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PatchDEADSHIFTv0.5.0

DEADSHIFT 0.5.0 Patch Notes

DEADSHIFT 0.5.0 adds six regions, charms and SILVER world difficulty, and reworks equipment affixes, statuses, skills, professions and specimen entry requirements. These notes also include the changes from 0.2.2.

  • You can continue existing saves in the new version.
  • Data saved in 0.5.0 can’t be loaded in older versions.
  • Refresh the page after the update to play the new version.
  • New specimen entry requirements also apply to regions you’ve already visited. If your character was saved in a hunting ground you no longer qualify for, you’ll start in town. Your specimens, world difficulty and visit history are kept; adjust your active specimens in town to re-enter.
  • Pre-update kills of True Archive Librarian won’t unlock SILVER. You’ll need to defeat it again on WHITE world difficulty after the update.

New

New regions

Added 33 hunting grounds across six regions beyond the snowfields.

Region Level
Abandoned Mines Lv.200–215
Desert Zone Lv.220–235
Buried City Lv.240–265
Solar Power Complex Lv.270–290
Underground Bunker Lv.295–325
Laboratory Lv.330–365
  • Added 12 regional bosses and their kill achievements.
  • Added 35 infected: 17 normal, 9 elite and 9 bosses, all recruitable as mercenaries.
  • Added 11 monster skills and regional sound effects.
  • Added 9 imprints and 8 specimens, raising the maximum active specimen score collectible on WHITE world difficulty to 2,010.

Charms

  • Unlocked the inventory’s Charm tab at a highest-ever level of 101, with access kept after rebirth.
  • Added a 5×5 charm board, starting with 2 random open cells and allowing up to 20.
  • Added Rare charms occupying 1–2 cells, Legendary charms occupying 3 and Special charms occupying 4; allowed 90° rotation with R or the Rotate button while holding a charm.
  • Added 5 charm points per boss kill and 10 per true boss kill.
  • Added 500 charm points at your second rebirth, with the reward increasing by 500 at each later rebirth.
  • Added cell draws using charm points: locked cells open when drawn, while open cells gain +5% effect amplification.
  • Replaced cell draws with Cell Amplification after all 20 cells are open.
  • Added board resets, refunding 50% of points spent on draws since the last reset and returning placed charms to your bag.
  • Added Rare drops from all monsters and Legendary drops from elites and bosses, with a 0.2% drop chance affected by drop-rate bonuses.
  • Added unique Special charms for 21 true bosses, dropping at a 0.5% chance from the matching boss with an active specimen score of at least 700.
  • Added Legendary charms with one core effect: elemental resistance penetration, armor penetration, status buildup or damage-over-time bonuses, or triggers such as burn spread, cold shatter and shock lightning.
  • Limited each stored charm to 1 cell in your bag, warehouse or Max’s bag; added selling, lock and discard marks, and Max’s Charm filter.

SILVER world difficulty

  • Added SILVER after WHITE, unlocked by defeating True Archive Librarian on WHITE.
  • Added SILVER monster modifiers: +20 levels, HP x3 and Attack Power x1.65.
  • Added kill XP x2.25, credits +125% and normal drops +40%, with higher boss mercenary card, core and blueprint drop chances than WHITE.
  • Added automatic recall of the last active specimen setup for each world difficulty, separate from your 3 manual presets and kept across restarts.
  • Kept only currently active specimens that fit the cap when no valid remembered setup exists; left other specimens inactive instead of enabling them automatically.
  • Added previews of the resulting specimen score, minimum, cap, recalled setup and missing points in the world difficulty window.

Weapon skills and combat effects

  • Added Grant Cluster Munition Shot for rocket weapons at Lv.80, 110 and 130, scattering explosive submunitions when a rocket detonates while the skill is enabled.
  • Added screen-edge indicators for statuses such as bleed and shock when post-processing is enabled.
  • Added damage-scaled screen shake and brief hit pauses when you take at least 20% of Max HP in one hit or kill an elite or boss.
  • Added slowdown and a darkened screen before the death window appears.
  • Disabled screen shake and hit pauses when the screen-shake setting is 0.

Balance

Lv.5 equipment affixes

Extended equipment affix levels to Lv.5.

Item level Available affix levels Higher-level chance
800–1199 Lv.1, Lv.2 20%
1200–1599 Lv.2, Lv.3 20%
1600–1999 Lv.3, Lv.4 20%
2000+ Lv.4, Lv.5 Starting at 20%, +5 percentage points per 250 item levels
6000+ Lv.5 100%
  • Removed the item-level cap of 5000, keeping each item’s limit on level-increase attempts.
  • Removed the profession-level cap of 1000 on Operator frame built-in weapon improvements.
  • Added 25% of the Lv.1 value per affix level, reaching double at Lv.5; applied smaller increases to recovery, lifesteal, enemy-Max-HP damage and damage reduction.
  • Kept cooldown, SP-cost reduction and chance affixes such as Pump Action below 100%; set Agile’s dash cooldown reduction to 40–60% at Lv.1 and 57–75% at Lv.5.
  • Added +1 granted status or projectile level and maximum stack per affix level, and +4 bag cells per affix level.
  • Set Chain Reaction to always spread through 5 stages from Lv.3, with 1 extra target at Lv.4 and 2 at Lv.5.
  • Reduced existing Lv.2 affix values and burn, poison, cold, shock and bleed resistance affixes, including equipment you already own.
  • Added transfer requirements: Lv.2 affixes need item level 800+, Lv.3 need 1200+, Lv.4 need 1600+ and Lv.5 need 2000+.
  • Kept existing affix levels when raising item level; rerolled normal affixes using the item’s current level when resetting them.
  • Removed Mercenary XP from backpacks and added ally Max HP and Mercenary Skill Level affixes to shoes.

Statuses and resistance

  • Added monster-specific Armor Ignore and All Resistance Penetration, with higher values on higher-level monsters, elites and bosses; applied the same values to matching mercenaries and their detail panels.
  • Removed the cap on accumulated status resistance, keeping effective resistance capped at 85%; used excess resistance to offset regional penalties and enemy penetration first.
  • Added item-level scaling to gear resistance affixes, including existing equipment.
  • Added regional status-resistance penalties in hunting grounds: -30 percentage points from Defense Line, -60 from Harbor Zone and -90 from Abandoned Mines.
  • Added another -10/-20/-30/-50 percentage points on YELLOW/RED/BLACK/WHITE world difficulty; excluded towns, dungeons and training grounds from regional penalties.
  • Added current regional status resistance, shortfalls and a warning to character details, plus a player resistance penalty entry in the world difficulty window.
  • Changed burn, poison and bleed damage over time from target Max HP to the elemental damage actually dealt when applying the status.
  • Reduced stage-4 damage-over-time multipliers from 1.8 → 1.75 and stage-5 multipliers from 2.2 → 2.
  • Limited higher status stages to stronger damage over time, poison armor reduction, bleed recovery reduction, cold slow and freeze, and shock malfunctions.
  • Removed automatic burn spread and explosions, poison clouds, cold shatter and increased damage taken, and shock sparks and lightning from status-stage progression; moved burn spread and explosions, poison clouds, cold shatter, shock sparks and lightning to Legendary and Special charms.
  • Increased elemental resistance penetration per elemental level above Lv.10 from 5% → 7%, keeping status strength capped at Lv.10.
  • Reworked Elemental Surge to trigger an elemental explosion at a weapon attack’s first hit, dealing x5 that hit’s elemental damage with a 0.5-second cooldown per attacker.

Reservation and consumable skills

Values below follow Lv.1, Lv.2 and Lv.3.

  • Replaced the former maximum-SP and SP-recovery skill with Efficiency Circuit: 20/30/40% lower SP costs for weapon and consumable skills, with HP reservation set to 15/20/25%.
  • Replaced the former skill with Combat Regeneration: 1/1.5/2% Max HP restored each second for 5 seconds after a hit, with SP consumption set to 30/45/60 per second.
  • Added Attack Rate x1.10/x1.15/x1.20 while Cold Blood is enabled, rising to x1.30/x1.45/x1.60 after 4 seconds without HP damage; kept the bonus through shield-only damage.
  • Added Critical Damage to Weak Spot’s consecutive-hit stacks and kept stacks when changing targets or weapons within one weapon set; reset stacks on weapon-set changes or after 5 seconds without attacking.
  • Reworked Berserker’s Blood to grant +10/15/20% damage per 25% of available HP lost, up to 3 stages, with the bonus kept for 2 seconds after recovery.
  • Reworked Steady Trigger to convert 30/45/60% of bonus Critical Damage into a separate damage multiplier, with HP reservation set to 10/15/20%.
  • Removed Shadow Step’s increased-damage-taken penalty.
  • Removed Command Signal’s character damage bonus, keeping its mercenary and frame effects.

Operator and Contractor

  • Reworked Operator’s offensive branches around Stability, shield damage, Skill Power, criticals, Attack Power, armor penetration and SP efficiency.
  • Replaced the former mount-locking, weapon-mastery and siege-pressure nodes with Precision Machining, Armor-Piercing Retrofit and Energy Efficiency; renamed the target-handoff node to Target Analysis.
  • Changed Feed Alignment and Continuous Drive to grant up to +20% Attack Power; gave Mobile Battery Attack Rate x1.2 while keeping +15% Defense.
  • Replaced Contractor character-damage scaling by contract slots and Operator scaling by deployed frames with bonuses distributed across their trees.
  • Replaced Contractor’s Lv.15 choices with Full Mobilization, One-Man Legion, Focused Command and Split Contract, determining how unused contract slots become bonuses.
  • Added Call for Reinforcements at Contractor Lv.50, halving mercenary revival wait and adding +30% revival HP; added Commander’s Own Fire at Lv.75.
  • Added Operator’s Direct Fire for more character damage with fewer deployed frames, and extra character damage from Precision Control Network with at least 6 deployed frames.
  • Replaced multiplicative-effect labels in skill trees with factors such as x1.5.

Ally inheritance and achievements

  • Unified frame and mercenary inheritance rules with a base rate of 50%.
  • Added inheritance of Attack, Technique, Vitality, Defense and Intelligence, plus increases to Attack Power, damage, criticals, Max HP, Armor and Shield; extended Vitality, Defense and Intelligence inheritance to mercenaries.
  • Excluded weapon Attack Power, flat Armor and HP, weapon-holding and weapon-swapping stacks, and temporary effects such as low-HP bonuses.
  • Changed frame Technique to grant the same Critical Rating and Critical Damage as the character, removing its former Critical Chance bonus.
  • Extended Operator inheritance nodes to mercenaries and changed Specialist Training to increase mercenary inheritance.
  • Changed of Power Inheritance to +16–32 percentage points of Attack inheritance and Sovereign’s to +20–36% Technique inheritance; removed their sacrificed-slot and ally Critical Rating effects.
  • Limited of Power Inheritance and Sovereign’s to equipment worn by your character, with no effect when worn by frames.
  • Passed medal stats, Attack Power, criticals, Max HP and Max Shield through inheritance only, removing duplicate direct ally bonuses.
  • Increased Frame Firepower’s all-stat inheritance reward per tier from +1 → +2 percentage points and Elite Hunt’s frame Attack inheritance reward from +1 → +2 percentage points.
  • Increased Machine Sync’s Attack, Vitality and Defense inheritance rewards per 5 Operator levels from +3 → +5 percentage points each.
  • Rebalanced damage for 21 Silver Imprint minions, favoring focused attackers against single targets and area attackers against groups.

Skill damage and follow-up hits

  • Doubled skill damage growth per level for mercenaries and monsters, keeping level-based projectile counts and consecutive-hit counts.
  • Removed first-hit damage penalties and cumulative follow-up damage loss from Pierce and Ricochet, including monster and mercenary attacks.
  • Based Pierce and Ricochet follow-up damage on the first hit: 75% at Lv.1, +5 percentage points per level and 120% at Lv.10.
  • Added up to 6 pierces from Lv.9 and removed damage loss from built-in weapon piercing and LO-81’s wall-bouncing resonance waves.
  • Based Fork and Return damage on the first hit rather than post-Pierce or post-Ricochet damage.
  • Set monster and mercenary consecutive hits after the first to 75% of first-hit damage, and splitting rounds to 75% of their damage immediately before splitting.
  • Standardized repeated attacks such as echoes and aftershocks at 75% of original damage, increasing most from 50% → 75%.
  • Removed sequential damage loss from skill-added rounds and lightning, wall-bounced or ground fragments, and returning ground fissures.

Weapon Attack Rate

  • Reduced first-generation submachine guns from 900 RPM → 750 RPM, with damage x1.15.
  • Reduced first-generation support weapons from 990 RPM → 800 RPM, with damage x1.15.
  • Set Attack Rate enhancement stars to +5% each, keeping other stats at +10% per star.
  • Reduced the RPM Module’s maximum effect from +23% → +15%.
  • Fixed weapon Attack Rate affixes at 10–15% for Lv.1 and 20–30% for Lv.5, removing item-level and enhancement scaling.
  • Converted character and frame Attack Rate above 2000 RPM into damage.
  • Changed rocket weapons’ Cluster Munition affix to grant cluster levels: +1–3 at affix Lv.1 and +5–7 at Lv.5.
  • Combined cluster levels from the affix and Grant Cluster Munition Shot, increasing submunition damage and count up to 7.

Specimens and entry requirements

Added minimum active specimen scores for applying world difficulty and entering hunting grounds. Existing score caps are unchanged.

World difficulty Minimum score Cap
GREEN 0 40
YELLOW 20 80
RED 40 120
BLACK 80 180
WHITE 160 Unlimited
SILVER 700 Unlimited
Region Minimum active specimen score
City Outskirts, Infected Research Facility, Hanok Street 0
Abandoned School, Ruined Palace 20
Defense Line 40
Farmland 80
Amusement Park 120
Subway Network 160
Harbor Zone 430
Resort Region 600
Mountain Village Region 800
Snowfield Zone 1,050
Abandoned Mines 1,300
Desert Zone 1,500
Buried City, Solar Power Complex, Underground Bunker 1,700
Laboratory 1,900
  • Applied the higher of the regional and world-difficulty minimums, excluding inactive specimens; used the original boss region’s requirement for Rifts and allowed adjustments below the minimum while in town.
  • Set starting boss-room Hunting Heat to 0/1/2/3/4/5 from GREEN through SILVER, with Rift heat at 6 on BLACK, 8 on WHITE and 10 on SILVER.
  • Kept Rifts unavailable below BLACK and applied starting heat from the first monster spawn, overriding lower player-set heat limits.
  • Added an active specimen score requirement of at least 700 for Boss Rush, keeping the existing 3-rebirth requirement.
  • Applied each boss’s original regional score requirement and starting heat to Boss Rush; skipped bosses you don’t qualify for without clearing your selections.
  • Matched specimen on-death and periodic effects to the original boss skills’ visuals and sounds.
  • Limited on-hit specimen defenses to one effect per attacking monster, sharing a cooldown.

Maps and crafting

  • Set crafted weapon, gear and backpack item levels to the higher of the base item level and your current character level, using your current level after rebirth; left existing equipment unchanged.
  • Changed Mountain Village’s Entrance Shops and Snowfield’s Snowy Mountain Pass to vertical maps.
  • Expanded Snowfield’s Summit Plaza and increased simultaneous monsters from 18 → 27.
  • Adjusted props in Closed Resort, Mountain Village and Snowfield, and changed entrances in Grand Banquet Hall, Sawmill, Frozen Water Intake and Summit Cable Car Station.

Interface and convenience

  • Added world-map zoom using the mouse wheel, +/- keys or two-finger gestures on mobile, keeping drag-to-pan controls.
  • Simplified regional cards as you zoom out, fitting the whole world at minimum zoom; added full hover cards with bosses and defeated monsters.
  • Combined inventory and character information in one window and standardized cell sizes and button placement across inventory, warehouse, shops and enhancement facilities.
  • Reduced the inventory header to title, tabs, help and close controls, moving weight and sorting to the bag row.
  • Standardized ? help windows and reorganized the Operator frame window.
  • Kept profession skill details visible to the right of the tree, moving rank, maximum-investment and reset controls there; added Shift++ to invest as much as possible.
  • Merged mercenary action controls into the skill window, combining drag-to-reorder, individual toggles and distance limits.
  • Added Equip, Unequip and Use to item menus, plus equipped-item comparisons on item cards and in shops.
  • Kept up to 20 buyback items across map changes until you quit, and remembered shop categories, shop modes and warehouse tabs.
  • Enabled Z/X/C/V consumables while non-pausing windows are open; opened Options with ESC when no other window is open.
  • Limited notifications to the latest one at the top center while windows are open, and added a notification when a full bag prevents pickup.
  • Added window opening and closing transitions and revised English text and layouts.

Performance

  • Reduced processing load with overlapping monsters, rounds, explosions and combat effects.
  • Reduced stutters from mass kills, off-screen monsters and deploying multiple frames, placing frames sequentially.
  • Improved pickup and display performance with large amounts of loot.
  • Reduced processing while DPS and income panels are collapsed, showing current records immediately when expanded.
  • Improved opening and refresh speed for profession skill and facility windows.

Fixes

Combat

  • Fixed Boss Rush not applying the character status-resistance penalty for each boss’s original region.
  • Fixed Boss Rush specimen periodic attacks using the wrong regional level.
  • Fixed some projectile-heavy true bosses missing BLACK and WHITE difficulty bonuses.
  • Restored late impact sounds for bone spears, lightning, grenades and similar attacks when the monster had already died.
  • Reduced foot-position jumps during some monster animation changes.

Interface and equipment

  • Fixed item tooltips remaining over empty cells and blocking controls after moving items in windows such as Companions.
  • Fixed character details showing old values after reopening.
  • Added missing explanations when summoned or recovering mercenaries can’t be stored.
  • Fixed shop windows opening wider than intended.
  • Fixed monster-dropped gear never receiving Lv.2 or higher affixes, applying affix levels appropriate to item level.
  • Fixed some elemental levels above Lv.10 failing to convert to resistance penetration when elemental cores and granted-element affixes were combined.

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