Evil Dead: The Game Update Adds Content from 2013 Movie, Tons of Balance Changes
Let it rain blood!
The Evil Dead 2013 Update is now live for Evil Dead: The Game.
Play as Mia and David from Evil Dead 2013, a new single-player mission, and more!https://t.co/9deK34dS5G pic.twitter.com/l7jQbTiXoW
— EvilDeadTheGame (@EvilDeadTheGame) September 8, 2022
New Happy
New survivors: Mia and David from Fiendish Dead 2013
New evil spirit: Plaguebringer
New climate: Blood Downpour
New weather conditions impact: Blood Downpour
New weapons: Needle and Nailgun
New mission: End of the week at Knowby’s with remunerations (3 new screamers)
Presently missions can be played without following the numeric request
Presently the vehicles get harm/second during the Dull Ones and the Necronomicon stages
New Element
Map choice in Investigation Mode
Balance Updates
- The switch activity rifle currently utilizes handgun ammunition
- Little Eligos’ Flabbergasted assault has expanded speed
- Warlord’s Tip top Unit’s light assault is quicker now
- More forceful man-made intelligence currently intrudes on its insults to assault
- Expanded plausibility of the simulated intelligence performing exceptional assaults
- Warlock presently can’t generate a second Flute player while the first is as yet dynamic
- More Fiendish Energy Circles in Convoys and Lodge map
- The base distance between goals has expanded to stay away from them bringing forth extremely nearby
- After a goal, the Evil presence draws ousted nearer to the following goal
- Diminished high unique case drops on normal boxes
- Diminished the uncommonness of stowed away weapons
- Diminished the quantity of secret weapons on the Multitude of Haziness map
- Decreased Shemp’s and Special necklace bring forth in Palace Kandar
- Decreased how much brought forth vehicles on all guides
- Expanded Necronomicon wellbeing by 5%
- Storm currently closes 50 extra meters
- Decline the maximum measure of Shemp’s Cola taken by Small Remains trap from 2 to 1
- Decreased Ed Getley Crossbow expert Harm from 10% to 5%
- Expanded Ed Getley “It’s a snare” Cooldown from 90s to 110s
- Expanded Henry the Red “Relentless” Cooldown from 60s to 75s
- Survivor Expertise Dazzling Strike harm diminished from 20% (lv3) to 15% (lv3)
- Survivor Ability Obtuse Power Injury harm decreased from 15% (lv1), 30% (lv2) to 5% (lv1), 10% (lv2)
- Survivor Expertise Seeing Stars harm decreased from 10% (lv1), 15% (lv2), 25% (lv3) to 5% (lv1), 10% (lv2), 15% (lv3)
- Survivor Pioneer Wellbeing has been expanded from 1000 to 1150
- Evil presence Danger Level expanded for fundamental unit ownership from 5 to 15
- Evil presence Danger Level expanded for first class unit ownership from 20 to 45
- Devil Danger Level expanded for Trap from 1 to 1.25
- Devil Danger Level expanded for Tree from 1 to 1.25
- Evil spirit Danger Level expanded for Tip top Snare from 1 to 1.25
- Devil Danger Level expanded for Fiendish Tree from 1 to 1.25
- Evil presence Danger Level expanded for Screamer from 0.6 to 1.25
- Evil presence Danger Level expanded for Deer Head from 1 to 1.25
- Entryways energy cost decrease in occasions for Make Essential Gateway, Make First class Entrance and Call Supervisor expanded from 20% to 30%
- Cooldown decrease of entrances in goals Page, Knife, Dull Ones and Necronomicon expanded from 15% to 30%
- Energy recoveries in occasions Page and Blade expanded from 25s to 30s
- Energy recoveries in occasions Dim Ones expanded from 15s to 20s
- Energy recoveries in occasions Necronomicon expanded from 20s to 30s
- Dull Ones evil spirit reward region range expanded from 24m to 30m
- Warlord had fundamental unit balance harm expanded from 325 to 400
- Puppeteer had essential unit balance harm expanded from 270 to 350
- Warlock had essential unit balance harm expanded from 350 to 400
- Warlord had fundamental/tip top unit headshot harm diminished 180%/150% to 125%
- Puppeteer had fundamental/tip top unit headshot harm decreased 180%/150% to 125%
- Magician had fundamental/world class unit headshot harm decreased 180%/150% to 125%
- Warlord Supervisor Unit wellbeing expanded from 4500 to 5000, Tip top units (non-had) wellbeing expanded from 560 to 660
- Puppeteer Supervisor Unit wellbeing expanded from 2500 to 3000, First class units (non-had) wellbeing expanded from 480 to 580
- Warlock Manager Unit wellbeing expanded from 4000 to 4500, First class units (non-had) wellbeing expanded from 480 to 580
- Harm to malicious energy while having a vehicle while colliding with a Survivor diminished from 65% to 30%
- Harm to fiendish energy while having a vehicle when gone after expanded from 10% to 20%
- Vehicle harm to Survivors expanded from 200 to 250
- Warlord Ability Evil Recovery expanded from 2% (lv1), 5% (lv2) to 15% (lv1), 20% (lv2)
- Warlord Ability Agony Parasite (Essential unit) expanded from 5% (lv1), 10% (lv2) to 10% (lv1), 20% (lv2)
- Warlord Ability Agony Parasite (Tip top unit) expanded from 0% (lv1), 10% (lv2) to 10% (lv1), 20% (lv2)
- Warlord Ability Hemophobia diminished from 1 (lv1), 2 (lv2), 5 (lv3) to 1 (lv1), 2 (lv2), 3 (lv3)
- Warlord Ability Excessively Nauseated to Evade decreased from 5s to 4s
- Warlord Expertise Excessively Sickened to Run diminished from 5s to 4s
- Warlord “Awful impact” wellbeing expanded from 20% to 100 percent
- Warlord “Awful impact” harm expanded from 20% to 30%
- Warlord “Awful impact” cooldown expanded from 30s to 60s
- Warlord “genuinely terrible impact I” assault recurrence diminished from 10% to 5%
- Warlord “downright horrendous impact II” assault recurrence decreased from 20% to 10%
- Warlord “genuinely terrible impact III” assault recurrence decreased from 30% to 15%
- Warlord units harm with fundamental assaults to Necronomicon decreased from 100 percent to 75%
- Warlord fundamental unit: Vomit span decreased from 3s to 2s
- Warlord fundamental unit: Vomit harm expanded from 70 to 90
- Puppeteer Expertise Wellbeing raiser: Essential expanded from 5% (lv1), 15% (lv2), 30% (lv3) to 20% (lv1), 25% (lv2), 35% (lv3)
- Puppeteer Expertise Wellbeing raiser: Tip top expanded from 5% (lv1), 15% (lv2), 30% (lv3) to 20% (lv1), 25% (lv2), 35% (lv3)
- Puppeteer Expertise Rocksteady: Tip top expanded from 5% (lv1), 10& (lv2), 15% (lv3) to 15% (lv1), 20% (lv2), 35% (lv3)
- Puppeteer Expertise Weighty harm: Essential expanded from 2% (lv1), 5% (lv2), 10% (lv3) to 10% (lv1), 15% (lv2), 20% (lv3)
- Puppeteer Expertise Weighty harm: First class expanded from 2% (lv1), 5% (lv2), 10% (lv3) to 10% (lv1), 15% (lv2), 20% (lv3)
- Puppeteer Expertise Weighty harm: Manager expanded from 2% (lv1), 5% (lv2), 10% (lv3) to 10% (lv1), 15% (lv2), 20% (lv3)
- Puppeteer Expertise Simple Access expanded from 5% (lv1), 10% (lv2), 15% (lv3) to 10% (lv1), 15% (lv2), 20% (lv3)
- Puppeteer Expertise Ownership Augmentation expanded from 5% (lv1), 10% (lv2), 15% (lv3) to 10% (lv1), 15% (lv2), 20% (lv3)
- Puppeteer “Manikin Expert: Power have” Cooldown diminished from 90s to 60s
- Puppeteer “Manikin Expert: Power have” additional wellbeing expanded from 40% to 80%
- Sorcerer Ability Skeletal Injury diminished from 10% to 5%
- Warlock Woodwind to kill: Cooldown expanded from 75s to 80s
- Sorcerer Ability Constant evil decreased from 5% (lv1), 10% (lv2), 20% (lv3) to 2% (lv1), 5% (lv2), 10% (lv3)
- Woodwind skeleton length diminished from 75s to 70s
General
- Players can at this point not copy special necklaces and “Shemps Cola”
- Players can as of now not copy things all the while by squeezing “Drop” and “Drop all”
- Players can never again drop things while being gone after by Little Remains Trap, Hand Trap, and during Finisher livelinesss
- Devil updates apply accurately to each unit expertise (beforehand, some of them weren’t accurately applied)
- Devil gets the right harm to its Shrewd Energy while having a vehicle
- You can never again drop the weapon and open the guide during the belonging activity
- Presently the vehicles get harm/second during the Dim Ones and the Necronomicon stages
- The Necronomicon can never again be gone after before its clock begins
- Survivor is as of now not ready to go on in a boundless Draining Out
- Survivor is presently not ready to go after during the Draining Out
- The Survivor’s capacity cooldown can at this point not be stuck at 0 subsequent to being moved by the Evil presence while initiating the dynamic capacity
- Demi-Eligos’ clone no longer vanishes subsequent to bringing forth
- Fixed the non-harm assaults for Warlord and Puppeteer Manager Units to Necronomicon (presently their capacities cause harm to the Necronomicon)
- Fixed video stammering after the player kills Abhorrent Debris on Mission 5
- Run weapons model no longer vanishes from the player’s hands
- Trains map no longer freezes in a space close to Impasse on Xbox One and PS4
- Fixed objective in Parades without get immediate
- Players can as of now not stroll in the air in the event that their vaulting liveliness is interfered with by an evil presence alarm gateway trap
- Gone weapon’s crosshair no longer stays on screen subsequent to passing on during the Necronomicon stage
- Tracker’s “Light Treatment” ability can as of now not be opened without spending expertise focuses at the subsequent level
- At the point when in Independent Mode, players will never again freeze during the Dim Ones banishing liveliness
- Survivors never again have issues restoring their partners assuming they begin doing it while running
- Fixed the expense of entrances not being diminished during the Necronomicon stage
- Fix for Clara lake objective bug
- Different solidness fixes
- Different fixes for route and climate places where players stall out