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PatchDEADSHIFTv0.1.7

DEADSHIFT 0.1.7 Patch Notes

DEADSHIFT was updated to 0.1.7 on Oct 1. This update adds crafted weapons made from true boss materials, Prototype-grade crafted armor, tier 6 and 7 element and set cores, and imprints and specimens for the Flooded Harbor. Lifesteal and HP recovery on gear have been raised.

  • Your existing save carries over. Lifesteal and HP Recovery per Second options on the gear and medals you own use the new values right away.
  • 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 160 MB) are downloaded again.

New

True boss crafted weapons

  • Added 1 crafted weapon for each of the 10 true bosses. A successful craft is always special, with higher attack than other weapons of the same level and a unique effect modeled on the true boss’s skills
  • They’re shown as Special Weapons in item details, but profession skills and weapon options for their paired weapon class (shotgun, sniper rifle and so on) apply as usual
  • Materials: 5 of the true boss’s own material, 15 of the material from the boss that opens its rift, 1 blueprint dropped by the true boss, plus parts, scrap and credits. 70% success rate; materials are used up even on failure
    • BM-81 Reliquary (True Corpse Spider Queen, pump shotgun): every 4th shot fires a fan of 5 piercing bone spears instead of pellets
    • OG-95 Rootflame (True Overgrowth, flamethrower): keep burning the same enemy and roots burst up underneath, damaging nearby enemies and briefly binding the burning target. Bosses can’t be bound
    • BS-100 March (True Drum Major, support weapon): sustained fire builds up a beat, and a full beat releases a finale sonic wave
    • CH-115 Thunderclap (True White Cloud Haetae, sniper rifle): a lightning spear shoots straight out from the first point a round hits
    • GH-115 Crossbar Hammer (True Gate Haetae, melee): every 3rd swing lays a Tile Brace at the impact point and calls down lightning
    • LI-125 Indexer (True Archive Librarian, submachine gun): hitting the same enemy 10 times sets off a bookshelf storm on it
    • PC-131 Pearl Cannon (True Broodsac Grub, rocket launcher): rockets leave an egg sac behind that sprays pearls at nearby enemies
    • TK-141 Reckoning (True Tally Keeper, assault rifle): 20 consecutive hits on the same enemy deal part of the damage done so far as one extra hit
    • LO-155 Tricolor Buckshot (True Laughing Orbit, auto shotgun): pellets alternate between fire, poison and lightning, building burn, poison and shock and bouncing to nearby enemies
    • MC-155 Eclipse (True Midnight Canopy, multi rocket): dark rain briefly pours down where rockets land, damaging enemies in the area

Subway and harbor crafted weapons

  • Added 5 crafted weapons made from subway and harbor infected materials. LS-93 Lantern Focus and BF-105 Buoy Lure are normal crafts; EH-96 Engine Heart, SA-108 Abyssal Torrent and TM-120 Thousand Maw are special crafts that need boss materials
    • LS-93 Lantern Focus: fires a beam while held, dealing more damage the longer it stays on the same enemy
    • EH-96 Engine Heart: sustained volleys build pressure, and at full pressure every rocket impact sprays molten shards that bounce along the ground
    • BF-105 Buoy Lure: the buoy it drops pulls in nearby enemies and draws their attacks, then explodes
    • SA-108 Abyssal Torrent: hold to charge and release to fire a torrent that pierces every enemy in its path; longer charges hit harder
    • TM-120 Thousand Maw: rounds that hit become small mouths that bite the enemy, and jump to a nearby enemy when it dies

True boss crafted armor

  • Added 3 crafted armor sets made from true boss materials: Holy Bone Shroud (Lv95), Crossbar Haetae Lamellar (Lv115) and Eclipse Petal Shroud (Lv155). Each set has a gas mask, cuirass, pack and boots, and the gas mask, cuirass and boots also change your character’s look
  • One set blueprint crafts any one of the 4 pieces. Blueprints drop from True Corpse Spider Queen (Holy Bone Shroud), True Gate Haetae (Crossbar Haetae Lamellar) and True Midnight Canopy (Eclipse Petal Shroud)
  • Materials: 1 blueprint, 3 materials from the true boss that drops it, 2 new materials from its paired true boss (True Overgrowth’s Shroud Vine, True White Cloud Haetae’s Cloud Scale, True Laughing Orbit’s Orbit Ring), 10 boss materials, plus armor materials, scrap and credits. 70% success rate; materials are used up even on failure
  • The true boss that drops a blueprint also has a 0.7% chance to drop a finished piece of that set. World difficulty, specimens and drop chance bonuses don’t change this chance
  • These pieces have a fixed set that set cores can’t change. Each of 1, 2, 3 and 4 pieces worn unlocks one set effect
    • Holy Bone Shroud: higher defense. Each direct hit adds a Bone Shard (up to 10) that reduces damage taken, and dashing fires a fan of bone spears, one per shard. Dash with all 10 and the spears fire in two layers and build bleed
    • Crossbar Haetae Lamellar: higher defense while standing still. Stay still for 2 s to enter Crossbar, which stops knockback and raises weapon damage. Getting hit during Crossbar calls down Tile Brace lightning around you, and when Crossbar ends from moving or dashing, a Thunder Lance pierces in your travel direction, stronger the longer you held (up to 6 s)
    • Eclipse Petal Shroud: higher max SP. SP spent on skills fills the Eclipse gauge; once it’s full, your next weapon skill starts 4 s without SP cost and brings a Dark Downpour around you. Enemies inside take more damage from you. Eclipse can start once every 15 s
  • Set technique damage (bone spears, lightning, Thunder Lance, Dark Downpour) scales with the damage your character, frames and mercenaries actually dealt over the last 60 s, not counting set effects or the Mini-Me
  • Set techniques also work when a frame wears the pieces. Bone spears and the Thunder Lance fly toward the frame’s current target, and their damage follows the recent damage of the units deployed from that frame’s slot

Prototype grade

  • Added Prototype, a new grade above special. True boss crafted armor is always crafted as Prototype
  • Always 5 stars, 4 extra options and 2 unique options
  • 2 sockets: 1 Set Core and 1 Element Core. Only tier 7 cores fit. Socketing uses up the core and destroys the core already in that socket
  • Socket lines add up across pieces (example: Execution Protocol in 4 pieces = critical damage +80%)
    • Execution Protocol: critical damage +20%
    • Unyielding Protocol: max HP +25%
    • Overcharge Protocol: skill power +15%
    • Cleaner: drop chance +35%
    • Command Protocol: mercenary skill level +4
    • Last Line: low-HP damage taken -10%, low-HP threshold +5%p, lifesteal 3%
    • Element cores: that element’s resistance +25% and resistance penetration +15% (on all of the wearer’s attacks)

Tier 6 and 7 cores

  • Added tiers 6 and 7 to the burn, poison, cold, shock and bleed element cores and to the Execution Protocol, Unyielding Protocol, Overcharge Protocol, Cleaner, Command Protocol and Last Line set cores (22 cores). Tier 6 cores have a cross cut and tier 7 a crown cut
  • In the town warehouse, fuse 10 tier 5 cores into 1 tier 6 core, or 25 tier 6 cores into 1 tier 7 core. Dismantling returns the same amounts. Auto-fuse can now be set for tiers 5 and 6
  • Tier 6 and 7 element cores raise the weapon’s element level by +6 and +7
  • Tier 6 and 7 set cores strengthen the existing 2-, 3- and 4-piece effects and add one more line to the 4-piece effect
    • Execution Protocol: weapon attack speed +10% / +20%
    • Unyielding Protocol: shield recharge delay reduced by 15% / 25%
    • Overcharge Protocol: skill power ×1.20 / ×1.40
    • Cleaner: character kill experience ×1.20 / ×1.40
    • Command Protocol: mercenary main skill level +12 / +15 (tier 5: +10), Ally Action Haste +10% / +20%
    • Last Line: restores 10% / 20% of max shield instantly when your shield breaks (once every 20 s, not while under a status effect)

Flooded Harbor imprints and specimens

  • Added imprints for the 11 Flooded Harbor infected: Algae Stilt · Barnacle Stevedore · Buoy Mimic Frogfish · Knotted Hagfish · Rustfist Mantis Shrimp · Chainmuzzle Hound · Empty Nest Broodbird · Bonefold Anteater · Abyssal Stowaway · Blind Platform Queen · Thousand Mouths
  • Added 5 specimens
    • Abyssal Stowaway (50 points): up to 10% of medium or larger non-boss infected use Abyssal Torrent (those infected have ×2.5 HP), and infected become immune to cold
    • Blind Platform Queen (25 points): up to 15% of elite infected use Chain Shockwave (those infected have ×2.5 HP)
    • Thousand Mouths (25 points): infected have a 5% chance on death to spray venom in all directions, leaving poison pools
    • Buoy Mimic Frogfish (10 points): up to 20% of ranged infected use Venom Barrage (those infected have ×1.5 HP)
    • Rustfist Mantis Shrimp (10 points): infected melee attacks build cold, and infected gain cold resistance +50%

Hunting heat limit

  • Set a per-character Hunting Heat Limit in the specimen tab of the town memorial. Hunting heat only rises up to that stage; at 0 it never rises and the gauge is hidden
  • With Auto Max on, the limit follows the maximum set by your active boss specimens. Lowering the limit below your current stage drops hunting heat to it right away

Frames

  • Frames can now make a short dash to get out of hostile ground or open and close distance to a target, once every 2 s
  • Frame built-in weapons are now enhanced, auto-enhanced, reset and upgraded at the weapon enhancement bench. Those buttons were removed from the frame window

Interface and convenience

  • The Enhance, Parts Upgrade, Reroll and Transfer tabs of the weapon enhancement bench now list gear in rows: weapon set 1, weapon set 2 and melee, armor, frame built-in weapons, one row per frame, and bag
  • Added a Max button next to the imprint extraction count in the mercenary window
  • Set, legendary and special descriptions beside item details now spread into side-by-side columns when they’re taller than the screen
  • Experience, credit and mercenary experience gain in the character window are now shown as multipliers (for example ×1.25)
  • The “combined max Lv.10” note on unique options that grant element or projectile trait levels moved into a term tooltip, which now also explains that element levels past Lv.10 become 5% resistance penetration per level
  • Attacks that drop dark bolts (Dark Downpour, Dark Hail, Eclipse Bloom and others) now show an impact burst matching their damage radius, a shockwave and a brief scorch

Balance

Gunslinger

  • Lv100 final skill Merciless Rounds replaced by Vital Burst: weapon critical hits deal shrapnel damage equal to 50% of the hit’s power to up to 8 other nearby enemies. Characters who learned Merciless Rounds get Vital Burst
  • Barrage Design: now also accuracy -30%p
  • Rotation Tactician: for 3 s after a set swap, fire rate +35% → ×1.30, plus a new weapon damage ×1.30. The weapon damage ×0.85 penalty for holding one set longer than 6 s was removed

Experience

  • Survivor Field Learning: experience gain +8% per rank → ×1.04 per rank. Lessons of Survival: +30% → ×1.15. Both now multiply with other experience bonuses from gear, specimens and so on
  • Contractor Rookie Training and Long-Term Contract (×1.05 per rank) now multiply with other mercenary experience bonuses

Lifesteal and HP recovery

  • Character and mercenary lifesteal now triggers once every 0.5 s, shared by all of a character’s weapons and skills
  • Lifesteal option: 1–2.5% → 2–5%. Vampire’s: 3–5% → 6–10%
  • Mercenary Bloodsucking Instinct: 2% → 5%
  • True Corpse Spider Queen medal lifesteal: 1% (+0.1%p per level) → 2% (+0.2%p per level)
  • HP Recovery per Second options on body armor and bags tripled. The max-HP-based HP Recovery per Second option: 0.1–0.4% → 0.3–1.2%
  • Legendary option Regenerating, per-second healing after a kill: 1–2% → 3–6% of max HP
  • True Overgrowth medal HP Recovery per Second: 0.3% (+0.03%p per level) → 0.9% (+0.09%p per level)
  • Vampiric mutation monsters: landed hits heal 10% of max HP every 5 s → 5% every 10 s

Imprint resonance

  • Devour is now Execution. The 2-card effect (damage ×1.06 against enemies at 30% HP or less) is unchanged; the 3-card effect now instantly kills an enemy at 15% HP or less when you hit it directly (bosses excluded), replacing the 3% HP heal on kill
  • Venom 3-card effect (spreading poison on killing a poisoned enemy): 3 s cooldown removed
  • Mobility 3-card effect (first hit after a dash deals ×1.25): 5 s cooldown removed, so it triggers on every dash
  • Machine 3-card effect: the charged ally’s next hit ×1.25 → all of that ally’s attacks ×1.25 for 3 s. 8 s cooldown per ally
  • Regeneration 3-card effect cooldown: 20 s → 10 s

Mercenaries

  • Trap Laying: traps no longer land right at the target’s feet and instead scatter slightly with 65% accuracy

Fixes

  • Fixed the mercenary Lv75 Lingering Rainfall Mastery node having no effect on Lightning Barrage, Acid Spore Rain and Fire Arrow Rain
  • Fixed mercenary skill tree scatter reduction text showing at most 40% when the real cap is 70%
  • Fixed underlined terms looking like strikethrough on Korean text

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