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Just a quick fix, but don't worry we are still hard at work getting ready for 1.1, so stay tuned.
Oopsie, we broke it! Sorry about that. We've also sneaked in a few other miscellaneous fixes to improve the experience.
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!
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.
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!
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: 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.
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