Dead Cells

Dead Cells

Dead Cells
Dead Cells supports a limited set of mods for cosmetic changes and balancing, plus translations. Let us know what else you want to see though the community hub and Discord channel!
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ShotofDepresso 2020 年 1 月 24 日 上午 12:13
The Handsome Balance Mod Announcement
Ever picked up an item, and wondered why it was so underwhelming, lacking features that frankly, it probably should have, or even lacking entire category assignments.

Don't worry, we have you covered.

The Handsome Balance Mod, or THBM for short, will be a fairly large balancing patch that aims to make bad weapons acceptable, and make weapons lacking features more interesting.

The best part? ALL of these changes will be individually toggleable via the options menu!

That means if you don't like what we've done to an item, you can just revert it back to vanilla in a simple button press.

The options will be separated in different pages by weapon/skill/mutation category, and be divided depending on the item type So Survival Mutations, and Weapons, will be divided, but on the same page. I will *attempt* to incorporate a feature that only shows items you have unlocked in at least one of your saved files, but I'm not sure if the framework Deadcells has now is suitable for that.

Examples of Changes:
Cause Impaler to crit if striking two or more enemies at once, and gain a flat 10 percent damage bonus when striking three or more enemies at once. (Considering making it push enemies off ledges.)

Make Spartan Sandals a Survival/Brutality hybrid.

Make Torch a Strategy/Brutality hyrbid (Currently just strategy)

Make Spiked Shield Brutality/Strategy Hybrid.

Make the Rapier a Survival/Brutality hybrid, and make its buff last longer on parry. Considering slightly increasing its base damage, as right now it's just kind of bad.

Give Rampart (Shield granting... shield) slight pushback on enemies who activate your shield via a parry, which can push enemies off of ledges and does a bit of damage when you push them into a wall.

Make kicking or pushing a small or medium enemy an instant kill, including new animationss! This can only be done once per spike tile/stretch of 2/3 spike tiles depending on enemy size. This will apply to enemies pushed into spike pits.

And many, many more. This is just the tip of the iceberg!

Cosmetic Options!

Ever wanted your adorable little moss jelly blob to wear cool hats?

I'll be working to add at LEAST 5 new cosmetic options, which can be accessed from the tailor: HATS! These will be independent from your outfit, but may receive color alterations (for example a neon strap instead of red velvet for a top hat.)

If this is not possible, I will instead add "more" outfits, which are simply just the old outfits with ea ch hat option added on. This may make the list a bit bloated, so I'll try to keep it for a last resort.

NONE OF THESE WILL PROVIDE ANY KIND OF GAMEPLAY BENEFITS.

The Handsome Hat! Unlocked by default as soon as the tailor's room is unlocked. A nice tophat.

Concierge Helmet: A helmet made from the hollowed skull of the Co ncierge, doesn't obscure your face though.

Archer Hat: Ever wanted to feel like Robinhood?

King's Crown: It's the king's crown.

And probably? More!


NEW DIETS... sorta

New diet options! Except not really, since making new art is going to be handled by a friend of mine, I'd like to minimize it if possible, so they aren't too stressed out by the work load. Therefore how this will work:

Instead of only selecting ONE diet type, you instead check every diet you want applied, therefore if you select Castlevanian, Fruitarian, and Carnivore, instead of just seeing one of the options provided, you will instead see one of the three at random. For example:

Instead of just finding kabobs, you may find cherries, or Cakes. this will have no gameplay benefit, but just add a bit of variet in what you find. You can select ALL of the diet options at once, or select only one of them. It's up to you!


Concerns, and release timeframe.t

My only concerns are that I may simply not be able to change some things, like the UI for tailor, and that I may not be able to individually add hats onto the Beheaded without making an entire duplicate outfit but with different hats.

I also find concern in the imminent release of Bad Seed. This may add some of the small changes such as the omnivoric options, or small balancing changes that may make my ideas irrelevant.

As for releae? At least late 2020, as I need to wait for Bad Seed to be added to see if I need to change or remove anything due to its changes.

More realistically, given that it's two people, and I'm not only changing things, but adding new systems and changing sprites/adding animations, I would say to be hopeful for mid 2021.

I will periodically post screenshots of progress, so be on the lookout!


最后由 ShotofDepresso 编辑于; 2020 年 1 月 24 日 上午 12:22
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Mooner 39 2020 年 1 月 24 日 上午 3:33 
I hate to be the bearer of bad news but almost everything you mentioned in this post is not possible to make with the current mod tools.

Your suggested reworks for weapons -> cannot be done (some can will get to it later)
Custom cosmetic options added in tailor -> cannot be done
New diets -> cannot be done

I would highly suggest reading the modding documentation to have a better understanding of what can and can't be done. But I will give some basic info.

Weapons/Skills
- we can only change some basic stats, like how much damage does the weapons do, how fast they are, color with which they scale (this is the part from your post that can be done)
- we cannot change how they work, they unique behavior. Example you cannot make impaler crit if it hits at least two enemies, also you cannot make torch not set enemies on fire or a bow not to shoot arrows

Cosmetic options
- just no, forget about adding some new sub menu to tailor with hats, we CANNOT modify the logic/mechanics of the game in any way. So also forget about your options menu where people can activate which part of your mod they want. Only way to "add" such a menu is make multiple small mods, put them in workshop and let people subscribe only to the ones they want.
- what can be done is editing the spritesheets of the current skins, mind you we cannot increase the number of skins available and adding a hat to a skin will add it to all it's recollors as well. Also important note, we are talking over 4500 frames of animation per skin, plus normal maps for each frame. Making a skin that is anything other than a recolor is a humongous task

Diets
- no, just no. As per the other things I mentioned we cannot add new stuff, so no new diet and definitely not a diet that is more diets in one with random drops of each.
- in this case you cannot even change one of the existing diets to a new one as the sprites are part of a resource we cannot modify

I'm sorry to say but your idea is just not possible with the current tools. In here I will just mention couple rules of DC modding:
- we can modify database entries, stuff like damage for weapons/enemies, what blueprints drop
- we cannot add new database entries, stuff like new weapons, skins (ok to be correct you can do this, but it will only create a DB entry with no code associated with it and thus will crash the game on pick up, this will also lock the save file to the mod, the save will no longer work without it)
- sprites and music files can pretty much be edited to your liking, deleting parts from sprites is generally a bad idea, game will crash. There are however sprites and music that can't be changes, stuff like shop music, item icons...
- levels, for the existing levels we can just change the stuff mentioned above, some DB entries that affect which enemies spawn and such, and also the spritesheets for the level
- we can however add new levels, in fact it is the only thing we can add to the game (add not just replace). There are couple of limits though, you have to use the visuals of an existing level (sure you can edit it but it will change the existing level as well), also you cannot add an exit from existing level to a modded level (so if you for example want to add an alternate level to castle, you can't), basically the modded levels will be their own separate thing/run. You can make an exit from modded level to existing level though

These are just the basics, if anything is unclear the Dead Cells discord is the best place to ask.
nairobi 23 2020 年 1 月 24 日 上午 11:21 
OP, you should have tried playing some Dead Cells mods before wasting your and Mooner's time on fanfiction.
ShotofDepresso 2020 年 1 月 24 日 下午 2:58 
引用自 MoonerSK
I hate to be the bearer of bad news but almost everything you mentioned in this post is not possible to make with the current mod tools.

Your suggested reworks for weapons -> cannot be done (some can will get to it later)
Custom cosmetic options added in tailor -> cannot be done
New diets -> cannot be done

I would highly suggest reading the modding documentation to have a better understanding of what can and can't be done. But I will give some basic info.

Weapons/Skills
- we can only change some basic stats, like how much damage does the weapons do, how fast they are, color with which they scale (this is the part from your post that can be done)
- we cannot change how they work, they unique behavior. Example you cannot make impaler crit if it hits at least two enemies, also you cannot make torch not set enemies on fire or a bow not to shoot arrows

Cosmetic options
- just no, forget about adding some new sub menu to tailor with hats, we CANNOT modify the logic/mechanics of the game in any way. So also forget about your options menu where people can activate which part of your mod they want. Only way to "add" such a menu is make multiple small mods, put them in workshop and let people subscribe only to the ones they want.
- what can be done is editing the spritesheets of the current skins, mind you we cannot increase the number of skins available and adding a hat to a skin will add it to all it's recollors as well. Also important note, we are talking over 4500 frames of animation per skin, plus normal maps for each frame. Making a skin that is anything other than a recolor is a humongous task

Diets
- no, just no. As per the other things I mentioned we cannot add new stuff, so no new diet and definitely not a diet that is more diets in one with random drops of each.
- in this case you cannot even change one of the existing diets to a new one as the sprites are part of a resource we cannot modify

I'm sorry to say but your idea is just not possible with the current tools. In here I will just mention couple rules of DC modding:
- we can modify database entries, stuff like damage for weapons/enemies, what blueprints drop
- we cannot add new database entries, stuff like new weapons, skins (ok to be correct you can do this, but it will only create a DB entry with no code associated with it and thus will crash the game on pick up, this will also lock the save file to the mod, the save will no longer work without it)
- sprites and music files can pretty much be edited to your liking, deleting parts from sprites is generally a bad idea, game will crash. There are however sprites and music that can't be changes, stuff like shop music, item icons...
- levels, for the existing levels we can just change the stuff mentioned above, some DB entries that affect which enemies spawn and such, and also the spritesheets for the level
- we can however add new levels, in fact it is the only thing we can add to the game (add not just replace). There are couple of limits though, you have to use the visuals of an existing level (sure you can edit it but it will change the existing level as well), also you cannot add an exit from existing level to a modded level (so if you for example want to add an alternate level to castle, you can't), basically the modded levels will be their own separate thing/run. You can make an exit from modded level to existing level though

These are just the basics, if anything is unclear the Dead Cells discord is the best place to ask.


I had no idea the game had such completely useless modding tools.

I could try to make my own but that could be interpreted as cheating.
最后由 ShotofDepresso 编辑于; 2020 年 1 月 24 日 下午 2:59
nairobi 23 2020 年 1 月 24 日 下午 3:24 
引用自 Handsome Arrow

I could try to make my own but that could be interpreted as cheating.
Heck yea, if you're such a pro disassemblerer/memory editorer with infinite time, go for it.
ShotofDepresso 2020 年 1 月 24 日 下午 4:24 
引用自 3cm
引用自 Handsome Arrow

I could try to make my own but that could be interpreted as cheating.
Heck yea, if you're such a pro disassemblerer/memory editorer with infinite time, go for it.
Can't tell if you're being genuine or being toxic, but yeah I have like 8 spare hours a day to work.

Probably gonna wait for bad seeds to drop though. May alleviate some of the existing issues with limited to virtually no modding tools.
Yvanoff 1 2020 年 1 月 24 日 下午 4:53 
引用自 Handsome Arrow
Examples of Changes:
Cause Impaler to crit if striking two or more enemies at once, and gain a flat 10 percent damage bonus when striking three or more enemies at once. (Considering making it push enemies off ledges.)
maybe I'm being dense here but then what would be the difference between impaler and war spear ? War spear has a moveset almost identical to empaler and crits when you hit multiple enemies, and your reworked empaler would just do the same ?....
ShotofDepresso 2020 年 1 月 24 日 下午 6:40 
引用自 Yvanoff le Normaund
引用自 Handsome Arrow
Examples of Changes:
Cause Impaler to crit if striking two or more enemies at once, and gain a flat 10 percent damage bonus when striking three or more enemies at once. (Considering making it push enemies off ledges.)
maybe I'm being dense here but then what would be the difference between impaler and war spear ? War spear has a moveset almost identical to empaler and crits when you hit multiple enemies, and your reworked empaler would just do the same ?....
Would likely involve simply removing the warspear.
Mooner 39 2020 年 1 月 25 日 上午 1:27 
引用自 Handsome Arrow
Probably gonna wait for bad seeds to drop though. May alleviate some of the existing issues with limited to virtually no modding tools.

I think I should make one thing a bit more clear. The mod tools are not going to improve. Waiting for Bad Seed won't change anything. Mod support has been canceled since around May, what this means is the devs are no longer working on it, and Bad Seed won't change that. So if you want to make a mod, you have to do it with the current limitations.

引用自 Handsome Arrow
引用自 3cm
Heck yea, if you're such a pro disassemblerer/memory editorer with infinite time, go for it.
Can't tell if you're being genuine or being toxic, but yeah I have like 8 spare hours a day to work.

I don't know what your experience with something like this is, but making your own mod tools (that could actually do a lot of thing, like what you described) is a horrible task, with uncertain result. You are probably better not wasting your time on something like that. But if you really want to than go on, just keep in mind that it most probably won't have a happy ending.
ShotofDepresso 2020 年 1 月 25 日 上午 1:44 
引用自 MoonerSK
引用自 Handsome Arrow
Probably gonna wait for bad seeds to drop though. May alleviate some of the existing issues with limited to virtually no modding tools.

I think I should make one thing a bit more clear. The mod tools are not going to improve. Waiting for Bad Seed won't change anything. Mod support has been canceled since around May, what this means is the devs are no longer working on it, and Bad Seed won't change that. So if you want to make a mod, you have to do it with the current limitations.

引用自 Handsome Arrow
Can't tell if you're being genuine or being toxic, but yeah I have like 8 spare hours a day to work.

I don't know what your experience with something like this is, but making your own mod tools (that could actually do a lot of thing, like what you described) is a horrible task, with uncertain result. You are probably better not wasting your time on something like that. But if you really want to than go on, just keep in mind that it most probably won't have a happy ending.
I've helped decompile source code for other game's community modding patches, can't be that hard to do it for Dead Cells.
nairobi 23 2020 年 1 月 25 日 上午 2:23 
引用自 Handsome Arrow
引用自 MoonerSK

I think I should make one thing a bit more clear. The mod tools are not going to improve. Waiting for Bad Seed won't change anything. Mod support has been canceled since around May, what this means is the devs are no longer working on it, and Bad Seed won't change that. So if you want to make a mod, you have to do it with the current limitations.



I don't know what your experience with something like this is, but making your own mod tools (that could actually do a lot of thing, like what you described) is a horrible task, with uncertain result. You are probably better not wasting your time on something like that. But if you really want to than go on, just keep in mind that it most probably won't have a happy ending.
I've helped decompile source code for other game's community modding patches, can't be that hard to do it for Dead Cells.
No, seriously. If you can decompile dead cells to a usable high level code, you'll make everyone a favor. It won't be considered cheating but a copyright infregement, but who even cares anymore.

Though from the very first post you let us know you're oblivious about the game so I'll have to let you know this isn't some funny C# Unity program you can drag and drop to resharper and get everything back. The engine is made in-house and afaik it's built straight into native target.

Again, prove me wrong and do something instead of just boasting.
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