Dead Cells

Dead Cells

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(1.0) Cloud Mode [RETIRED]
   
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13 Jul, 2018 @ 4:32am
23 Sep, 2018 @ 4:09pm
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(1.0) Cloud Mode [RETIRED]

In 1 collection by nairobi
alaah's retired mods
9 items
Description
RETIRED 2018-11-12: custom modeeeeeeeeeee

About
[i.imgur.com]

Installation
Subscribe to this mod via workshop and enable mod support in Settings->Gameplay, then restart your run from the main menu. Bon appétit.

Source code
I'll upload it later

Plug
Check out my magnum opus Corrupted Mode. Or Elite Mode if you're crazy.
Also feel free to join the modding group.

Credits
Made by alaah
Idea by SHMIRKO
13 Comments
Vince 3 Aug, 2018 @ 7:22pm 
Do you have a mod that does the reverse of what these mods do and removes all the particle and fog effects?
转生成蔡徐坤后撤步到 2 Aug, 2018 @ 3:59am 
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nairobi  [author] 21 Jul, 2018 @ 4:25am 
Hitboxes are hardcoded.
Technically I could try flagging them as ceiling first (bats are flagged like so) but it's probably gonna be glitchy.
I have a better solution but I have to wait for the next modtools to be released.
KoUJkoDeBo4ka 21 Jul, 2018 @ 1:20am 
Hello again. I just had an idea to suggest for all of Your Cloud, Impaled and Shielder mods. The point of the suggestion is to reduce shielders\foggers\impalers size, so that they would not bodyblock every damage coming down the hallway, if such thing as changing enemies's size is possible via the modding toolkit, or to stick them on the ceilings, maybe, so that majority of linear damage senders (i.e. bows, turrets, throwing knives, etc.) would suffer less from the fact, that the place is crowded by eneimes, that can't be harmed.
nairobi  [author] 14 Jul, 2018 @ 2:25am 
Yeah, I have to boost mob density. I did it with the shielder mod already and it seems ok.
Thanks for the feedback.
KoUJkoDeBo4ka 14 Jul, 2018 @ 1:58am 
And honestly, Your takes on darkness mod, impaler mod and fog mod made Me think, that this would be a good concept for the 5-cell mod, once it would be released. I mean, somewhat like random curse per floor\per run, that would drastically change the way for us to handle the challenge.
KoUJkoDeBo4ka 14 Jul, 2018 @ 1:55am 
That was some quality stuff, alaah. I just ended up one run with this, and it was golden expirience. Never before I considered an option to turn music off to pay more attention to my surroundings. Hands are shaking, and truth be told, I went to the Ossuary out of curiousity and moved My chair back out in awe after realizing, that fog makes Shockers completely impossible to spot.
That was a remarkable expirience, and hopefully DocFirebird will make some noice vid on the matter soon. Untill then I'll take a little break to relax and then proceed to tryhard with Impaler mod.
Also, as I noticed, there was some lack of enemies in certain places, namely, the Ossuary, where I barely managed to get rid of 1 curse. As I understand, the gimmic is that You replace some actual enemies with invisible foggers, wich leads to situations, when somwhere midgame it makes some serious loss regarding enemie's quantity. maybe You should consider to implement x1.5 or x2 spawn ration in it as well?
76561198813514969 13 Jul, 2018 @ 9:31am 
Also a cool thing I saw in your 'new boss rush' was that you took the prison quarters lay-out with slumbering sanctuary graphics. If you insert some cool enemies you might be able to deliver a fresh and fun experience .(Example: Clock Tower with the lay-out of Stilting Village with Trackers and Lancers. Maybe an idea for corrupted v4)
nairobi  [author] 13 Jul, 2018 @ 9:06am 
I actually bumped the mob density a bit in this mod, but I'll look into it.
76561198813514969 13 Jul, 2018 @ 8:58am 
A little complaint (this also applies to impaled mode). Because half of the enemies are invisible foggers, the amount of normal enemies is halved. By doubling the overal amount of enemies (hint to darkvexon's doubled mod) the levels are not as empty. (even though I should be thankfull that amount of enemies is lowered!) It's amazing that you made my idea a reality, so thanks a lot for that!