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DmC: Definitive Edition - Full Changelist

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DantesLink

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Hey folks; figured I would present the complete change log (with notes from the developers) for ease of access in this forum.

For those that want to download a PDF of the log, .
(Thanks to CapcomUnity and @GregaMan for the share.)

So without further ado:


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New Features



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"We couldn't support this at 30fps because strike frames were getting dropped. Now that we're 60Hz
we're VERY happy to be able to include it."


. Game runs 20% faster
. Toggle-able in all difficulties, and in tandem with other modifiers (like HCM or Must Style Mode)



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"The point of HCM is to create an experience that still NT’s DmC, but with a bit of a throwback to the
classic DMCs in terms of balance.


We didn't make these changes to the default game, because there are a lot of players who enjoy the
current balance; and we didn't want to alienate those players. This way everyone has the option to play
the game with the difficulty/balance that suits them.


The hardest felt changes in this mode are those to the style system. Getting a SSS, and keeping it, is a
lot more difficult in Hardcore Mode. Devil Trigger also throws-back to original DMCs with HCM active, so
the player will need to stay on their toes after activating it."


General:
. Toggle-able on all difficulty levels, for both Dante and Vergil.
. Does not affect mission unlocking
. Unique style pars and leaderboards for Hardcore Mode on every difficulty

Style Rank:
. Style Rank System re-balanced for HCM
. Style Rank decay rate on hardcore mode increased further.
. On hardcore mode, penalties on the Style Rank gain for repeating the same move multiple times
is significantly increased.

Balance:
. No auto-parry from prop/shredder
. Only the 1st strike in an attack can perform a parry
. + 5% damage for all enemies
. Dreamrunners can parry the Arbiter Flush projectile 3 times on DMD.


Devil Trigger:
. Devil Trigger does not launch enemies
. Devil Trigger is earned, and spent, faster.



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"This is one of the most requested features. We were always keen on adding it to the original game, but
for a whole bunch of reasons never got the chance to. We're happy to be able to bring this feature to
DMC: DE."


. Hold R1 to lock-on - remappable.
. L3 to cycle locked target - remappable
. Evades circle around locked enemy
. Input for Stinger-type like moves can be optionally toggled to any of the following via the options
menu...
o Towards, towards + Y
o Lock-on + towards + Y
o Both
. Option to have lock-on be a toggle instead of a hold.
. Added new preset control maps to account for the addition of lock-on.
. All inputs fully remappable.



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"A few people have wondered why we didn't just make Vergil playable in Dante's BP. The reason is that
Vergil is a very special beast. He has his own strengths and weaknesses, separate to Dante. Original
BP was tuned specifically for Dante - to be fun and challenging with him. We think Vergil deserves the
same treatment, so a new BP that is tuned to be fun and challenging for Vergil, and his move set. It's a
little bit shorter, but that's intentional - it's the length we felt gave the best experience."


. 60 levels
. Includes all Vergil enemies
. Includes Hollow Vergil boss
. Does not start on easy difficulty, as Dante's BP does. Instead, starts on Nephilim and increases
from there.
. 3 special waves:
o Portal arena
o Collapsing floors
o Vergil Swords



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"We had 2 ideas with this. Firstly, it'll be insanely hard! So we hope some of the hardcore players will
take up the challenge and try to beat the game with is on. But secondly, we thought it'd be great for the
fans making all the awesome combo videos - now enemies will stay alive for ages and they can really
build epic videos to post up!

Must Style starts!"


. Must be at S rank or above to deal any damage to enemies themselves
. You can, however, still damage enemy shields without S rank being active.
. Style Rank is earned in the normal way, so attacks that are blocked will grant you no style points.
("This makes the Dreamrunner a particularly tricky adversary in Must Style mode, since
you'll need a good strategy to get past his block, without repeating the same attacks, to
get past the S rank threshold.")

. Can be played over any difficulty, and in tandem with other mods.



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"Some of the hardcore fans felt DMD didn't have the challenge they wanted. There were some crazy
ideas about what we could do floating around on forums; so we looked there for inspiration and added
this mode for those fan. We were originally going to remove health drops as well, but with the boosted
damage from enemies, the health from those drops was so negligible it wasn't necessary to remove -
therefore you can still gain a little bit of health back from slugs/enemies/etc."


. Unlocked after completing Dante Must Die
. Enemies spawn with Devil Trigger active
. Enemies deal 2.5x damage
. Cannot use items.
. Has its own rank pars and leaderboards.



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. DMC1 Dante
. Classic Vergil



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. Added ‘Friend Boards’ on the Mission Start and Complete screen so you can immediately see
your friends’ scores above and below you.



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. New cutscene between mission 15 and 16 that discloses how Kat knows the layout of Mundus'
building.



Bundled DLC Content


. Vergil’s Downfall - playable immediately.
. Dante's BP - unlocked after completing Dante's campaign
. 3x Dante skins - available immediately
. 3x Dante weapon skins - available immediately
. Item finder - can be purchased in the item shop for red orbs.




Changes to the original game



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. Fixed an issue so that if the player presses the 'back'/'select' button while Dante/Vergil's
movement is constrained to 'Idle', we no longer show the quick items screen.



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"There wasn't really too much we wanted to change with Dante - just a few balances based on seeing
people play. There are some bugs we didn't fix, like the double charge shot. We intentionally left these in
because the way they're exploited is pretty cool . Jump Cancelling was a bug initially! I think there's
merit in embracing these kind of 'tricks' players find to get cool combos out.
"

Evades:
. Dante's Angel Evade can now be upgraded to a triple 'trickster' evade, with the final dash having
a longer vulnerable pause at the end.
("We had seen the 'trickster angel dash' community mod, and it looked really fun and cool;
but obviously you can break the game (loading times, streaming, etc) by moving through
the level that fast, and you were also infinitely invulnerable. It was a fun mechanic, but
massively overpowered. So we thought about how we could include it, and came up with
the triple dash.")

. Demon Evade gives less style and damage boost (1/2 what it used to be)
. Demon Evade now also gives speed boost
. Demon Evade window reduced slightly
. Demon Evade buffs are now cancelled if the player is hit
(Demon Evade was heavily exploited in the original game, so we needed to address that...
but since we'd added the triple angel evade, we didn't want demon evade to feel useless.
We brought the damage of the Demon Evade down, but gave it a little speed boost. This
can be stacked with Turbo Mode, Devil Trigger speed boost, and the speed boost you get
at S rank and above.)


Weapons/Combat:
. Parry Windows are slightly shorter
(At 30fps, the window we had was a bit too generous, but 1 frame less made it
unachievable for a lot of players. With 60fps we found the sweet spot.)

. Osiris Feed is activated faster, and remains active a bit longer when not used; but its damage buff
is slightly reduced.
(Feed is a really cool ability that didn't get utilised enough - this is mostly due to it expiring
when you switch to other weapons to keep your style up. These changes allow the
player to drop in and out of Osiris in combos, while keeping Feed active, with good
timing.)

. Aquila Round Trip stun times reduced.
. Ebony and Ivory can fire more shorts before you suffer repetition in the Style Rank System (300%
more shots)
. Firing rate of Rainstorm/Inverse Rainstorm has increased (however, DPS remains the same - this
change is cosmetic)
('This was a purely cosmetic community mod we liked.")
. Increased fire rate of Kablooey
("Players using cancelling to fire faster shots with Kablooey tend to use the weapon quite
regularly, where other players tend to avoid it, bringing me to the conclusion that the base
fire rate is too slow for it to feel useful to most players. We increased the base firing
rate... however, you still get the fastest shots using cancelling, as before.")


Bugs:
. Fixed infinite climb exploits (Angel Lift + Stomp, and Angel Lift + Jump)
. Big Slick jump breakout glitch fixed
. Fixed glitch where Inverse Rainstorm would auto cancel if performed after an evade

Devil Trigger:
. Drain rate is consistent for both ground and air
. Player used to have reduced style gain while on the ground. This is now equal to when in the air.



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Balancing:
"Most enemies were considered a bit too easy, especially on the harder difficulties. We mostly left
easy/normal alone, but boosted them on N/SoS/DMD."


. Increased damage of most enemies on N/SoS/DMD
. All enemies slight boost in aggression (attack more often) on N/SoS/DMD

Enemy Devil Trigger (EDT):
"We felt EDT wasn't activating often enough for skilled players. We wanted its threat to be more imminent,
and create more tactical choices between who you'd kill first."


. When an enemy dies, he reduces EDT timer on friends by 5% more than before.
. All enemies have reduced EDT timers.

Red/Blue enemies:
"This was always a controversial point. On the one hand, DMC is all about variety and being able to
creatively mix combos, and the red/blue enemies deflecting Dante's attacks went against that; however,
we found during focus testing that players were confused about which weapons to use, so for clarity and
feedback purposes the deflection was much better. In the end, after seeing fan feedback, we've changed
it for DE so you can hit any guy with any weapon. Using the correct weapon causes hit reactions (they
don't get interrupted by the wrong weapon) and still deals more damage."


. Frost/Hell Knights can be struck with any weapon. They take reduced damage, and do not react,
when hit by weapons that do not match their colour (unless Devil Trigger is active)
. Ghost/Hell Rages can be struck with any weapon. They take reduced damage, and do not react,
when hit by weapons that do not match their colour (unless Devil Trigger is active). They are still
partially invisible unless in the correct mode.
. Hell Rages have 10% less health to accommodate use of any weapon against them.

Stygian:
. Fixed issue where Stygian in dojo would block your attacks in DMD.
. Lesser Stygians have a shorter lock-out between attacks (all difficulties)

Death Knight:
. Reduced damage on lunge attack

Harpy:
. Does the Wind Sphere attack less frequently.

Witch:
. Portals slightly less often

Dreamrunner:
. Portals slightly less often
. Harder to parry coming out of portal

Tyrant:
. + 15/10/5% damage on N/SoS/DMD



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"A couple of Vergil's attacks were a bit over powered. We wanted to balance those out without making
changes that would be disruptive to strategies and muscle memory players have spent time mastering.
There were also a couple of attacks we felt we could improve the 'feel' of with tiny adjustments to hang
timings, strike timings, etc."


. Tweaked Rising Star and Solar Flare hit timings, and added a 3rd strike at the peak.
. Nerfed damage and style on Volcano when full charged, and just released.
. Adjusted hover windows on aerial attacks.
. Damage of Spiral Swords and Blistering Swords slightly reduced
. Reduced the number of hits Spiral Swords can take before they break.
. Parry Windows are slightly shorter



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. Fixed a bug where Style Rank wasn't resetting between waves.
. Added 'Disable Timer' mod to Bloody Palace. Scores generated with this mod active are no
elligible for leaderboards.
("This was another community mod we wanted to add. For people who find BP a bit tricky,
this is a nice way for them to get to see all the content. But mostly it's great for the guys
using BP to create combo videos (especially when used in conjunction with 'must style'
modifier.) ")




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Style Bonuses:
("Style Bonuses in the original game became too 'spammy' and didn't feel like a reward for doing
something cool - they just became par for the course. At the same time, players doing awesome super
long combo chains with brilliant finishers weren't getting properly rewarded... what we wanted to see was
a big jump-cancel combo ending with a helmbreaker kill be rewarded with a pop in the style system. So,
with this in mind we replaced a lot of the old Style Bonuses with an 'awesome combo' bonus. It counts
the number of consecutive attacks you do in a row, then when you do a 'finishing move' you get a big
bonus based on number of hits in the combo. Finishing moves are basically the last hit in any combo, or
any slam down attack.")


. All original DmC style bonuses removed from the game.
. "Awesome Combo" buff added under the hood. This awards the player with a Style Rank boost
when they perform an end-of-combo attack. The more hits in the combo, the higher the bonus.
. Style bonus added for performing a parry.
. Style bonus added for performing a last-second evade of any kind.
. Killing an enemy now awards a percentage of their health as a Style Rank boost (invisibly)


Balance:
"Even though we have Hardcore Mode, we did want to make some adjustments to the default Style
System to fix exploits, increase readability, and make it as fun a challenge as possible; even for players
new to the series."


. Style Rank default decay rate increased.
. Style Rank now decays all the way from SSS, down to D rank, then to no rank.
. When gaining a Style Rank, the Style Rank immediately increases to a minimum of 20% into the
new rank (this stops the player immediately losing a new Style Rank)
. When losing a Style Rank, the Style Rank immediately decreases to a maximum of 80% into the
new rank (this stops the Style Rank popping in and out of two ranks. Also balances the free 20%
pop into a new rank).
. After a short period of inactivity the Style Rank fades from the screen. During this time the style
rank continues to decay. Anything that causes the Style Rank to increase causes it to reappear
on screen.
. While invisible the Style Rank decay rate accelerates in a linear fashion to a maximum of a rank
per second.
. Style Rank points required for ranks C, B, A and S increased slightly.
. Style Rank points required for SS and SSS (and maximum style points) increased significantly.
. Style Rank bonuses for being in Devil Trigger reduced slightly to 125% (down from 150%).
. Post Devil Trigger style rank buff removed from the game completely.
("This was too invisible the user, and didn't add any fun/tactic to DT use.")
. Style Rank bonuses for hitting multiple enemies reduced significantly.
. Fixed a bug with the multiple enemy Style Rank bonus that was causing the same attack on the
same enemy to increase the multiplier.
. Repetition of attacks no longer affects the Style Points earned from that attack; only its
contribution towards the Style Rank (letter).
. Getting hit no longer resets the repetition table, only reduces the time remaining on each unique
attack.
. The size of the repetition table has been capped, only allowing a small sub-set of moves to exist
on it at and one time (the number of moves allowed to exists varies from normal and hardcore
mode).

Bugs:
. Fixed a bug where Dante could be awarded the last-second-evade bonus twice from enemies
who cast 2 hit boxes in a single attack.
. Fixed an issue where Dante and Vergil were doing 20% more damage to enemies at S/SS/SSS
rank, but were not gaining extra style points for it.



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"Bosses have been heavily reworked. The key things we wanted to achieve were...
1. Fixing exploits, especially with regard to damage multipliers stacking on weak points (e.g. Devil
Trigger + Demon Evade + Kablooey + weak-point multiplier)
2. Make bosses a bit tougher, especially on Nephilim and above.
3. Make sure bosses attack often enough, again mostly on harder difficulties.
4. Make sure Boss defences, and KOs, couldn't be over exploited. "


Hunter (Boss):
. Reworked the Hunter's grapple attack, making it easier to evade but much more difficult to parry.
This includes the version at the Carnival part of Mission 01.
. Re-timed the evade tutorial on the Hunter's grapple to match the new timing of the grapple attack.
. Reworked the number of grapple shots the Hunter fires from the rollercoaster. 4 shots every 4
seconds on H/DH/N; 5 shots every 3 seconds on SOS; 6 shots every 2 seconds on DMD.
. Increased the base damage that the Dante receives while in the Hunter's grapple cage to 200.0
(up from 60.0). This is scaled by difficulty.
. Reworked the Hunter's special attack selection, randomising the initial choice, but then rotating
the three attacks (applies to all difficulties).
. Rebalanced all of the Hunter's attack damage. Special attack damage increase substantially.
Normal attacks reduced slightly.
. Hunter human mode global balance is now 0.5x Devil Hunter mode balance (down from 0.8x)
. Hunter SOS mode global balance is now 3.0x Devil Hunter mode balance (up from 2.0x)
. Hunter DMD mode global balance is now 5.0x Devil Hunter mode balance (up from 3.0x)
. Hunter now only performs the charge attack twice on H/DH/N modes; charges 3 times on SOS;
charges 4 times on DMD.
. Reworked the Hunter's stun thresholds.
. Reworked the Hunter's KO thresholds.
. Reworked the amount of time Hunter remains in KO for (both from a special attack and a melee
attack).
. Reworked the Hunter's attack windows, making him attack a lot more frequently towards the end
of the fight, especially on DMD.
. Reduced the damage of the Hunter's stab attacks relative to his standard strikes.
. Hunter now has lock-outs on all of his attacks meaning he can't repeat them as often. This
especially fixes the overhead stab attack that was being repeated infinitely if you were a certain
distance from the Hunter.
. Fixed several bugs that were stopping the Hunter from correctly entering and exiting states.
. Fixed a bug that would cause the Hunter to get stuck in various states if the charge attack timed
out.
. The player now gains 1.5x the amount of Style Points for hitting the head (up from 1.25x)
. Fixed bug where you could exploit weak points with DT, Demon Evade and certain weapons (e.g.
with Kablooey) for massive damage

Succubus (Boss):
. Significantly increased the time before the first spike appears in Succubus' spike attack.
. Made the spikes track Dante accurately (no longer spawned in a scattered way).
. Reduced Succubus' health by ~20% on all difficulties.
. Fixed a bug where Demon Evade / Devil Trigger was multiplying up when damaging the weak-
points, making Succubus too easy to kill.
. Changed the number of spikes that spawn so that it's scaled by difficulty. Succubus spawns 4 on
Human, 6 on Devil Hunter, 8 on Nephilim, 16 on SOS and 24 on DMD.
. Succubus can now overlap the spike attack with other attack on higher difficulties.
. Increased the animation speed of the spikes during the spike attack.
. Tweaked the damage window on the spikes during the spike attack.
. Succubus is now vulnerable during most of the spike attack animation.
. Reduced the number of unique spike waves to one (down from three) but increased the number
of spikes to eight.
. Fixed a bug where Dante took double damage when falling off of the edge on DMD difficulty.
. Significantly dropped the amount of damage Dante takes when falling off of the edge.
. Tweaked the damage timing on the roar attack, moving it back 0.1 seconds to match the point in
the animation when Succubus yells.
. Delayed the start of the roar's particle effects into the damage impact point and reduced the
amount of time they remain on screen for.
. Succubus's global attack scaling is now 0.5/1.0/1/5 on H/DH/N.
. Succubus's global attack scaling is now 3.0 on SOS.
. Succubus's global attack scaling is now 5.0 on DMD.
. Reworked Succubus's attack rate on all difficulties to make her less passive, especially on the
later waves, especially on the higher difficulties.
. Slightly reduced Succubus's stun time on DMD difficulty after Dante slams her head into the
platform with Demon Pull.
. Tweaked the amount of time Succubus remains in her KO states.
. Added functionality to allow ost cutscenes to be skippable.

Bob Barbas (Boss):
. Bob's attacks no longer parry-able (it didn't make sense and could be exploited)
. Reworked Bob's main button logic. Bob can light any number of the 6 buttons and only lights the
ones that the player needs to stomp to disable him (previously he always lit three, even if you
only needed to hit one).
. On H/DH/N difficulties Bob will now light one (phase 1), two (phase 2) and three (phase 3)
buttons.
. On SOS difficulty, Bob will now light two (phase 1), three (phase 2) and four (phase 3) buttons.
. On DMD difficulty, Bob will now light two (phase 1), four (phase 2) and all six (phase 3) buttons.
. Bob now lights different buttons depending on Dante's position in the arena and is no longer
simply flip-flopping between the two configurations he used to have.
. Bob is no longer immediately interrupted when you Stomp a button and his attacks will now
continue (unless that is the final button required to KO him).
. Wall attack has been reworked so player can more accurately predict window positioning.
. Wall attack now scales with difficulty. On H/DH/N difficulties he performs a maximum of 1/2/3
(phase 1/2/3) in sequence. On SOS difficulty he performs 2/3/4 and on DMD difficulty he
performs 3/4/6.
. Bob cancels the wall attack if the player gets hit by any one wall segment.
. Bob no longer taunts during the middle of his attack sections.
. Bob will now disable all buttons after a time, taunt the player then re-activate all buttons.
. Bob's global attack scaling is now 0.5/1.0/1.5/3/5 on H/DH/N/SOS/DMD
. Bob's explosion attacks (when he's in his vulnerable state) now utilise damage scaling. This
matches his global damage scaling.
. Significantly increased the base damage of the explosion attacks.
. Normalised all of the damage on Bob's standard attacks.


Mundus' Spawn (Boss):
. Optimised logic for performance.
. Reworked Mundus' Spawn's fight structure. It now has three main phases (1/2/3) and a fourth
repeating recovery phase (3a). Lilith has a single health bar which she regenerates between
Mundus' Spawn's phases.
. Lilith now recovers at the end of phase 1 and 2 if her health drops below 10% before she times
out. This causes Mundus' Spawn to recover. It is not possible to kill Lilith until phase 3.
. If Mundus' Spawn recovers (because the player failed to kill Lilith in time) from the KO sequence
at the end of the phase 3, Mundus' Spawn regenerates 25% of it's maximum health and enters
phase 3a.
. If Mundus' Spawn enters phase 3a, Lilith loses 20% of her maximum health. This happens every
time the player fails to kill Lilith during the KO sequence after phase 3. The minimum health Lilith
can ever have is 100HP (all difficulties).
. The music and background now transition when Lilith/Mundus' Spawn recover from a KO.
. Mundus' Spawn will no longer recover from a KO if Lilith has not been pulled out of the main
body.
. Fixed many multiple logic bugs causing, for example, lift points to light up when they shouldn't
during KO phases etc.
. Fixed multiple damage exploit bugs caused by Devil Trigger and Demon Evade.
. Mundus' Spawn's global attack scaling is now 0.5/1.0/1.5/3/5 on H/DH/N/SOS/DMD
. The arm weakpoint is now permanently exposed during phase 1 on H/DH/N difficulties.
. Mundus' Spawn now only allows you to pull the arm weakpoint open during the end of one of its
attack sequences.
. When the player successfully pulls the arm weakpoint open, Mundus' Spawn correctly staggers
100% of the time.
. When the player successfully pulls the arm weakpoint open, Mundus' Spawn now cancels its
current attack. It also stops attack for ~ 2 seconds.
. The arm weakpoint has been rebalanced to take 150% of normal damage.
. The arm weakpoint has been rebalanced to award 125% of style points (up from 100%).
. Dealing a significant amount of damage to the arm weakpoint breaks open the eye. Failing to hit
the eye (whether it's because you don't make contact or the eye closes) in three seconds resets
the threshold.
. The eye weakpoint has been rebalanced to take 200% of normal damage.
. The eye weakpoint has been rebalanced to award 175% of style points (up from 100%).
. Mundus' Spawn no longer plays specific reactions when the eye is open.
. Mundus' Spawn now continues to attack when the eye is open.
. Tweaked the collision surrounding Lilith so that attacking her is slightly less glitchy.
. Removed the invulnerability overrides on baby's shockwave attacks.
. Sped up Mundus' Spawn's shockwave explosions by approximately 40%.
. Slightly tweaked the damage on the shockwave attacks.
. Rebalanced Mundus' Spawn's attacks across all difficulties, mainly increasing aggression on
DMD.

Mundus (Boss)
. Reworked the camera system completely, using only the Mundus specific chase camera for the
entire fight.
. Mundus SOS mode global balance is now 3.0x Devil Hunter mode balance (up from 2.0x)
. Mundus DMD mode global balance is now 5.0x Devil Hunter mode balance (up from 3.0x)
. Reworked the two-handed slam attack, normalising the damage (max damage is now 900
damage, whereas this could kill you occasionally on DMD mode) and making the two explosions
mutually exclusive.
. Mundus now has a lot more health across the board, on both arms and the final stage. This is
scaled correctly by difficulty.
. Dante is now able to evade the two-handed slam attack.
. Removed the damage from the left-arm fireball explosion.
. Made the damage from the fireball scalable by difficulty.
. Increased the damage of the fireball significantly (600 damage on DMD).
. Significantly increased speed of Mundus's fireballs.
. Doubled the damage from successfully parrying a fireball.
. Moved the Angel Lift point activation to much earlier in the goop sweep attacks (allowing the
player to leave the roof as soon as they realise he's performing that attack).
. Completely reworked Mundus's targeting system making it more accurate but also more forgiving.
. Completely redesigned the way Mundus targets with the triple slam attack.
. Rebalanced the triple slam attack to deal less damage globally. It's also more forgiving allowing
you to avoid subsequent hits if you're hit with the first/second strike.
. Rebalanced the timing of the left/right slam attacks, making them more forgiving.
. Fixed various issues where evades weren't valid and/or the i-frames from being hit were being
ignored by follow up attacks.
. Changed the targeting system so that Mundus is guaranteed to return to his original position at
the end of an attack (stops bugs involving Mundus being out of position).
. Reworked the end sequence so that Mundus fires a single fireball, then two, then three and so on
(between exposing his mouth). On Human/Devil Hunter the maximum number of fireballs is 1. On
Nephilim it's 2. On SOS it's 3. On DMD it's 6.

Vergil (Boss):
. Vergil now has the ability to parry aerial attacks.
. Vergil now has a ground response which sees him pull off the 3-hit yamato combo after
performing a ground parry.
. Vergil now has the ability to chain together helm breaker attacks (the number of attacks varies
depending on difficulty and the stage of the fight).
. Vergil now has the ability to chain together Killer bee attacks (the number of attacks varies
depending on difficulty and the stage of the fight).
. Reworked the setup of the fight, changing from using multiple phases to a single phase with
multiple states (Stage1 through to Stage6)
. Completely reworked the end of the fight. Once Vergil activates Doppelganger, the player must
simply defeat Vergil. Vergil does not ever enter a recovery state
. Removed the need for Dante to be in Devil Trigger in order to defeat Vergil.
. Removed Vergil's health regeneration while in Devil Trigger form.
. Removed Vergil's damage output boost while in Devil Trigger form.
. Removed Vergil's additional armour while in Devil Trigger form.
. Reduced the amount of purple (Devil Trigger) orbs that the Doppelganger gives you when hit by
around 80%
. Massively increased Vergil's health across all difficulty levels (to compensate for the player being
able to hit him a lot more frequently).
. Completely redesigned Vergil's defenses so that he can only block E&I shots and Revenant.
Dante can now hit and directly damage Vergil with any other attack.
. Completely redesigned the Doppelganger's defenses so that he can only block E&I shots and
Revenant. Dante can now hit the Doppelganger with any other attack.
. Completely redesigned the Doppelganger's patterns to match the timings of Vergil's new attacks.
. Changed the Doppelganger's response to Vergil parrying Dante's attack so that he leads the next
attack.
. Reworked Vergil's global damage table to match all of the other bosses.
. Removed Vergil's ability to teleport as a response to one of Dante's melee attacks. He must now
parry an attack before teleporting away.
. Changed the timing on the summoned sword attack so that Vergil fires the sword much quicker.
. Added a requirement to the summoned sword attack so that Vergil must be 11 metres or more
away from Dante before performing the attack.
. Added a lock-out to Vergil so that he cannot perform any other attack after choosing to attack with
a summoned sword.
. Tweaked the damage of the summoned sword attack to match the new global damage table.
. Changed the timing of the blistering sword attack so that Vergil fires the volley of sword much
quicker.
. Reduced the amount of time between each sword being fired when performing the blistering
sword attack.
. Added a requirement to the blistering sword attack so that Vergil must be 11 metres or more
away from Dante before performing the attack.
. Added a lock-out to Vergil so that he cannot perform any other attack after choosing to attack with
the blistering swords.
. Tweaked the damage of the blistering swords attack to match the new global damage table.
. Tweaked the recovery on the helmbreaker attack so that Vergil can chain them together more
effectively.
. Turned the strike on earlier in the helmbreaker attack so that Vergil isn't so exposed from the top.
. Changed the reaction animation on helmbreaker to fix a glitch when Dante takes damage from
the downward strike.
. Added a camera tweak to the helmbreaker to better frame it on screen.
. Tweaked the damage on the helmbreaker to make it a bit more powerful (and matched it to the
global damage table).
. Tweaked the damage of aerial flush to make it a bit stronger (and matched it to the global
damage table).
. Tweaked the damage of flush slightly (and matched it to the global damage table).
. Retimed the explosions that trail behind flyby so that Dante doesn't land on them when attacking
Vergil from behind.
. Tweaked the damage of Flyby (and matched it to the global damage table).
. Removed Vergil's ability to teleport out of the way of attacks randomly. He must now parry an
attack before responding to it.
. Added a new blocking volume around the boss fight arena to stop Dante, Vergil and the
Doppelganger getting stuck on the outside geometry.
. Moved the electrical pole (including the wires) to the outside of the arena so it doesn't get in the
way of combat.
. Fixed 'safe spot' exploit, where standing in a particular position during the fight would make it
impossible for Vergil to hit you.
. When a boss authors an attack via the phase manager, we now clear out any facts regarding how
many times they've been hit recently (this helps to significantly reduce an issue where Vergil
would immediately parry after performing a combo).

Hollow Vergil (Vergil DLC Boss):
. Hollow Vergil now has the ability to parry aerial attacks.
. Massively increased Hollow Vergil's health across all difficulty levels (to compensate for the
player being able to hit him a lot more frequently).
. Completely redesigned Hollow Vergil's shield so that he can only block sword illusions (he can no
longer block Vergil's standard attacks by default).
. Reworked Hollow Vergil's response table.
. Hollow Vergil can no longer teleport away from Vergil's attacks - he must always parry the attack
first.
. Reworked Hollow Vergil's global damage table to match all of the other bosses.
. Rebalanced all of Hollow Vergil's attacks to match the new global damage table.
. Made Blistering swords available to Hollow Vergil across the entire fight (not just phase #3).
. Made Blistering swords a response to Vergil being 11 or more metres away from Hollow Vergil.
. Re-timed Blistering swords to match the main game Vergil boss's version.
. Reworked the shockwaves on Hollow Vergil's flyby attack so that Vergil isn't hit by them if he
evades through the primary strike.
. Completely reworked both of the ranged phases of the fight.
. During the ranged phase of the fight, Hollow Vergil no longer uses the slower version of the
Storm Swords, and uses the phase 2 version instead (we now change the pace of the spawns,
not the speed of the attack).
. Reworked the meteor sword attack so that the swords now consistently spawn and go off a fixed
duration later (previously, the would all spawn together but go off at different times leaving the
player with no clue as to which one would go off first).
. Completely reworked the meteor sword spawn pattern (instead of 4 swords in a diamond shape,
the swords spawn one after the other and alternate spawn locations). The number of swords that
spawns increases with difficulty.



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"The most important changes to levels were…
1. Re-factoring of wave setup for DMD/SOS - this was done mainly to create a smoother ramping of
difficulty. Removing enemies from areas where they didn't work well was also a priority
2. Style/Time/Mission pars - were generally found too easy to attain a SSS by the community.
Hopefully it'll feel more balanced this time around.
3. Bug fixing/collision issues/checkpoint restart issues/etc."


General:
. Fixed a host of checkpoint restart bugs.
. Complete rebalance to style/time/mission pars, on all difficulty levels.
("This is important because it's one small point but a huge amount of rework, and
something I think players will enjoy testing themselves against a second time.")
. Rebalanced enemy waves in SoS and DMD in all most levels.
("We are aware there were some pretty frustrating fights, and difficulty spikes, in these
modes. We tried to even those out while retaining the challenge.")

Mission 1 (Dante):
. Moved the middle group of three spiders near the Divinity Statue closer to the Vital Star hiding
around the corner in order to aid player exploration.

Mission 2 (Dante):
. Removed the environment camera that triggers when you enter the first Demon Stomp pit, after
the Study Room.

Mission 3 (Dante):
. Removed the environment camera from behind the Arbiter Door leading up to where the Lost
Soul is (now) located.

Mission 5 (Dante):
. Removed the camera context change after the slide through the shipping containers in Demon
Warehouse B.
. Fixed a bug where Devil Trigger broke Dante out of forced run.

Mission 6 (Dante):
. Re-worked some of the collision on the pipes in the descent to allow Dante to reliably stand on
them.

Mission 11 (Dante):
. Made the blocking volume on the door in the left-hand passage of the stairs dog-leg (the one near
the double Arbiter Doors) into a dynamic blocking volume and disabled it by default.
. When the above door is triggered, the blocking volume is enabled first to stop the player jumping
through it.
. Extended the trigger volume near the above door so that it covers the archway leading from the
double Arbiter Door passage.
. Disabled the activation of the above door from the first Arbiter smash (i.e. the nearby trigger
volume is now the only way to activate the door).
. Added some logic to disable closing the door if the player approaches from the opposite direction.
. Disabled the closing of two of the other doors which stopped you being able to cycle back around
the dog-leg for missing collectibles, forcing a checkpoint/level restart if you took the wrong route..

Mission 16 (Dante):
. Reworked the "Lift Crush" fight so that it now uses two Demon Doors to block both ends of the
fight off (previously a wall would move in and blocked one end).
. Removed the wall that moved in to permanently block one end of the "Lift Crush" fight.
. Permanently blocked one side of the double Angel boost jump gaps near the "Lift Crush" fight
with the wall that would move across here and block it sometimes (depending on the route you
took).

Mission 18 (Dante):
. Re-factored wave setup on all difficulties. Generator rooms contain small fight, and larger fights
occur in the central room between activations.
("This was done because the nature (shape/size) of the generator rooms made it difficult to
host big fights in them, and ended up feeling frustrating. This way we can have a big
space for the climatic end of game fights in the central room.")


Mission 2 (Vergil):
. Removed the out-cropped platform near the start of the mission that a Health Cross Fragment
used to be sitting on (the fragment has been moved elsewhere).



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"We want players to experience Secret Missions, because they're fun little challenges, and help
train/challenge players in different tactics/weapons outside their normal personal style. Having colour
coded doors and keys just felt like a barrier to accessing those mission, so we made 1 key type, and any
key can open any door.

We also redistributed the keys and doors, along with other collectibles, to reduce frustration in getting
100% collectibles for Mission Scores."


General:
. Removed Key and Door colours - any key now works in any door.

Mission 1 (Dante):
. Moved the key from the side path near the first Lost Soul to where the arcade machines are
located just before the Hurricane ride.
. Moved the Vital Star from the end of the secret Angel Lift path (just past the Hurricane ride) to
where the key used to be.
. Moved the Lost Soul that's behind the Eryx Punch Door to the end of the secret Angel Lift path
(just past the Hurricane ride).
. Added a brand new key to behind the Eryx Punch Door.
. Moved the Lost Soul that's in the room with the large doll (being electrocuted) to the corner of the
path leading to the cog room.

Mission 2 (Dante):
1. There was a Lost Soul directly underneath the one that moves away from you after Study Room.
Moved this into the Grand Foyer, opposite the room with the key.
2. Moved the Lost Soul in the room that you Angel Lift to before returning to the Grand Foyer for the
first time, to the opposite wall. The sound effects for this were audible from part of the Foyer,
which was really confusing.
3. Moved the Lost Soul after the Secret Door into the Demon Stomp pit in the same area.
4. Moved the Vital Star in this Demon Stomp pit to the corner of the room above.
5. After gaining Osiris and back-tracking to the Osiris Vines, there was another Lost Soul. Moved
this to the other side of the room.

Mission 3 (Dante):
1. Moved the key that's hidden behind the Arbiter door to where the Vital Star was located (down
the passage under the archway to the right).
2. Moved the Lost Soul that was located on the out-cropped platform in the middle of arena
(opposite the Secret Door) to where the key used to be located.
3. Moved the Vital Star that was in the passage under the archway to where the Lost Soul used to
be on the out-cropped platform.

Mission 4 (Dante):
1. Moved one of the two Lost Souls in the fountain area (the one that required you to jump from the
fountain) to on top of one of the roofs in the section where Dante needs to Demon Pull three
cameras.
2. Moved the Lost Soul that's in the arena where Dante has to pull three cameras and up by an
Angel Lift point to the opposite side of the lift point and further along the wall in that direction.
3. Moved one of the two Lost Souls that's near where Dante needs to pull the stairs out (the one
that's on the back wall) to behind the stairs and high up on the wall.

Mission 5 (Dante):
1. Moved the Lost Soul that was just after the three Pathos (and across the pull point gap on the
right-hand side) to much later in the level, in the Demonic Corridors behind Osiris Vines.
2. Moved the Lost Soul that was to the right of the Frost/Hell knight combined fight, on the ground
level, to where the Argent key was previously.
3. Moved the argent key up to the top level of Demon Warehouse B, where you use Aquila to reach.
4. Moved the Lost Soul that was at the top of this route to the Eryx door at the end of the lower
Angel Lift sequence
5. There was Osiris Vines at the end of the maze section with a star in it. Moved this to just before
the three Pathos earlier in the level and put it on the crates in the corner.

Mission 6 (Dante):
1. Moved the key that was located at the start of the level to halfway down the tunnel on top of a
pipe.
2. Adjust the collision around this pipe so that you can comfortably walk on it.
3. Moved the Lost Soul that was located on the left-hand side of the Succubus hallway to the other
side of the room and put it on the outside of the pillars.

Mission 7 (Dante):
1. Moved the Lost Soul that was in the same room as the gold door to beyond the Eryx Punch
Crate, placing it on the left-hand side on the green wall panel. To make this reachable, a copy of
a storage container was placed underneath this panel as a stepping stone, and turned into a
floating platform.
2. Moved the Vital Star that was in the Eryx Punch Crate to where the second Lost Soul is (up the
Angel Lift sequence that you're not supposed to be able to reach this early in the playthrough)
3. Moved the Lost soul that was at the end of the Angel Lift sequence to where the first key was
(behind the Aquila Vines that's nearby)
4. Moved the key that was behind the Aquila Vines to later in the level, on the right side of the
elevator section, where the Lost Soul was.
5. Moved the Lost Soul near the elevator shaft to the platform above the room with the copper
Secret Door, where the third key used to be.
6. Moved the Lost Soul above that room to the opposite wall, so that its sound effects don't interfere
with the Lost Soul below.
7. Moved the third key slightly along the level to where you come out on the subway track, just off
camera; it is visible during the next cutscene.

Mission 8 (Dante):
1. Moved the Vital Star from behind the second Eryx punch door, to the corner just before the first
Eryx door.
2. Moved the Lost Soul from the Aquila Vines to behind the second Eryx door.
3. Moved the Lost Soul that was in one of the corridors coming off the Harpy Nest, further down the
corridor (behind the two Gun Shards).

Mission 9 (Dante):
1. Moved the Key in the first major combat room to behind the Aquila Vines just after this room.
2. Moved the Aquila Vines, and the platform it is on, up about a metre, so that it doesn't look like you
can reach it with Angel Boost and the Osiris.
3. Moved the Devil Trigger Star that was here to where the key was.

Mission 11 (Dante):
1. Moved the Vital Star that was in the Aquila Vine room downstairs to where the Lost Soul was.
2. Moved that Lost Soul up to where the Vital Star was.
3. Disabled the door that used to close and lock you out of the Secret Door.
4. Moved the Lost Soul that was in the middle of the maze on the wall (and near the Secret Door
room) to where the Devil Trigger Star was just before the library.
5. Moved this Devil Trigger Star to the dead end (where the door closes on your as you approach it).
6. Moved the Lost Soul that was high up in the Butcher room to the wall behind the Butcher so that
you can jump to it without combat climbing.

Mission 13 (Dante):
1. Centred and raised the Lost Soul that was hiding underneath the ramp at the start of the level.
2. Moved the key that was on the right-hand side of the initial room (by some arcade machines) to
the platform which you reach by stomping a button then jumping between the boxes that appear.
3. Moved the Vital Star that was on the platform that you reach from the stomp-able button to where
the key used to be (next to the arcade machines).
4. Removed the Lost Soul that was hiding between the pillar on the right-hand side after stomping
the first button and following the angle/demon paths. (This has been moved to mission 15).
5. Moved the Devil Trigger Star that was much later in the level on the platform reached by the
secret Angel Lift route to where the (now removed) Lost Soul used to be.
6. Moved the Lost Soul that was on the right hand side of the enclosed green room to the next room
along (blue room) and placed it on the left-hand side.

Mission 15 (Dante):
1. Moved the Vital Star from later in the level (that was previously behind the Osiris Door) to where
the first key used to be located (in the docks).
2. Moved the first key (in the docks) to the first combat arena, on top of the crates in the corner.
3. Moved the second key (located in the streets section) to behind the Osiris Door across the street.
4. Added a new Lost Soul to replace the one taken from mission 13 and placed it on the ledge
where the second key used to be.
5. Slightly tweaked the geometry where the Lost Soul is located to better sit the Lost Soul.

Mission 16 (Dante):
1. Added a new Devil Trigger Star to highlight the route to the secret staircase leading to one of the
Secret Doors and a Lost Soul.
2. Moved the Vital Star that was behind the Arbiter door up to floor 105 to where the key and two
Lost Souls used to be located.
3. Moved one of the two Lost Souls that was next to the key on floor 105 to the end of the long
corridor that you traverse just before the first set of lasers (it's at the end of the corridor past the
door).
4. Moved one of the two Lost Souls that was next to the key on floor 105 to floor 88 and behind the
Eryx punch door.
5. Moved the Lost Soul that's behind Osiris Vines on floor 105 further up the wall and closer to the
ceiling (to make it more enjoyable to destroy). Re-arranged the red orb slugs surrounding it.
6. Moved the key that was next to two Lost Souls on floor 105 to floor 88 behind the demonic
floating boxes.
7. Moved one of the two Lost Souls that was located in an elevator on floor 105 to the ledge above
you Angel Lift to above the small enclosed office on the same floor.
8. Moved one of the two Lost Souls that was located in an elevator on floor 105 to the angel Osiris
door room on floor 154.
9. Put the Devil Trigger Star that used to be in the middle of the room on floor 105 into the elevator
where two Lost Souls used to be.
Mission 1 (Vergil)
1. Moved the Lost Soul that's in the side corridor as you enter the mansion to the opposite wall and
moved it down slightly to make it comfortable to destroy. Tweaked the decal placement.
2. Moved the Lost Soul that's after the traversal section as you leave the mansion for the first time
up to a comfortable jump height and placed it on one of the windows slightly to the right. Tweaked
the decal placement.
3. Significantly increased the draw distance on the Lost Soul that's after the traversal section as you
leave the mansion for the first time.
4. Moved the Lost Soul that's hidden in a side corridor after the wisp fight (just before the Divinity
Statue) up to a comfortable jump height. Tweaked the decal placement.
5. Moved the Health Cross shard that's behind that wall on the traversal route later in the level and
put it around the corner to left from where you exit the mansion.
6. Moved the Lost Soul that's underneath the Angel Lift point slightly up and to the left, putting it at a
more comfortable jump height. Tweaked the decal placement.
7. Significantly increased the draw distance on the Lost soul that's underneath the Angel Lift point.

Mission 2 (Vergil):
1. Moved the first Health Cross shard to a bit later in the level, on a combat platform where you fight
some ravagers.
2. Moved the Health Cross shard that was on the right-hand route as the path splits to the bottom of
the stairs on the left-hand route.
3. Moved the Lost Soul that was hidden at the bottom of the stairs on the left-hand route to the
platform on the right-hand route (where a Health Cross Fragment used to live). Tweaked the
decal placement.
4. Moved the large Vital Star that was on the platform accessible via the secret route through the
teleport door to the top of the archway further down the left-hand route.
5. Moved the Lost Soul that was on top of archway on the left-hand route to the combat arena later
(after the routes merge). It's on one of the rocks at the far end of the arena.
6. Moved the Lost Soul that's hiding to the left of the big archway (on the left-hand route) to the left-
hand side of the big arch. Moved it up to a decent jump height and tweaked the decal placement.
7. Moved the Health Cross Fragment that was to the right of the teleport door (on the way to the
secret route) to the end of the level on the floating platform where the full Health Cross used to
live.
8. Moved the full Health Cross that was at the end of the level to the platform at the end of the
secret route accessible via the teleport door.

Mission 3 (Vergil):
1. Moved the Lost Soul that's right at the start (on the big rock that you can approach from either
side) downwards slightly.
2. Moved the Health Cross Fragment that's near the start of the level on a rocky platform towards
the front of the platform.
3. Moved the Lost Soul that was in the area with the train (that you need to shoot with a Summoned
Sword) around the corner to the left.
4. Moved the Vital Star that was in the secret room in between the two train traversal sections, to
where the Health Cross Fragment is on the hidden platform that you need to turn around and
backtrack to directly after the cut-scene with Dante.
5. Moved the Health Cross Fragment that's hidden on the platform that you need to turn around and
backtrack to (directly after the cut-scene with Dante) to where the Vital Star was previously in the
room between the two train traversal sections.
6. Moved the Lost Soul that was in the corridor after you smash Dante through a wall (and just
before Divinity Statue) up and to the right slightly, centring it and making it easier to destroy.
7. Moved the Lost Soul (that you can hear through the wall) that's hidden on the outside of the large
arched wall down ever so slightly to make it more comfortable to destroy.
8. Moved the Health Cross Fragment that was on a platform located during the traversal section at
the end of the level (where you traverse around the large angel) back through the level to the top
of the large arched wall where the last fight takes place (right before a teleport door).

Mission 4 (Vergil):
1. Moved the Lost Soul that is out on a platform after the first traversal/fight section down slightly.
2. Moved the Health Cross Fragment that's at the start of the level (on the platform at the end of the
split path) to where the Vital Star is later (on the platform past the Divinity Statue, then two
invisible platforms and a lift point). Placed it on the edge of the platform overlooking the lift point.
3. Moved the extra piece of geometry blocking the player when they try and jump back from the
Health Cross Fragment (where the Vital Star used to live).
4. Moved the Vital Star that was on the route to the right of the Divinity Statue (next to the two
invisible platforms followed by a lift point) to where the first Health Cross Fragment is earlier in the
level (on the split path).
5. Removed two instances of Kismet that were deleting Vital Star collectibles when the player
touched them, even if they couldn't pick them up at the time.
6. Moved the Lost Soul that was on the left hand side as you cross bridge (after the tyrant fight) to
the combat platform that's directly after the large spinning rock that you shoot.
7. Moved the Health Cross Fragment that was by the final Divinity Statue on the right-hand side and
on a small platform to the platform where the Lost Soul used to be, on the left-hand side of the
bridge (after the tyrant).
8. Increased the audio distance of the Lost Soul that's behind you when you come out of a teleport
door.
9. Moved the Lost Soul that was on the platform in the middle of nowhere (that was extremely
difficult to reach) above the door just before the Imprisoner fight (facing towards you as you come
down the stairs into the tomb).
10. Tweaked the trigger box slightly as you enter the Imprisoner fight area to give the player more
time to deal with the new Lost Soul.

Mission 6 (Vergil):
1. Moved the Lost Soul that was located after the first combat fight up to a better jump height.
2. Moved the Lost Soul that was on the archway, above the entrance to the mansion, to the room to
the right of the mansion exit (that you trick up to to go through gap).
3. Moved the Health Cross Fragment that was in the room to the right of the mansion exit (that you
trick up to to go through the gap) to the location after the harpy/witch fight (where a Devil Trigger
Star used to be).
4. Moved the Lost Soul that was hidden in the side corridor as you enter the mansion from the left
wall to the back wall. Tweaked the audio volume.
5. Removed the Devil Trigger Star in the combat area with the witches/harpies.
6. Moved the Lost Soul on that mansion exit that you had to combat climb to reach, to just around
the corner where the Devil Trigger Star is and put it on the right-hand window.
7. Moved the shard on the collapsing platform where you would die if you successfully reached it, to
the corridor just before the previous Divinity Statue.
8. Moved the collectible that required you to combat climb to a rock, to the platform just before the
bridge that collapses on the traversal section later in the level.
9. Removed the rock that the collectible that required you to combat climb used to live on.
10. Moved the Devil Trigger Star that's around the corner to the left as you leave the mansion to the
platform underneath the Angel Lift point (after the circular combat platform).
11. Moved the shard that's behind the wall after the Angel Lift point to the right-hand side of the same
platform.
12. Moved the Lost Soul that was on the right (as you come out into the open) after taking the Angel
Lift point, to the left hand wall (and down to near the floor).

Audio:
1. Credits music edited and lengthened in-line with additional credits.
2. Vergil's defeat cutscene music edit changed and lengthened in-line with new picture edit.
3. Harpy telescopic stab telegraph sfx added and additional shorter vocalisations added to same
animations.



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1. Up-scaled HUD elements and realigned/resized as necessary for 1080p.
2. Additions/changes to menu screens to accommodate new difficulty modes and modifiers.
3. Pause Screen now has tooltips to show which mods are enabled/disabled.
4. Moved 'Super Dante' option out of 'perks' menu, and placed it with other modifiers on the Mission
Start screen.
5. Updated title screen for Definitive Edition
6. Added new loading tips



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"We reworked these to combine Dante and Vergil achievements into 1 list."


1. All existing achievements have had their Gamerscore values re-evaluated to compensate for
hardcore mode, bloody palace and the inclusion of the Vergil DLC.
2. All existing trophies have had their bronze/silver/gold status re-evaluated to compensate for
hardcore mode, bloody palace and the inclusion of the Vergil DLC.
3. Total achievement/trophy count increased to 50 (up from 48).
4. "Time to go to work guys!" achievement description changed to "Purchase Dante's first upgrade"
5. "Come on Puppy. Let's go!" achievement description changed to "Defeat Dante's pursuer"
6. "Flock off, feather-face!" achievement description changed to "Survive the encounter with the
Tyrant in the church"
7. "You are not a Human, are you?" achievement description changed to "Acquire Dante's Devil
Trigger ability"
8. "The end? Don't bet on it" achievement description changed to "Complete Dante's Story"
9. "Looks like it's your lucky day" achievement removed.
10. "Every hero has a weakness" achievement removed.
11. "It's only the rain" achievement description changed to "During "Found" Kill 10 enemies using the
Hurricane ride"
12. "A man with guts and honor" description changed to "During "Secret Ingredient" kill all of the
enemies during the descent". Achievement now pops on final enemy kill, not the end of the
section.
13. "Now my coat's all charred" achievement removed.
14. "Where does the time go?" achievement removed.
15. "For Tony Redgrave" achievement removed.
16. "In the name of my father" achievement removed.
17. "You'll never have her fire" achievement removed.
18. "Impressive" achievement description changed to "Slay 100 Demons as Dante".
19. "Bring it on!" achievement description changed to "Slay 1,000 Demons as Dante"
20. "Looks like we have a winner" requirement reduced to 2,500 kills (down from 5,000 kills).
Achievement description changed to "Slay 2,500 Demons as Dante".
21. "It's showtime. Come on!" achievement removed.
22. "This is my kind of rain" requirement increased to 20,000 red orbs (up from 10,000 red orbs).
Achievement description changed to "Spend 20,000 Red Orbs as Dante"
23. "Absolutely crazy about it" achievement removed.
24. "Dude, the show's over!" achievement removed.
25. "Let's welcome chaos!" achievement removed.
26. "And you are set free" achievement removed.
27. "Fill your dark soul with light" achievement description changed to "Free all of the Lost Souls in
Dante's story".
28. "Keeps getting better and better" achievement removed.
29. "This is what I live for!" achievement removed.
30. "And welcome to Hell!" achievement removed.
31. "Jackpot!" achievement removed.
32. "We have an uninvited guest" now part of the main achievement list.
33. "You don't belong here" now part of the main achievement list.
34. "Our souls are at odds brother" now part of the main achievement list.
35. "I need more power!" now part of the main achievement list.
36. "This is the power of Sparda!" now part of the main achievement list.
 
Last edited:

Dante94513

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"We brought the damage of the Demon Evade down, but gave it a little speed boost. This
can be stacked with Turbo Mode, Devil Trigger speed boost, and the speed boost you get
at S rank and above.)"

With this, DmC could possibly be THE fastest DMC game so far.
 

Demi-fiend

Metempsychosis
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Supporter 2014
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With this, DmC could possibly be THE fastest DMC game so far.
I want to see what players can do on Hardcore + Must Style + Turbo in GMD.

And then do it all again with Super Dante.

Bonus points who can pull off Ultimate GMD with a Total SSS Ranks and No Upgrades.
 

GF9000000Returns

Well-known Member
Joined
Sep 4, 2012
Messages
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It sucks that you can't parry with the prop/shredder anymore. That was one of my moves to parry against them bomb babies and the witch firing her darts at me. Oh well.
 

sssensational

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It sucks that you can't parry with the prop/shredder anymore. That was one of my moves to parry against them bomb babies and the witch firing her darts at me. Oh well.

Actually, you still can. Not all things can be parried, but for instance the Hunter can be parried with the osiris and the Succubus as well. Of course, you must be facing the right direction.
 

ji-high

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It sucks that you can't parry with the prop/shredder anymore. That was one of my moves to parry against them bomb babies and the witch firing her darts at me. Oh well.
You still can. The timing is just tighter. Especially on hardcore. I've parried the bombs a couple of times...by chance while hitting another enemy.

Some readjustments are necessary for sure which is good.
 
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