimited nodes, pick how many ranks to add with +N, review, then confirm

Progression and convenience

  • Added a +N button to character stats: type the number of points or pick Max
  • The ++ button now works with fewer than 5 points left and spends all of them
  • Added auto-enhance to the weapon enhancement shop: set a target enhancement level and target item level, and it repeats enhancing and item level ups
  • Set the re-summon interval next to Auto Summon in the mercenary window: 3–30 s in 1 s steps, 10 s by default (previously a fixed 7 s). Saved per character
  • Added effect filters to the specimen list: Immune · Stats · Skills · Reactions · Status Effects · Debuffs · Death Effects · Battlefield · Mutations
  • Underlined terms (lifesteal, Cooperation Mark, stacks and more) now show an explanation on hover or tap
  • Added a short Summon Mini-Me explanation to silver imprint details

Gear

  • Added 2 bags for Lv111+: Bunker Stockpile Pack and Crimson Hauler Pack. Bags can now drop as legendary and special
  • Added Ally Action Haste, Ally Skill Cooldown and Ally Damage to shoe and bag options
  • Shoes can now roll the same legendary options as bags (Coordinated · Instructor’s · Comrade’s) and the same special options (Sovereign’s · of Power Inheritance · Shared Bulwark)
  • Added Weapon Maintenance Max Stacks +1 and Weapon Swap Max Stacks +1 options to weapons and armor
  • Added the legendary option Swap-Ready (weapon damage per stack and max stacks) and the special option Tactical Cycling (weapon damage and critical rating per stack)
  • Added upgrades and enhancement for frame built-in weapons

Recovery consumables

  • Added 3 higher grades to each family
    • Medkits: Nano Medkit · Combat Surgical Medkit · Reconstruction Medkit
    • Bandages: Nano Regenerative Bandage · Cellular Reconstruction Bandage · Full Reconstruction Bandage
    • Shield cells: Ultra-Density Shield Cell · Phase Shield Cell · Quantum Shield Cell
    • Stimulants: Enhanced Neural Stimulant · Experimental Neural Amplifier · Overdrive Ampoule
  • Monsters and bosses in Lv71+ hunting grounds drop higher-grade recovery consumables in higher regions

Weapon stacks

  • Weapon stack buffs are now named Weapon Maintenance Stacks and Weapon Swap Stacks, and every profession can use them. Base max stacks are 3 each
    • Maintenance: weapon damage +10% per stack
    • Swap: weapon damage +8% and critical rating +2% per stack
    • Both also apply to melee attacks
  • Both stack buffs appear in every profession’s skill window, with per-stack and max-stack effects in the details

Monsters

  • Monsters and mercenaries now have a base critical chance. Against an equal-level target: normal 15% · elite 25% · boss 35% · true boss 40%, adjusted by level difference and critical resistance
  • Elites and bosses now pick skills by distance, range and situation, and avoid the last two skills they used. True bosses predict your movement and chain skills
  • Bosses reposition briefly for a better next attack every second attack; true bosses do so on every attack
  • Added the monster skills Venom Barrage and Frost Shot

Interface

  • The world map shows the remaining cooldown for both normal and true bosses with separate icons that fill clockwise over time. Select or hover a map with a boss to see both timers in the lower left
  • Added an SP gauge under each frame’s HP gauge
  • Frame window: occupied capacity is split between deployed frames and frames waiting to auto-return, each frame’s remaining repair time and reason for waiting are shown, and the extra capacity preview matches the frames you’re about to deploy
  • Medal details now show defeated true boss portraits in a separate panel next to the card
  • The inventory sort button is now an icon, with the costume hanger button in front of it
  • Numbers are now shown to 2 decimal places, with K · M · B · T from 10,000 up. Multipliers use ×
  • Renamed: Pulse Choir → Broodsac Grub, Archive Indexer → Archive Librarian (true boss included), Lab Homunculus → Lab Culture, Holy Bone Descent → White Bone Descent, Grand Index → Bookshelf Vortex

Balance

Ally options

  • Mercenary and frame options on gear and imprints are merged into a single Ally option. Worn by your character, it applies to every deployed ally; worn by a frame, it applies to that frame only
  • Imprint options that applied to only one side (support skill healing, action speed, melee cooldown, frame skill power) were replaced with other Ally options. White and silver imprints that lost a line from the merge gained one Ally option each
  • Frames gain weapon fire rate from Ally Action Haste and Ally Skill Cooldown. Operator frames also benefit from imprint Action Haste and Skill Cooldown Recovery
  • Target Designation and Proxy Guard now also apply to mercenaries, and Coordinated, Instructor’s, Comrade’s and similar options now also apply to frames
  • Command Signal’s attack bonus is now an Ally attack bonus shared by mercenaries and frames. Its damage reduction still applies to mercenaries only
  • Command Protocol reordered: 2-piece damage, HP and defense per ally; 3-piece damage transfer to allies and ally lifesteal; 4-piece mercenary skill level (previously 2-piece)
  • The bag option Mercenary Skill Level: +1 → +1–3. Mercenary Skill Level and mercenary experience options don’t apply to frames

Cooperation

  • Cooperation attacks now use marks. Direct hits by you and your mercenaries each build up to 10 marks, and a hit from the other side spends 1 for extra damage. No time limit and no cooldown
  • Using cooperation options, Swarm resonance and Tactical Resonance together spends only 1 mark while applying all of their effects

Critical hits

  • Mercenary base critical damage: 200% → 150%. Enemy monsters now deal 150% damage on a critical hit. Mercenaries still get their commander and technique bonuses on top
  • Consecutive hits from the Tally Keeper imprint and Weak Spot: now raise critical rating in proportion to your current critical rating. Max stacks 10 (20 with both) → 5 (5 with both), lasting 1.5 s after the last hit (paused while the game is paused)
  • Composed option critical rating: +30–50% → +10–20%

Imprints

  • Imprints gain more per level: 10% → 20% of their Lv1 bonus per level, more for higher grades. Example: a silver imprint’s Attack ×1.25 becomes ×1.30 at Lv2. Fixed options don’t change with level
  • Imprint values are shown to 2 decimal places
  • Imprints that shared the same options were differentiated
    • Crock Spider: mercenary defense ×1.04 → Ally critical rating ×1.03
    • Chainwheel Beetle: frame HP → Ally shield ×1.04
    • Stoneplate Grazer: Ally defense ×1.08 · shield ×1.06
    • Bear Batter: Ally attack ×1.08 · critical damage ×1.06
  • True boss silver imprints: pierce and ricochet level 2 → 3
  • Gym Tackler imprint weapon stability: +5 → +20
  • True Drum Major imprint mercenary attack: ×1.30 → ×1.25
  • True Corpse Spider Queen silver imprint lifesteal: 1.5% → 2%

Mini-Me

  • Mini-Me power is now based on damage from your whole side (mercenaries, frames and summons included) instead of your character alone
  • Mini-Me attack from silver imprints scales with your character’s skill power
  • Mini-Me base cooldown reduced by 30%, and shortened further by higher skill power

Mercenaries and frames

  • Mercenary skill cooldown reduction cap: 45% → 95%. Skill-tree cooldown reduction now also applies to fixed-cooldown skills
  • Mercenary action delay and skill cooldowns have a 0.3 s minimum
  • Pump shotguns and sniper rifles mounted on frames fire 3× faster (auto shotguns and rockets excluded; Rapid-Fire Regulator Arms gain less because of their minimum fire rate)
  • Destroyed Operator frames under repair now reserve the capacity they need to auto-return. Reserved capacity can’t be used to deploy another frame
  • Renamed labels: Occupied, Cost per Unit, Part Cost

Gunslinger

  • Stack skills now strengthen the shared stack buffs. With the same gear and stack count, stack effect bonuses cap at +50%
  • Sleight of Hand: +1 max swap stack per rank → longer swap stack duration
  • Rotation Fire and Trinity: +2 max weapon swap stacks each
  • Removed the per-stack fire rate bonus from Three Musketeers, Rotation Fire and Perfect Cycle
  • Reworked low-HP skills (Taste of Blood, Berserker’s Oath, Dance of Death, Master of Death’s Edge, Immortal Berserker and others). Most drawbacks were removed and values raised

Armor and lifesteal

  • Higher base HP Recovery per Second on body armor (Lv.5 1 → 2, Lv.105 3 → 14 and so on, scaling with the armor’s HP)
  • Higher HP Recovery per Second options on body armor and bags, scaling with item level
  • Lifesteal now has a per-second cap: N% lifesteal heals up to N% of max HP per second
  • Lifesteal: 0.4–1.5% → 1–2.5%, Vampire’s: 2–3.5% → 3–5%
  • Burst options on legendary weapons now roll only on submachine guns

Recovery consumables

  • All recovery consumables have half the cooldown and 20% less healing. Example: First Aid Kit, 35% of max HP every 20 s → 28% every 10 s. Compression Bandage instant heal 8% → 6%, Hemostatic Bandage 11% → 9%
  • All stimulant grades now share one cooldown, like medkits, bandages and shield cells
  • Higher shop prices for upper grades: Advanced Medkit and Advanced Shield Cell 12,000, Regenerative Medkit and High-Density Shield Cell 26,000, Regenerative Bandage (3) 56,000, Advanced Regenerative Bandage 120,000 credits. New grades cost 120,000–3,100,000 credits

Enhancement

  • Item level up cost: 150× → 300× the shop price. Each level up multiplies later enhancement and level up costs by 1.25
  • Option rerolls can now return the current option
  • Partially resetting skills keeps the prerequisite ranks other skills depend on

Rifts, true bosses and medals

  • Rift portals now need an active specimen risk score of 160+, and open at BLACK 50% · WHITE 100% (previously RED 33% · BLACK 70% · WHITE 100%). They never open on RED or below
  • 7 true bosses have more HP and attack. Example: True Laughing Orbit HP 550M → 750M, attack 17,000 → 27,500. True Corpse Spider Queen, True Overgrowth and True Drum Major are unchanged
  • Medal experience from true boss repeat kills: fixed by boss level → varies with difficulty and active specimen score, with WHITE giving more than BLACK under the same conditions. Example: True Archive Librarian, about 42 → 30 on WHITE at 160 specimen points

Monsters and combat

  • At hunting heat 15+, clearing every monster makes monsters respawn rapidly up to the hunting ground’s max
  • Items dropped by monsters killed in 3 hits or fewer are pulled to your character from any distance within 1 s
  • Once natural shield recharge starts, it continues while taking damage (player, mercenaries, frames and enemies). A recharge ends after restoring the max shield it started with, or immediately on a status effect or a full shield
  • Monsters keep moving and using basic attacks while using projectile, summon and lingering skills granted by specimens. Charge, leap and direct-strike skills have shorter wind-up and recovery
  • Sonic Barrage base cooldown: 5 s → 3 s
  • The 4 specimens granting poison, burn, bleed or shock immunity: risk score 25 → 50
  • Engine Heart gives more experience

Fixes

  • Fixed Cancel Auto-Return not working when every frame was destroyed. The canceled frame’s reserved capacity is returned
  • Fixed True Broodsac Grub’s silver imprint not showing Ally HP Recovery per Second +1%
  • Improved you and your mercenaries getting stuck in narrow terrain during auto-hunt, such as around the Inspection Shed door
  • Fixed auto-hunt Hold failing to return to its position after being pushed or respawning because it kept dodging ground effects and attack warnings
  • Fixed stack buff icons under the skill window being too small
  • Fixed the skill window shifting when selecting a skill, and put the profession tabs in one header row
  • Fixed the previous weapon’s maintenance stacks lingering, or the new weapon’s stack options applying late, after switching weapons. Switching weapon sets alone no longer adds swap stacks
  • Fixed Operator frame maintenance stacks raising critical rating less than described
  • Fixed critical rating rising too much when general critical rating bonuses stacked with the Gunslinger achievement bonus
  • Reduced stutter when spending stat points and mercenary skill points

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