https://youtube.com/watch?v=BJ_c0dDzM3s
Speed Stars
Move fast!
Introducing the new speed star system! You'll now receive increased rewards for winning battles in fewer turns - meaning more gems and a higher chance for trick offers! Of course, the opposite is also true, so better get cracking!
Character Expert Tricks
Incredible new gameplay styles!
Each character now has a a brand new unlockable expert trick, greatly expanding their unique playstyles! You'll want to nab these as soon as you can!
70+ New Tricks
Multiverse keeps growing!
We've added a huge variety of new tricks with a wide range of effects for you to incorporate into your runs! We've got everything from uncommon modifier-granting tricks to shiny legendaries that will drastically alter your gameplay!
Huge Gambit Buffs
It's time to d-d-d-duel!
We've rebalanced gambits from the ground up! Huge buffs across the board, plus 60+ brand new combinations! Additionally, you can now combine every single base gambit with one another, greatly expanding their ease of access.
Expanded Laboratory
Cash in your dud cards!
The gambit lab now offers 2 additional services:
- Recycling - Trade in up to 3 cards and receive a random new one - for free!
- Duplication - Pay a nominal fee to get a copy of any gambit of your choice!
Balance Improvements
Souped-up foes and greater rewards!
Enemies throughout the game have been given a tune-up! In particular:
- Revamped Elites - Elite battles are now much more threatening, and have received a brand new coat of paint to hammer home their lofty status!
- Blood Rage - Blood enemies have become even more dangerous with this new ability, as their dice get progressively stronger as you whittle down their allies!
And much more...?
For a more in-depth look into all the changes, click here for the full patch notes on our website.
Just a quick fix, but don't worry we are still hard at work getting ready for 1.1, so stay tuned.
Fixes
- Fixed altar warning showing up when it shouldn't
- Fixed holy/necro icons not showing in some text
Oopsie, we broke it! Sorry about that. We've also sneaked in a few other miscellaneous fixes to improve the experience.
Fixes
- You can now launch the game properly on all platforms.
- Fixed a potential hard crash if Obligatory Thorns triggered off of Spiky.
- Fixed Obligatory Thorns triggering an additional time off of burn damage.
- Fixed Omniscient being awarded in every run, even if you took damage (we'll be adjusting other scores to make up for this deficit in future patches).
- Fixed Octosader not generating the correct transient die in one of its conditional movesets.
- Fixed incoming damage prediction miscalculations for certain enemy movesets.
- Fixed some conditional movesets not working correctly on the first round of battles.
- Nature dice no longer show a grey value when withered.
- Dice with non-standard modifiers that get calculated on use (e.g. One With the World) will now show a green/red value for increased/decreased values respectively.
- Fixed [spoiler]Pontiff Crabicus'[/spoiler] heal prediction not disappearing when you defeat one of its spawned mobs.
- Fixed an issue that occurred when swapping a die in the forge's anvil slot with another, which tricked the blacksmith into thinking the new die was the old one.
- Added a dialogue prompt to the altar that warns you if you're about to reduce a die's quality during its realignment.
- Fixed the die in the Holy Sea's shop being far more expensive than intended.
- Fixed the shopkeeper's arms overlapping certain background elements.
We've got a fresh new update hot out the oven, this time with numerous smaller improvements and several bug fixes. A lot of these changes are here to pave the way to 1,1, which should be coming out early February, but in the meantime, we hope you continue to enjoy Diceheart!
New Features
- Added a profile system, so you can now have up to 10 runs with different meta progression states going at once.
Balance Adjustments
[expand type=details]
- Made elements offered at the forge more consistent, so levels will now always offer 4 elements (and all 5 in the first and last).
- Reduced Himitsu's trick upgrade requirement from 50 healing to 20.
- Changed BF Sound Wave's quantum D8 into a D4.
- Made Unrefined Randinium, Refined Randinium, and Tempering Temperance able to upgrade holy and necro dice.
- Further increased chance of getting offered subsequent Blessings/Curses, and gave Curses a bigger increment to reflect the higher difficulty of playing with them.
- Made [spoiler]Order[/spoiler] recharge your once per battle tricks upon defeat.
- Added more trick charge points to the final boss.
- Stopped Punch from counting boss mobs for its secret purpose.
- Reduced Rechargeable Battery's charge requirement from 6 to 5.
Minor Changes
[expand type=details]
- Withered enemies' attack dice now display their penalised damage value in grey.
- You can now auto-allocate holy/necro dice to your power gauge by clicking on it.
- Marked gambit slots with X, Y, and Z to help certain descriptions make more sense.
- Reduced the volume of [spoiler]the Flying Agaric's mine[/spoiler] beeps.
- Gambits now prioritise normal dice if they have the same value as an elemental die and both are valid for the slot.
- Added another indicator for D-Booster that shows its bonus damage.
Fixes
[expand type=details]
- Fixed Himitsu's trick upgrade requirement being set to 100 in code (woops).
- Fixed Glacistov's trick upgrade condition not checking non-overcharged Memento Timorem use.
- Fixed Suppliant Soul's block prediction not working correctly when you had frozen dice.
- Fixed the Undieing being misconfigured as a passive trick.
- Fixed single-use modifiers not working correctly with gambits.
- Fixed dice getting set used twice after blocking with them.
- Fixed Guts being able to trigger prematurely.
- Fixed Ardeat II missing a recipe.
- Fixed gems display showing incorrect gems if multiple items are purchased in quick succession.
- Fixed several potential issues with the character select screen.
- Fixed softlock that could occur after defeating [spoiler]ACACIA[/spoiler].
- Fixed D4 Shear causing a softlock if the original die's position in your tray no longer existed upon its return.
- Fixed gambit auto-allocation sometimes not working if one die was the best candidate for both slots.
- Fixed heal prediction for [spoiler]BOREAS[/spoiler].
- Fixed trick charge display in rewards and shops showing incorrect charge after you picked up Overclocker.
- Fixed BF Deacrustacean and Archdeacrustacean not playing death SFX.
- Fixed Dice Crown and Celestial Rosary sometimes keeping the modifier after changing the die's element (again).
- Fixed error if [spoiler]a die cursed by Necro MaDjinn[/spoiler] was destroyed and then their phase 2 was triggered.
- Fixed [spoiler]Necro MaDjinn's phase 2 upgraded curse[/spoiler] not immediately updating the die.
- Fixed EquiTea error when you used it with no dice.
- Fixed V1 Battery not charging certain tricks correctly.
- Fixed your wither stack not reducing on hit if you defeated an enemy while withered.
- Fixed a secret trick not correctly freezing enemies if it dealt frost damage.
- Fixed typo with Rechargeable Battery.
- Fixed Leaky Battery and Rechargeable Battery being able to target fully-charged tricks in certain situations.
- Fixed Trick Coin being able to target transient dice.
- Fixed some miscellaneous issues in the tricks config.
Last patch we accidentally introduced a softlock with the [spoiler]sentinels[/spoiler] in the final level (sorry!). We've resolved this issue, and included a few small adjustments.
- Fixed softlock when defeating any of the [spoiler]sentinels[/spoiler] (introduced in 1.0.4)
- Fixed Subscription Service error when you change the die and run out of money
- Fixed dice tooltip potentially going off-screen in the forge
- Added frame limiter to settings screen
- Adjusted Cave of the Dicehearts enemy spawn distribution
- Added corrupted save file protection
- Made Marksman work on non-transient dice and changed its overcharge effect
- Adjusted a secret trick's charge requirement
Happy new year! Here's another patch with a sprinkling of QoL, a bunch of little tweaks, and some freshly-squashed bugs. We hope you all have enjoyed the festivities, and look forward to big announcements coming up later this month!
Balance changes
[expand type=details]
- Igneous Armour now awards block based on the total damage you deal to enemy block with a die plus its burn damage, instead of awarding it for each individual hit
- Blood fountain Skully Bones and Chilly Bones now have 2 D6s instead of 1 D8 and 1 D4
- Increased shop tier upgrade requirements (25,000 for tier 2 and 100,000 for tier 3)
- Reduced character gambit upgrade requirements (25 crafts / 100 activations)
- Taking Sharp Shovel, Another, Smaller Chest, or Bag of Holding More Gems now grants more gems than refusing the offer outright
- Changed Equi Tea from a charge to a limited (1) trick (RIP)
- Increased chance of Blessings/Curses appearing on picking up at least one ([spoiler]you should try getting them all [/spoiler])
- Changed a certain secret requirement involving Punch ([spoiler][/spoiler])
- Made Cartographer's Grant award gems upon entering the final level
- Made F.F.'s Sippy Cup grant modifiers after using a blood fountain
- Kon now deals stack damage, allowing you to more efficiently delete enemies from existence
- Schadenfreude is now rare instead of uncommon, seeing as wither pumps out a lot of 0s these days
- Reduced Jog (120 mins, 50 points) and Sprint (90 mins, 100 points) time requirements, and added a third score, Speed Demon (60 mins, 200 points), for all you maths-ignoring auto attack enthusiasts out there
- You now get 25 points per [spoiler]sentinel[/spoiler] you beat, and they no longer count as elites for points
- Changed Technique #37's health threshold to 25%, and it now only needs you or the enemy to be under it to activate. To compensate, it is now a once per battle trick, and cannot kill bosses.
- [spoiler]Dicecade[/spoiler] now gains a new quantum poison die when a patron is consumed instead of just upgrading its stable one
Minor changes
[expand type=details]
- Added more softlock protection
- Added encyclopedia unlock hints for XP-locked items
- Manual map and forge trick displays
- Reworded some enemy abilities
- Added notifications to certain tricks upon acquisition
- Adjusted Idol of Balance's indicator to avoid overlap
- Adjusted Schadenfreude's indicator colour for better visibility
- Better indicators for [spoiler]Pontiff Crabicus[/spoiler], [spoiler]Necro MaDjinn[/spoiler], and [spoiler]the Singularity[/spoiler]
- Added SFX to Metallic Aura
- Added more info to [spoiler]Chance's[/spoiler] ability message
- Added SFX to [spoiler]Chance's[/spoiler] resistance break
- Made Elemental Retaliation deal its stack damage at start of next round
- Improved power gauge contrast
- Changed Gold Dust Sample to a manual trick
- Updated encyclopedia formatting
- Enemy hitboxes are now all uniform and encompass their entire area, regardless of size
- Added stack change prediction to Legally Distinct Oil
- Added per-die wither prediction when hovering them over an enemy
- Added stacks count to health and debuff tooltips
- Added enemy ability numbers next to their icons for quick reference
- Added message modifier to Paper Shoe
- Added styling to character unlock tooltips
- Added stack damage prediction for Randinium Corruption
- Added block prediction to Suppliant Soul
Fixes
[expand type=details]
- Fixed enemy damage prediction showing incorrect freeze resistance increase
- Fixed Weighted Dice causing Superposition to collapse
- Fixed [spoiler]Chaos'[/spoiler] abilities not activating on the first round of its phase transition
- Fixed Repair Powder not working on automatic limited tricks
- Fixed [spoiler]Kuraokami's[/spoiler] Kojiki freezing your block even if they were withered
- Fixed softlock that could occur with Spread and Fungal Infestation
- Fixed Himitsu's Already Dead heal tracking
- Fixed Joseph's Gambit softlock after killing an enemy with a pending prediction
- Fixed Joseph's Gambit being able to target the same die more than once on a turn
- Fixed Perfect Jigsaw Piece not giving correct modifier on some dice
- Fixed Score Counter not updating poison bar
- Fixed some enemy animations skipping due to Prickly Prick
- Fixed Spiky not triggering on tricks and gambits
- Fixed hints showing even with the "don't show these messages" toggle on
- Fixed the laboratory not showing a scrollbar when you had a specific amount
- Fixed Randinium Corruption triggering a second time from burn damage
- Fixed Overclocker not having any prerequisites
- Fixed rare error in [spoiler]ACACIA's[/spoiler] battle when they gained modifiers
- Fixed gambits not updating trick usability on activation
- Fixed Shock Therapy not updating damage/freeze block prediction
- Fixed Trick Coin and Pristine Dicewarp interaction
- Fixed dice affected by Zeno's Gun being upgradable at the forge
- Fixed Traveller's Banjo block amount
- Fixed Avatars' prerequisites
- Fixed Skill Issue potentially being offered again if refused
- Fixed Legally Distinct Oil triggering on block hover/prediction
- Fixed "Auto" text not showing on gambits and adjusted the text visibility
- Fixed boss phase changes not applying elemental status effects if resistances were changed
- Fixed poison damage hint not showing sometimes
- Fixed bounty exclamation and elite key not disappearing after defeating them
- Fixed Sticky modifier missing its name
- Fixed encyclopedia character upgrade layout overlap when enabling an upgrade
- Fixed Ice Cool not applying existing modifier to generated dice
- Fixed Shapechanger potentially causing softlock when near dice limit
- Fixed Bubbled not being predicted correctly
- Fixed heal bar not updating if the healer's die is frozen
- Fixed enemy HUDs not being removed during battle, which caused issues with hitbox detection
- Fixed [spoiler]Dicecade Patron[/spoiler] eye outlines
- Fixed dice orbits not working properly if moved quickly between enemies
- Fixed selected/remaining display not updating sometimes
- Fixed [spoiler]Beranado's[/spoiler] ability triggering for the player on Fungal Infestation
- Fixed burn damage triggering Spiky
- Fixed potential damage prediction inaccuracy
- Updated incoming damage display so that, during an enemies turn, it only decreases when taking health damage
- Fixed Dice Crown retaining its mod after permanently changing a die's element
- Fixed Fungal Infestation softlock caused by it killing another enemy during the poison damage phase
- Fixed issue with Subscription Service not being able to end its effect if you run out of gems while the die has been altered
Merry Christmas / Happy Holidays! Here's a small patch to tidy up a few loose ends, and add a little bit of festive cheer to wrap up the year. We're taking a little break to spend time with our families, but we'll be back in the New Year, for which we have some new and exciting features planned! More info will be dropping closer to the time. Thanks for all your support, have a good one! n.b. We'll still be keeping an eye out for major issues that pop up in the interim
Minor Changes
- Updated the treasure map icon to reduce confusion with locked treasure
- Added a little Christmas flair
Fixes
- Fixed Wireless Controller causing softlock while at dice limit
- Fixed wither damage prediction not accounting for reduce stack on hit
- Fixed Kojiki not affecting damage prediction
- Fixed flee hint triggering in boss rooms (which aren't fleeable)
- Reworded some hints and flavour text
- Re-enabled error logging
- Fixed Bless being disabled when any enemy is defeated, not just the ability user
- Fixed some styling mistakes in tooltips
Balance Changes:
[spoiler]Necro MaDjinn[/spoiler] no longer attacks with necro dice every turn [spoiler]ACACIAs[/spoiler] modifiers are now applied at the start of the round Spread and derivative gambit costs made more lenient Equi Tea has more stringent prerequisites [spoiler]BOREAS[/spoiler] heals by 10 per frozen die you have [spoiler]Chaos[/spoiler] will always have at least 1 ability active Gavel will deal unblockable damage [spoiler]Chaos[/spoiler] ability values are now 4 instead of 2 Radioactive Lamp now reduces enemy block and has a lower charge requirement Prevented the following tricks appearing on final level:
- Bottled Gold Dust
- Cartographer's Grant
- Dice Egg
- Diehydrogen Monoxide
- Tempering Temperance
- Dowsing Rod
- Unusual Harvest
- Agnostic Manifesto
- [spoiler]Roccy Road[/spoiler] has better positive modifiers and moveset is no longer random
- [spoiler]Gingerdead Man[/spoiler] now appears alongside a fly in the easy pool to make use of Taunt
- [spoiler]Bubblesia[/spoiler] has positive modifiers instead of negative and is now more aggressive
- Blood Fountain [spoiler]Mushaloon[/spoiler] has Revenge to tie it in thematically with Flying Agarics mines
- [spoiler]Moray Heeler[/spoiler] and Archdeacrustacean get a positive modifier on their heal dice
- Reduced player element value sum required for [spoiler]Octosader's[/spoiler] conditional movesets
- [spoiler]Sir Shrimpalot[/spoiler] now has Bubble
- [spoiler]Turtlekin's[/spoiler] Autoblock value is higher
- [spoiler]Toothankhamun[/spoiler] is now Sticky and has positive modifiers
Minor Changes:
Slowed down panning speed with WASD on the map Slotting dice in gambits now updates the selected/remaining display Used dice are now a bit darker to help distinguish them Added leaderboard dev tags Added SFX when popping Bubbled Added extra info in certain tutorial messages
Fixes:
Fixed a sporadic soft lock that could occur in battles Fixed leaderboard vs. run summary score discrepancy Fixed rerolling a frozen die when you have Winter Shorts breaking dice Fixed loading into final level throwing errors Fixed damage/effect indicators stacking Fixed Taunt not preventing tricks and gambit targeting Fixed Ghost Pepper weakened/buffed death SFX desync Fixed Sand Pest not updating poison death prediction Fixed a crash that would occur when Revenge triggered Obligatory Thorns Fixed dice sometimes rolling skewed Fixed gambits occasionally not being castable Fixed gambits appearing interactable at the start of a battle when they're not supposed to be Fixed Wafer Shields clear indicator appearing on dead enemies spaces Fixed blurry text throughout the game Fixed Ash gambit using incorrect emblem sprite Fixed being able to auto attack during Bernando's/Kuraokami's phase change animation Fixed holy heal not activating when you kill the last enemy in a battle Fixed error that occurred when you defeated the final boss and died at the same time Fixed game not being interactable on first launch Fixed stray return carriage in holy tooltip Fixed Sticky wording Fixed Prime Number Sequence and Dowsing Rod interaction Fixed D4 Shear not consuming overcharged pips and potentially fix issues when using it near the dice limit Fixed burn not dealing 1 damage from being hit by a 0-value/damage die Fixed Idol of Balance indicator not showing trick icon Fixed ability/modifier inconsistencies between regular/blood fountain enemy configs Fixed Deinsulator causing a softlock against certain enemies Fixed styling inconsistency in poison tooltip and hints
Major Changes
- Holy: Holy no longer uses remaining block as damage at the end of the round. Instead, it tracks the amount healed during the round of activation and deals damage equal to that at the end of your turn. This balances it better with Necro and fits more thematically with Holy.
- Elements: Burn and Wither have been changed to utilize complete stacks instead of a percentage. This slightly buffs these elements bringing them more in line with Freeze and Poison. This also simplifies these elements, for example burn will now deal stack/resistance (min 1) extra damage to each attack instead of 25% of the dice value.
Minor Changes
- Boss rewards D4s with a +1 modifier now
- Remixed treasure music
- Adjust map gen
- Updated Blood Fountain Enemy Materials
- Synced Boreas death SFX
- Updates to Skinning outlines, Bakin and Egg and Ghost Pepper Deaths
- Foot soldier modifier
- Sentinels now play boss music
- Added end turn (E) and auto attack (Q) hotkeys
- Music rebalancing
- Updated some trick icons
- Added NNN level music
- Updated some enemies conditional movesets
- Changed Wafer shield's effect
- Changed Radioactive lamp's effect
- Changed Funky Fungi's effect
- Changed Crabby Mitre'd effect
- Updated every bit of text in the game
- Added some more Gambit Lad animations
- Added some more command protection
- Fountain front decorations
- Minor Background Update
- Add fountain and BF sound effects
- Added Gambit lab SFX and VFX
- Updated Anvil Strike effect
- Other Minor vfx updates
- Singularity level music
- Singularity death sfx
Trick changes
- Score Counter now counts as poison debuff damage and bypasses block
- Exsanguinate, Score Counter, and Toxic Relationship now proc Already Dead
- Immunosuppressant and Deinsulator should now work on boss mobs
- Immunosuppressant now procs when an enemy takes poison debuff damage, not when the debuff clears, making it more in line with Deinsulator's proc rate
- Violet Rot now prevents poison stack from reducing on hit, so it can trigger over multiple rounds
- Removed Violet Rot overcharge to counterbalance the duration buff
- Crabby Mitre healing changed to equal the number of holy dice you have
- Potentially prevent Quantum Stabiliser potentially destroying the Superposition die
- Shapechanger target lowest value dice
- Several characters had certain upgrade values set to 0 for some reason, now corrected
- Boldened bullet points in dicebox tooltips
- Included info about freeze order in tips/tooltips
- Split stack/resistance tooltip message into basic/advanced
- Make Stunning Strike not proc off burn damage and adjust its RNG
- Fix Schadenfreude indicators
- Wireless Controller now procs when you start your turn with a debuff, and added an indicator
- Sneak Attack removes frozen block indicator
- Harder prereqs for Straight
Fixes
- Fixed cursed resistances persisting after necro Madjin is defeated
- Fixed modifier changes not being represented in the freeze block prediction
- Fixed music issues
- Fixed Level Transition doubling up
- Fixed restart run music breaking sometimes
- Fixed enemy auto attack not considering Taunt
- Fixed gambits breaking if dice are socketed and a different action is taken
- Fixed overfilling holy/necro bar
- Fixed Ghost Pepper dice not fading out on death
- Fixed acacia dice VFX playing to often
- Fixed fountain playing SFX multiple times if mashed
- Fixed holy not having an impact FX
- Fixed a minor visual glitch in the boss reward
- Fixed Incoming damage prediction not updating the tooltip correctly
- Fixed some score issues
- Fixed gambit upgrade Error
- Fixed anvil Animation
- Fixed bleed over for manual trick outlines
- Fixed seams in map tiles
- Fixed chestnut ability message
- Fixed advanced tooltips sticking
- Fixed toggle show hints becoming out of sync
- Fixed transient dice breaking the flee system if selected
- Fixed selected dice breaking gambits
- Fixed Deacrustacion freezing for a bit at the start of a battle
- Fixed Micro transaction death animation
- Fixed Horrific Necktie not working
- Fixed Enemy trick damage emojis not showing
- Fixed incorrect damage prediction for Freeze and One with the world
- Fixed Obligatory Thorns only hitting once
- Potential fix to debuff tooltips showing in the map health display
- Bernando/Kuraokami trick desc fixes
Minor Changes: Added end turn (E) and auto attack (Q) hotkeys Music rebalancing Updated some trick icons Added NNN level music Updated some enemies conditional movesets Changed Wafer shield's effect Changed Radioactive lamp's effect Changed Funky Fungi's effect Changed Crabby Mitre'd effect Updated every bit of text in the game Added some more Gambit Lad animations Added some more command protection Fountain front decorations Minor Background Update Add fountain and BF sound effects Added Gambit lab SFX and VFX Updated Anvil Strike effect Other Minor vfx updates Singularity level music Singularity death sfx Fixes: Fixed gambit upgrade Error Fixed anvil Animation Fixed bleed over for manual trick outlines Fixed seams in map tiles Fixed chestnut ability message Fixed advanced tooltips sticking Fixed toggle show hints becoming out of sync Fixed transient dice breaking the flee system if selected Fixed selected dice breaking gambits
Major: Implemented Steam Achievements Improved new player experience; -Added dynamic video tips/hints message system -Added scripted encounters for first time players -Removed dedicated tutorial Minor: Shop tier system with discounts Added more advanced tooltips Gambits spawn groups (ensure good variety) Added map legend Updated many enemy visuals Improved map visuals Updated BOREAS, AGGAYU, ISHARA and ACACIA visuals Updated the Singularity visuals Player will now automatically leave rooms that are single use Optimised void shaders Added Effevert music Added follow player toggle to the map Manual trick case is now hidden when the player has no tricks Added debuff effects for enemies Added confetti effect and sound to reward screen Added a queueing system for damage indicators (they still overlap sometime) Add expandable passive tricks bar (for the hoarders out there) Updated graphics setting to alleviate high GPU usage with shaders Updated many spelling errors Updated many trick icons Updated fountain visuals Updated Dicecade starting dice (no longer starts with quantum dice because that doesn't make much sense) Add most of the Boss death SFX Added Level titles when you enter a new level Dimmed down the heal intent lines as they were quite intrusive Fixes: Fixed not rewarding gambits Fixed chests not playing locked chest animations Fixed leader board avatars preventing interaction if they fail to retrieve them Fixed run summary not showing scores on successful run Fixed Trick "Balanced Budget" Fixed heal intent not retargeting once target dies Fixed trick usability not updating on stack change Fixed Turtlekin idle animation loop Fixed XP bar effect layering Fixed leader board not loading on global when switching characters Fixed bestiary not handling only discovering BF enemies Fixed many enemy position and scaling issues
Minor fixes and changes: Updated Xp levels, now require less to level and all levels have rewards Added Enemy ability display to the encyclopaedia Updated some animation anchors and Mushaloon Sprite and Animations Updated enemy ability descriptions Implemented advanced tooltips and configure some Bloodfountain Mushaloon and Encyclopaedia PNGs updated Added leader board steam avatars Fixed some formatting issues in the encyclopaedia Fixed leader board formatting issue Fixed loading a battle reward not clearing the enemy encounter Actually fixed gambits not being usable sometimes Fixed fungal Infestation not working sometimes
Major Change: New level - Holy Sea New level - Nuclear Nile Nation New level - Zero Sum Singularity (the final level) Enemy Heal intents New enemy abilities system Players incoming damage prediction Balance changes (3 fountains in the first level, most bosses have been made harder, elite groups are also harder) Added in Credits (Incomplete) Minor Changes: 30+ New tricks and some trick Tweaks Changed up trick pools to improve variety in rare drops Hotkeys ("Esc" for settings, "I" for inventory, more to come) Added round counter display Added new item notification system for the encyclopaedia both in main menu and sub menus Animation tweaks Fixes: Fixed gambits not being castable sometimes Fixed incorrect damage prediction when an enemy would be frozen Fixed wrong character upgrade text (Tom raised this) Fixed XP bar min fill speed (prevents taking ages if you have like 10 xp) Fixed Sometimes cant hover over boss tricks. Fixed Enemy health bars turning green at incorrect times Fixed Tutorial text clipping Fixed Peirce allowed for selecting targets when its supposed to be random Fixed Freezing multiple dice was causing strange behaviour Fixed Quantum Rerolled sometime rerolling to the wrong pool Fixed Generating dice once all dice are used didn't reenable the auto attack button Fixed Rotten gambit showing freeze VFX instead of wither Fixed Being able to unlock multiple characters in a run Fixed Broken Ghost Pepper, causing soft crash Fixed Incoming damage prediction not accounting for dead by poison Fixed Show purchase buttons sometimes causing an error Fixed Flying agaric mine Fixed blood fountain heal value not calculating correctly Fixed blood fountain being disabled before last enemy was defeated Fixed Isvindar gambit causing wrong elemental damage Fixed Effervert enemy group giving way to many gems Fixed starting new run in the wrong level in certain scenarios Fixed buzz knob not having an outline Fixed Pristine Dicewarp being able to target unusable frozen dice. Fixed Russell's Teapot not triggering from withered dice damage. Fixed Cold Feet's usability conditions. Fixed Sneak Attack's VFX/SFX playing on subsequent rounds after it triggers. Fixed numerous instances of stackable modifiers not applying the new modifier value. Fixed instances of Faultless Defence preventing subsequent hits after it triggers. Fixed level based chests breaking There are still plenty of changes and improve coming soon but this marks an important milestone. Pretty much all the base content has now been implemented
Alpha 2.2: Change Log Fixes Fixed Kuraokami's incorrect 2nd phase boss description Fixed Deadly riposte Fixed battle after a boss fight was unfleeable Fixed enemy wither stack reducing when player blocks Fixed gambit emblem hitbox being partially blocked Fixed Boss trick tooltips being layered underneath gambits Fixed Using gambits not updating selected/remaining display Fixed Some enemies layered over tooltip elemental icons Fixed Encyclopaedia Tricks and Gambits resetting when continuing or starting a new run. Fixed Not being able to use multiple dice on holy/necro bars Fixed 1pR/1pB tricks saying 0x in inventory if they're used to win a battle Fixed Incoming damage prediction not accounting for dead by poison Fixed Bernando final death animation Updated Auto-attack so it now deprioritises enemies about to be defeated by poison Updated Winter Shorts to hide the Frozen dice auto block prediction Fix The Nth Flame burn stack infliction. Fix Focus Fire-Igneous Armour interaction. Fixed activating holy not updating frozen block prediction Fixed subscription service no usable Fixed keys count display tooltip being on the wrong layer Fixed altar holy choice not playing the correct music Partially Fixed freezing a die during an attack queue now correctly applies their block. but i need to update the damage prediction to handle this. Fixed tutorial error when using one of the transient dice Fixed Altar tooltips sticking around to long Fixed run summary unlocks no saving Changes Added gambit lab music Added Frontier boss music Added character upgrade system (complete certain tasks and unlock upgrades for each character) Reduce charge requirement of Lucky Shot from 3 to 1. Make Chilled to Perfection also provide a +2 modifier to affected dice.
Diceheart
Bad Impression Games
SiFire Ltd
2023
Strategy Singleplayer EA
Game News Posts 14
🎹🖱️Keyboard + Mouse
Positive
(18 reviews)
https://diceheart.com/
https://store.steampowered.com/app/2279220 
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Diceheart: A roguelite about conquering luck
Diceheart is a roguelite dungeon-crawler with turn-based tactical dice battles, inspired by Slay the Spire, the Mother series, and Dungeons & Dragons.
Armed with only your dice and a few tricks up your sleeves, venture into the mysterious Quantum Realm, a bizarre subterannean landscape where spacetime has folded in on itself. Fight your way through rogue chestnuts, wasabi samurai, and a smorgasbord of other dangerous weirdos as they attempt to halt your exploration of this mysterious world.
Bolster your arsenal of dice, cast devastating gambits, and gather trick items that seem to have power over fate itself. Uncover the secrets of the Quantum Realm, and conquer luck itself.
For more information about Diceheart, including planned features and to submit direct feedback, please visit our website.
- OS: Ubuntu 14.04 LTS
- Processor: 2.0 GhzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 2Gb Video Memory. with OpenGL 3.2+ and Vulkan support
- Storage: 3 GB available space
- OS: Linux Ubuntu Steam OS 20.04 or higher
- Processor: Octa Core processor > 3.0GHzMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: NVIDIA GeForce GTX 2070. AMD Radeon 5700XTNetwork: Broadband Internet connection
- Storage: 14 GB available spaceAdditional Notes: Best load times with SSD
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