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The latest Update contains following fixes:
Dear community, the last week of the beta testing has begun and Gaia Project will be available in the last week of may. https://www.store.steampowered.com/app/1516400/ If you like to see the Beta Trailer follow this link: https://www.youtube.com/watch?v=HRSUGwhQd8M See you in the game soon ^^
Dear Community, we are sorry that DIGIDICED took a painful long time to adjust the community communication to the growing interest and demand in the PC sector. In 2021 we want to enhance this situation and flanking our current projects we want to establish a better information flow. PC UI vs. Mobile Device UI DIGIDICED originally started as a developer of Mobile Device games and since it was of interest for us to spread to all possible platforms we did not research thoroughly enough what the demands were for a PC games community. In our limited community research we initially assumed that mostly our mobile community would like to have their version of their already owned games on mobile devices as some kind of widget on PC. So, we thought that they would mostly play their games in a window next to their other leisure time activities on their computers. Hence, we did not plan to have a standalone PC interface, since we did not expect the people to allocate the whole screen or one of their monitors in a 2 monitor setup playing our games. In the beginning we mostly got feedback that backed that assumption. This changed slowly initially and then faster and faster. We adapted our production line to offer a full screen mode that would make use of a full screen UI. Still we thought that this has to happen in our normal financial range. So we came up with an extended mode that would offer no interactive info panels. In our former opinion this was the best way to cover needs and to keep our normal workflow. Already back in 2018/19 we realized that this was not enough and that this approach actually lead to even more unease among the community. At that time we realized that the term Mobile Port was actually not a logical product of our origins but actually a negative stigmata that evolved to a toxic facet of DIGIDICED. In addition to this we also had faulty features and some persisting bugs that we failed to address. We had plans in 2019 to alter this situation. Unfortunately these plans were interrupted due to a very difficult year 2019. Two thirds of the production muscle had to fill a new role as being parents and we made some strategical mistakes that limited our flexibility. As an indie company that can have severe consequences, but of course this is not the horse we want to ride in order to apologize. Even in such an situation a professional way would have been to face the community. Our players buy the game and the support and give their respect if this is done well and of course have a right to be angry if this is not done professionally. This being said we again have to start with an information that will maybe upset some user... We know that especially games are subject of a hobby dearly held by everybody and we know that some experienced more frustration than others. Sadly we cannot recover our relation to all community members on an individual level. We can only try to enhance this situation on a general approach. But we hope that in the future we can win most of these users back as our next steps are based on those community members that decided to fight for their favourite games and who therefor also kept us working hard to find solutions. These people served the community and we hope we can achieve at least some of the demands in an acceptable portion of time. This is what we plan to do in the future: Community Communication We will pull our focus off FB and will more evenly spread our channels for updates so that we will offer the news also on our homepage and also here in the community. We will make use of the beta feature on steam that allows us to have an own Dev page. In this way we can focus the communication and also use this as hub for mirroring our news/updates. We will try to work out a model for bug report and verification that we can handle on our Indie level and probably we will therefor try to find people that are willing to enter the Beta Branches in our games, but also are willing to learn how to make it easy to pinpoint bugs so that those can be verified and located. ( 70% of bug reports are very inaccurate and if it is even a device related issue we are losing a huge amount of time that we cannot allocate as indies that easily) Server Issues and Mainmenu Update At the moment we are developing Gaia Project we decided to use this project to start to create a new server infrastructure. So Gaia is already using the new infrastructure and we hope that this update will cover certain aspects of some issues. We adapted the size of the save games having to be transferred from and to the server. This will address issues that caused game errors during the loading of a game, confirming a move and entering a game that is opened by the next game button. At the moment these operations can cause a freeze that is mostly by passed by a restart but of course this is not a satisfying situation. The new server structure will also speed up/stabilize the display of profile, running games, messages and AI movement in online games. We also are updating the mainmenu. The profile section will now hold more statistical information and it will be easier to browse and interact with friend/player accounts. We will update the account merging process that got more important since we had problems with the weird issue that some platforms created new accounts while using the same device. The Matchmaking will be easier and more clear. Also the display of the running games is being overhauled. We also have some new features that we will offer in beta mode with the upcoming Gaia implementation. (e.g. Tournaments). More helpful documentation... in the new mainmenu we will implement more assistance to standard operations. So we will include more information to timer and time out actions. Also other formerly undocumented functions will be getting information. We will step by step migrate the existing games to the new server after Project Gaia is finished. In a following step we also will step by step update the new mainmenu to the older games. But this will have a hierarchy and no fixed time table. Achievements (maybe one of the most discussed features...) We decided to put those to beta mode, too as we need to simplify the back end solution for that in order to use a more standardized method. Sadly we maneuvered us into a dead end situation that caused so many individual solutions that it is not rectifying to improvise solutions here. We know that this is not what most of you wanted to hear but we will find a solution that all achievements that are based on resources which can be extracted from the statistic will of course be granted. Special achievements that are triggered by information that is not saved in the stats will have to be reachieved after we fixed those. (this does not mean that we erase those cases where they have been achieved already...) Implementing PC Version/ PC UI as mentioned before we do not want to have Mobile Ports for PC anymore. This is a major redesign of our workflow, project structure as well as production costs. We already announced this in connection with our project updates of Project Gaia. So there will be a separate UI for mobile devices and PCs. This touches another major debate here on Steam. This is a consequence of the wishes/feedback of the community and meanwhile also an existential requirement concerning the competition and standards that evolved in the last years for our niche. As we are doing this the first time we are therefor also working on a streamlined process that allows us to standardize the workflow in order to make that a stable procedure in all future projects. Still we wish to also update existing games to have a PC UI as well. Of course this might not reach all of our games, since we have to be careful how to allocate our resources. But we do have a priorization which will include the games Viticulture/Burgundy and Terra Mystica. For now this will be all for this announcement. We will provide a general road map soon in order to display more information and make our progress more transparent. We will also add individual Game info in the planned channels that we post here as well as soon as they get available Cheers and a good start into 2021, your DIGIDICED Team
We just put a new version live. It fixes quite a few bugs related to fire and ice and adds controller support in a beta stage.
We are happy to announce, that the Beta is over and all of you brave Steam-settlers now can play the Fire & Ice addon against players on all platforms (including the mobile ones).
Adding 6 more exciting new races to the realm of Terra Mystica and two totally new terrains!
The competition gets even tougher as mysterious Yetis, cold hearted Ice Maidens, travellingRiverwalkers, adaptable Shapeshifters, devoted Acolytes and powerful Dragonlords shape the lands to their will. These all new factions bring deep tactical options and new strategies to the digital table. Vulcanos and Ice will also let you reshape the face of the world!
Spread the word, invite your friends and let us know, what you think!
We are happy to announce, that the Beta is over and all of you brave Steam-settlers now can play the Fire & Ice addon against players on all platforms (including the mobile ones).
Adding 6 more exciting new races to the realm of Terra Mystica and two totally new terrains!
The competition gets even tougher as mysterious Yetis, cold hearted Ice Maidens, travelling Riverwalkers, adaptable Shapeshifters, devoted Acolytes and powerful Dragonlords shape the lands to their will. These all new factions bring deep tactical options and new strategies to the digital table. Vulcanos and Ice will also let you reshape the face of the world!
Spread the word, invite your friends and let us know, what you think!
- fixed Vulcan color picking phase in online games - fixed Chaos Magician making favor tiles more valuable to other players over time - Cultists no longer get 1 Power when all neighbors have all their Power in bowl 3 - changed the income order of Riverwalkers to ensure they can always use their ability - fixed Mermaids loosing their Town tile, if they used their Special action at the end of their turn and looked at the map before picking a tile - fixed unable to undo reaction turns in online games - fixed keyboard shortcuts for steam version - fixed an UI bug where Acolytes could try to pay 3 Cult instead of 4, generating an error
- fixed Vulcan color picking phase in online games - fixed Chaos Magician making favor tiles more valuable to other players over time - Cultists no longer get 1 Power when all neighbors have all their Power in bowl 3 - changed the income order of Riverwalkers to ensure they can always use their ability - fixed Mermaids loosing their Town tile, if they used their Special action at the end of their turn and looked at the map before picking a tile - fixed unable to undo reaction turns in online games - fixed keyboard shortcuts for steam version - fixed an UI bug where Acolytes could try to pay 3 Cult instead of 4, generating an error
- The broken replay has been repaired Thanks for your support!
- The broken replay has been repaired Thanks for your support!
- Fixed vulcan factions crashing online games when having to pick a color - Acolytes can now split cult gains acquired through bonus spades at the end of a round (only for newly created games) - Riverwalkers now correctly start with only 1 Priest - Riverwalkers can now get a new terrain type from a conversion - Undoing when placing a house as a Riverwalker now works - Fixed buildable Fields sometimes not showing up for Riverwalkers - Fixed Settlement scoring - Fixed a display error on the Yeti board - Fixed bug with Giants not getting points for digging with Workers - Fixed a bug where you would sometimes pay full price for a Tradehouse connected to another player through a Bridge - Merged cult gains into one action to prevent problems when reaching multiple top position of the Cult track - Fixed pressing undo during animations could lead to illegal states in local games
- Fixed vulcan factions crashing online games when having to pick a color - Acolytes can now split cult gains acquired through bonus spades at the end of a round (only for newly created games) - Riverwalkers now correctly start with only 1 Priest - Riverwalkers can now get a new terrain type from a conversion - Undoing when placing a house as a Riverwalker now works - Fixed buildable Fields sometimes not showing up for Riverwalkers - Fixed Settlement scoring - Fixed a display error on the Yeti board - Fixed bug with Giants not getting points for digging with Workers - Fixed a bug where you would sometimes pay full price for a Tradehouse connected to another player through a Bridge - Merged cult gains into one action to prevent problems when reaching multiple top position of the Cult track - Fixed pressing undo during animations could lead to illegal states in local games
- fixed the race selection screen screen not being displayed in casual games - removed the holiday theme
- fixed the race selection screen screen not being displayed in casual games - removed the holiday theme
- Fixed syphoning screen appearing twice when showing the replay - Fixed local games staying in the running game list after completion - Fixed scoring issues related to darklings and free spades - Fixed multiple fire and ice errors - No longer allowed to use power conversions during syphon reaction turns
- Fixed syphoning screen appearing twice when showing the replay - Fixed local games staying in the running game list after completion - Fixed scoring issues related to darklings and free spades - Fixed multiple fire and ice errors - No longer allowed to use power conversions during syphon reaction turns
Fixed: - Ending turn, while replay is off and other players deciding if they want to leech power, now working - Changed bonus order of favor tile (2 fire), so you can advance to level 10 on Cult track - You now loose any extra free shovels, if you do not terraform your own terrain - Darklings: Get awarded VPs when terraforming with free shovels supplemented by Priests - Riverwalkers: Ship Range Bonus Scroll working Now get VPs for placing Dwellings - Swarmlings/Witches: Stronghold ability no longer gives VPs when blocked - Swarmlings: Stronghold ability now working regardless of clicking speed - Engineers: Now receive full VPs when building bridges in a circle - Mermaids: Syphoning Power now does not break games - Cultists: Removed ability to do wrong actions in reaction turn - Cult Income now displayed in player panel - Increased Button size to allow easier navigation on small screens
Fixed: - Ending turn, while replay is off and other players deciding if they want to leech power, now working - Changed bonus order of favor tile (2 fire), so you can advance to level 10 on Cult track - You now loose any extra free shovels, if you do not terraform your own terrain - Darklings: Get awarded VPs when terraforming with free shovels supplemented by Priests - Riverwalkers: Ship Range Bonus Scroll working Now get VPs for placing Dwellings - Swarmlings/Witches: Stronghold ability no longer gives VPs when blocked - Swarmlings: Stronghold ability now working regardless of clicking speed - Engineers: Now receive full VPs when building bridges in a circle - Mermaids: Syphoning Power now does not break games - Cultists: Removed ability to do wrong actions in reaction turn - Cult Income now displayed in player panel - Increased Button size to allow easier navigation on small screens
Terra Mystica 1.33 - Fixed a rare bug which occurs with Mermaids and AI - Fixed a severe bug where terraforming option was shown even if costs where higher than resources left.
Terra Mystica 1.33 - Fixed a rare bug which occurs with Mermaids and AI - Fixed a severe bug where terraforming option was shown even if costs where higher than resources left.
Terra Mystica 1.32 - Fixed many logic and display bugs related to the Fire&Ice beta - Players can now take the priest power action even if they have no more priests left - Fixed a bug where using the double spade in combination with tunneling or carpet flight would give double victory point rewards - Fixed leeching errors occuring when the leeching player has 0 victory points - Changed the way player can drag friends for custom games to make the list easier to navigate - The rank changes are now shown when a game is opened after it has already ended. - The income preview is now set to 0 during the last round
Terra Mystica 1.32 - Fixed many logic and display bugs related to the Fire&Ice beta - Players can now take the priest power action even if they have no more priests left - Fixed a bug where using the double spade in combination with tunneling or carpet flight would give double victory point rewards - Fixed leeching errors occuring when the leeching player has 0 victory points - Changed the way player can drag friends for custom games to make the list easier to navigate - The rank changes are now shown when a game is opened after it has already ended. - The income preview is now set to 0 during the last round
- fixed Cultists being asked to gain power for own buildings
- fixed another instance of the double syphon bug - fixed AI bug related to the giants
- fixed a bug where running games were not updated while in game - fixed the double syphon bug
- fixed Mermaid bug that enabled to always build a town with only 3 buildings when using their ability - fixed an UI bug that enabled you to take an action of an opponent which the server would refuse. - turned the Cult track into landscape position to make it completely visible - added the possibility to write notes for each games to distinguish games better - shovels received as cult bonus are now optional for games created with v1.25+ - minor console improvements - fixed the clock being swapped with another player when passing for a bonus tile - fixed a bug where building a city with the mermaid ability after building something that triggered power gains would cause the game not to accept the move. - added the option to add AI opponents on casual games - added Fire&Ice (BETA) for local games. Expect bugs and missing localization
- smaller bug fixes - special ability fixes (Tunneling, Carpet flight) This is update is a forced one, if you want to play online games. We had to change some server side logic and hopefully the end of turn issue is now gone.
Hello to our Italian friends - we just added Italian language and squished a few bugs while we were at it. - Italian language added - AI optimization (almost doubled the number of calculations) - resources gained by cults at the end of the round are now displayed correctly - fixed the cost display for Darkling terraforming - shortcuts are now disabled while typing feedback on standalone versions
- Giants terraform bug fixed We had a problem with the new update. Should work now. Thank you for your support!
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