1. Game update v1.1 - New weapons & elite enemies
  2.  
  3. New Weapons
  4. Three new weapons can now be unlocked by defeating bosses : the throwing knife, the hunting rifle, and the sword. Each one adds a unique feature to the game, and requires you to dramatically change your playstyle.
  5.  
  6. Throwing Knife
  7.  
  8. 1 damage
  9.  
  10. +5 damage per injured enemy on screen
  11.  
  12. Unlocked by defeating the Crowlf Admiral (world 1 boss)
  13.  
  14. Hunting Rifle
  15.  
  16. 9 damage
  17.  
  18. Cannot attack two turns in a row
  19.  
  20. Unlocked by defeating the High Cultist & Cronk (world 2 bosses)
  21.  
  22. Sword
  23.  
  24. 7 damage
  25.  
  26. +2 movement
  27.  
  28. Can only attack enemies in melee range
  29.  
  30. Unlocked by defeating the Mad King (world 3 boss)
  31.  
  32. New feature : Weapon-specific run exceptions
  33.  
  34. To balance these new gameplays, we have added specific rules to the power drops & enemy behaviors when playing with some of the weapons:
  35.  
  36. Sword
  37.  
  38. Removed powers that rely on gaining precision, having a precision bonus, missing, attacking from cover, destroying cover, or attacking from afar (total : 12 powers were removed)
  39.  
  40. Melee enemies (small crowlfs, yetis, Cronk, and the Mad King) play 1 turn slower
  41.  
  42. Hunting Rifle
  43.  
  44. Removed two powers : Lucky Shot (+20% crit chance for 1 turn after each attack) and Endless Perseverance (+3dmg for 1 turn after a miss)
  45.  
  46.  
  47. Levels & enemies
  48. From extra maps and elite enemies to boss balancing and run structure, here are all the changes we’ve made to the game’s levels.
  49.  
  50. New content
  51.  
  52. Added 10 additional maps to the pool of random levels (three in world 1, three in world 2, and five in world 3)
  53.  
  54. Added elite versions of (almost) every enemy in special level variants. These levels start appearing after the first few runs, and become more frequent in calamity mode
  55.  
  56. Run Structure
  57.  
  58. Changed the list of levels encountered during each run
  59.  
  60. Removed an altar level in world 1, a merchant in world 2, and an altar in world 3
  61.  
  62. Tweaked the order of the other levels in the run to match these changes
  63.  
  64. Tweaked some end of level rewards to match these changes
  65.  
  66. We’re altering the rhythm of the run, in order to slightly reduce how many powers you have at once. This will make power choices more impactful, and help each run feel meaningfully different from the last.
  67.  
  68. Level design
  69.  
  70. Maps now spawn less frequently if they appeared in the previous run
  71.  
  72. Outfit “Greenhill’s Musicians” now appears correctly (in one of the new world 3 maps)
  73.  
  74. Tweaked small details on various maps (level geometry, enemy behavior, trigger zones, difficulty, etc.)
  75.  
  76. Enemy Balancing
  77.  
  78. The first boss fight turned out to be more difficult than we expected for most people, so we’re making it a smudge easier. The High Cultist and Cronk, on the other hand, have been reworked to be harder to beat, but more rewarding if you manage your positioning just right.
  79.  
  80. Crowlf Admiral (World 1 boss)
  81.  
  82. Health 100 -> 80
  83.  
  84. Base precision (rifle) 100% -> 95%
  85.  
  86. High Cultist (World 2 boss)
  87.  
  88. Health 45 -> 75
  89.  
  90. Now has a secondary attack
  91.  
  92. Cronk (World 2 boss)
  93.  
  94. Health 120 -> 150
  95.  
  96. Damage to allies 5 -> 10
  97.  
  98. Range 3 -> 2
  99.  
  100. Now plays every turn
  101.  
  102. Mad King (World 3 boss)
  103.  
  104. Phase 2 health 125 -> 100
  105.  
  106. Base precision 100% -> 90%
  107.  
  108. Other enemies
  109.  
  110. World 2 bombers: health 18 -> 23
  111.  
  112. World 2 throwers: health 30 -> 32
  113.  
  114. World 3 tank skeletons: health 55 -> 65
  115.  
  116. Gold Economy
  117.  
  118. We’re reducing the randomness in how many coins are awarded (and can be spent), to prevent situations where you either can’t buy anything in a shop, or you’re able to clear it easily
  119.  
  120. To this end, we made the RNG of enemy drops and power rarities more predictable: they’re still random, but their repartition is now much closer to the expected value. Gold rewards are also smaller but more frequent, and smuggler items’ prices are more consistent.
  121.  
  122. Added a system of mixed bag to enemy death drops : a 30% drop rate for coins will now result in exactly 3 out of every 10 levels containing a coin drop, with only the order being random
  123.  
  124. Added a system of mixed bag to the rarity of powers (both level rewards, and in the smuggler’s shop)
  125.  
  126. Enemy gold drops
  127.  
  128. Value: 50 coins (small pile) / 100 (medium) / 250 (big) -> 20/50/100
  129.  
  130. Base drop rate: 30% per level -> 50% per level
  131.  
  132. Rune of Treasure Hunting (+10% coin drop rate): 2x+10% -> 2x+25%
  133.  
  134. Smuggler’s shop
  135.  
  136. Random price variation: +/-20 coins -> +/-10 coins
  137.  
  138. Rune of Negotiation (-5% smuggler prices): fixed incorrect data in some ranks of the rune, that caused the final discount to be -40% instead of -30%
  139.  
  140. Rune of Choice (+1 item offered in the smuggler’s shop): removed the +50%/+100%/+150% hidden tax on additional item slots
  141.  
  142.  
  143. Balancing & power changes
  144. Play-again feathers
  145.  
  146. Play-again feathers definitely needed some love, so we’ve decided to go big and give them a whole extra turn!
  147.  
  148. Play-again feathers now give 2 extra turns (instead of an extra turn and +2dmg)
  149.  
  150. Helm of the Thunder Bird (30% drop rate of play-again feather on defeating any enemy)
  151.  
  152. 30% -> 20%
  153.  
  154. Upgrade: +20% -> +10%
  155.  
  156. Lightning bolts
  157.  
  158. Lightning bolts are one of the most popular playstyles in the game, but unfortunately they’re also slightly too weak. These changes will help them scale better in higher levels and calamity mode.
  159.  
  160. Lightning bolt damage: 3 -> 4
  161.  
  162. Thunder Tiara (+1 lightning bolt damage)
  163.  
  164. +1 -> +2
  165.  
  166. Necklace of Storms (35% chance of chain lightning)
  167.  
  168. 35% -> 40%
  169.  
  170. Lightning Storm (after attacking an exposed enemy, a lightning bolt hits a different exposed enemy)
  171.  
  172. Lightning bolt target no longer needs to be exposed
  173.  
  174. Upgrades
  175.  
  176. Some effects (like precision and crit chance) had unwanted consequences when their value was too high, so we’re unifying their upgraded values to a common, lower, bonus. (This also affects their rare and epic versions)
  177.  
  178. Slow Breathing (waiting gives your next attack +30% precision)
  179.  
  180. +30% -> +35%
  181.  
  182. Upgrade +10% -> +5%
  183.  
  184. Cold Blood (+50% precision while in mud)
  185.  
  186. Can now be upgraded (+5% precision)
  187.  
  188. Lucky Shot (+20% crit chance for 1 turn after each attack)
  189.  
  190. Upgrade: +10% -> +5%
  191.  
  192. Coup de Grâce (+20% crit chance VS injured enemies)
  193.  
  194. Upgrade: +10% -> +5%
  195.  
  196. Other buffs
  197.  
  198. Shotgun (4dmg, deals critical hits at point-blank range)
  199.  
  200. Now gives the tag “crit” when selected, to allow powers that build on critical hits to appear from the beginning of the expedition (such as Burning Effigy and Explosive Bullets)
  201.  
  202. Gunslinger (+1 cumulative damage for each successive attack)
  203.  
  204. +1 -> +2
  205.  
  206. Other nerfs
  207.  
  208. Even after being nerfed, high focus and jackpot were both still too easy to use for the value they provided. And the mobility allowed by strider boots and lightning fast was also a little bit too high to our taste.
  209.  
  210. High Focus (+20% precision vs enemies 4+ tiles away)
  211.  
  212. +20% -> +15%
  213.  
  214. Upgrade: +10% -> +5%
  215.  
  216. Jackpot (+5 coins after defeating an enemy from cover)
  217.  
  218. Now rare by default
  219.  
  220. Strider Boots (+3 movement for 1 turn after picking up a collectible)
  221.  
  222. +3 movement -> +2 movement
  223.  
  224. Lightning Fast (+2 movement for 1 turn after damaging an exposed enemy)
  225.  
  226. +2 movement -> +1 movement
  227.  
  228. Reworks
  229.  
  230. Ring of rampage has been kind of a headache to balance since the game’s release, so we’ve decided to go hard on it and cut its effect in 4. This allowed us to revert all of the previous nerfs we applied to it, such as making it rare by default, or not triggering on bone piles. Hopefully this will allow it to find a more balanced place among the other powers.
  231.  
  232. Inner fire also received a little twist that should make it more exciting to play, by rewarding careful (or not so careful) risk management. It’s now also able to get some extra value out of the revolver’s additional health.
  233.  
  234. Ring of Rampage (play again after defeating an enemy)
  235.  
  236. New effect : 25% chance to play again after defeating an enemy
  237.  
  238. Minimum rarity : rare -> common
  239.  
  240. Can now be upgraded (+15% chance)
  241.  
  242. Can now trigger on summoned and revived enemies
  243.  
  244. Inner Fire (+4 damage if you have less than 3 health left)
  245.  
  246. New effect : +1 damage for each health you’re missing
  247.  
  248.  
  249. Powers RNG
  250.  
  251. Powers that give a % chance of something happening are no longer offered when that chance is already maxed out (crits, lightning bolts, freeze, etc.)
  252.  
  253. Powers that build on a prerequisite (like chain lightning) now spawn slightly less frequently
  254.  
  255. Powers that require picking up a collectible are now only offered if you already have a power that increases chances of item drops (only play-again feathers at the moment)
  256.  
  257.  
  258. Fixes
  259.  
  260. Stone of Greed (+10% chance of freeze per 100 coins)
  261.  
  262. Freeze % now displays correctly in the HUD
  263.  
  264. Pendant of Mayhem (during the first 5 turns of each level, your attacks explode)
  265.  
  266. Explosions now happen on the correct tile (target unit if attack hits, blocking cover if it misses)
  267.  
  268. Fixed a bug that caused some powers’ duration to be one turn too long or too short
  269.  
  270. Achievements
  271. We felt that the game didn’t have enough achievements, and a lot of people were asking for more. So we’re adding a bunch of them.
  272.  
  273. New achievements
  274.  
  275. Sharp Shooter: deal 10 damage in one hit
  276.  
  277. Onslaught: deal 20 damage in one hit
  278.  
  279. Unstoppable: deal 50 damage in one hit
  280.  
  281. Implosion: deal 100 damage in one hit
  282.  
  283. Adept: beat the game in calamity 2
  284.  
  285. Guard: beat the game in calamity 3
  286.  
  287. Veteran: beat the game in calamity 4
  288.  
  289. Legend: beat the game in calamity 5
  290.  
  291. Enduring: take 50 damage in a single expedition
  292.  
  293. Never Back Down: take 100 damage in a single expedition
  294.  
  295.  
  296. Bang Bang: beat the game with the revolver
  297.  
  298. Tactician: beat the game with the crossbow
  299.  
  300. Come Closer: beat the game with the shotgun
  301.  
  302. Rogue: beat the game with the throwing knife
  303.  
  304. Slay: beat the game with the sword
  305.  
  306. Survivalist: beat the game with the hunting rifle
  307.  
  308. Under the Sea: fall into the sea
  309.  
  310. Man’s Best Friend: pet the turtle on 10 different days
  311.  
  312. Mistress of Disguise: find every outfit
  313.  
  314. Fixes
  315.  
  316. Tenacious (restart an expedition after dying)
  317.  
  318. Now unlocks correctly at the beginning of the second expedition
  319.  
  320.  
  321. Keyboard/Gamepad Controls
  322. We’re aware that gamepad controls have been a major pain point for most console and steamdeck players until now. That’s why we’ve decided to invest some time and effort into improving Day of the Shell’s input management, and provide the best experience on all platforms.
  323.  
  324. Controls rework
  325.  
  326. Full rework of keyboard / gamepad movement system (how the game interprets input from the left stick, the dpad, and keyboard arrows)
  327.  
  328. “Previous/Next Enemy” controls (triggers on gamepad / tab on keyboard) : now cycle through enemies from left to right, based off of their on-screen position
  329.  
  330. Added control “View Build” : pressing View on a controller (the middle left button) will now open the Pause menu and display current powers
  331.  
  332. Until now, it was possible to hover stats and powers from the Pause menu, but many people didn’t realize it, so we’re adding a dedicated button
  333.  
  334. Added a setting to toggle what happens when holding down a direction (either move the cursor continuously, or only once)
  335.  
  336. Known bug : “move only once” behavior is currently not applied in menus, we’re working on it!
  337.  
  338. Fixes
  339.  
  340. When selecting an off-screen UI element, the window now properly scrolls to that element
  341.  
  342. Fixed a bug that sometimes caused aiming at enemies to not display the attack’s precision
  343.  
  344. Pressing escape (B on a controller) now correctly closes confirmation pop-ups and drop-downs, instead of the menu underneath
  345.  
  346. Improved transitions between different input schemes (mouse / keyboard / gamepad)
  347.  
  348.  
  349.  
  350. Other Changes
  351. Save exploits
  352.  
  353. Turns out a bunch of save exploits could be used to cheat at the game, but we’ve fixed them all now. Probably.
  354.  
  355. Reloading a fight can no longer offer a different enemy layout
  356.  
  357. Reloading a fight after dying (but before the end of the loading screen) will now make the huntress respawn in the hub, instead of the beginning of the fight
  358.  
  359. Reloading an altar level or a fight (after winning) will no longer refresh offered powers or rerolls
  360.  
  361. Reloading an altar or merchant level will no longer refresh the mango tree
  362.  
  363. Reloading a merchant level will no longer refresh purchased items
  364.  
  365.  
  366. Movement
  367.  
  368. The huntress can no longer move into the fog (even if she has a ton of movement points)
  369.  
  370. In free move, the huntress can now move to any visible tile, instead of having 8 movement points (allowing her to walk around obstacles more easily)
  371.  
  372. After winning a level, controls no longer lock for a short instant every time the tiles sink
  373.  
  374. The huntress will now walk to the correct tile if clicking when the camera is panning, but the mouse cursor hasn’t moved (we see you, long bridge at the end of the first boss fight)
  375.  
  376.  
  377. Combat
  378.  
  379. Cleaned up the order in which enemies play:
  380.  
  381. Turn order is now decided solely by units’ type (in general, bomb-y enemies will always play after shoot-y enemies)
  382.  
  383. If several enemies of the same type play in a given turn, the one that’s closest to the huntress plays first
  384.  
  385. Enemies that prepare an action or wait always play last
  386.  
  387. Calamity mode: decreased enemy health & reward bonus
  388.  
  389. +25% / rank -> +20%
  390.  
  391. Collision damage now breaks shields instead of bypassing them
  392.  
  393.  
  394. Visuals & SFX
  395.  
  396. Camera can now be rotated 360° around the huntress, and snaps less aggressively
  397.  
  398. Units now run faster when they have a movement bonus (visuals only)
  399.  
  400. Added a SFX when the huntress falls into the sea
  401.  
  402. Fixed turn preview information sometimes appearing incorrectly on enemy infoboxes
  403.  
  404. Tweaked the colliders of some enemies to prevent occasional misclicks
  405.  
  406. Rune of Wealth (+20 gold at the start of each expedition) now works immediately after being purchased, instead of the next expedition
  407.  
  408. Added & tweaked various SFX throughout the game
  409.  
  410.  
  411. User Interface
  412.  
  413. Settings: “erase all data” button now works as intended
  414.  
  415. Boss intro text now stays on screen a little bit longer
  416.  
  417. Changed calamity slider’s default value :
  418.  
  419. Highest available calamity level, if it was unlocked last run
  420.  
  421. Last selected level otherwise
  422.  
  423. Calamity slider’s visuals were also tweaked to make it clearer that its value could be changed
  424.  
  425. Confirmation pop-ups: when relevant, added a reminder that the game is saved at the beginning of each level
  426.  
  427. When an upgraded weapon has a different name, its description will now mention its original name
  428.  
  429.  
  430. Text
  431.  
  432. Fixed typos and grammar mistakes in English and French
  433.  
  434. Tweaked the description of some skins and weapon upgrades for clarity and consistency
  435.  
  436.