Hey everyone - we're back again with another update! We're now at version 2.1. This update fixes a few little bugs, mostly related to our recent Reunion DLC. It also brings our Steam Deck rating up to "Verified"! It's been really great to hear so much good feedback from people about Reunion, I'm really glad it's gone down so well overall. We're all super proud of it, and happy people are enjoying it. Thanks for playing <3 Changelog for v2.1:
- Dicey Dungeons is now Steam Deck verified!
- Added "Jester Technique" workout to the Warrior Reunion episode.
- Fixed an audio popping bug that affected some players.
- Fixed a bug that caused the Password status effect to count to the wrong value on some cards.
- Fixed a music bug that occurred if Sticky Hands ran away during a fight.
- Fixed a softlock bug that could occur for the 6th character if you activated certain call for backup cards too quickly.
- Spare Dice cards now work correctly with Fury and Re-Equip Next.
- Cursed combination cards will no longer fire automatically.
- Keymaster remix rule now also applies to Thief stolen cards.
- You no longer lose a workout card if you flee in Warrior Reunion.
- Fixed a bug where stolen Thief equipment could appear as a workout in Warrior Reunion.
- Fixed a bug where innate status effects would apply twice if the enemy goes first.
- Equipment that "maintains fury" now works correctly with multiple stacks of Fury.
- Robot's jackpot card no longer wastes Re-Equip charges in Robot Reunion episode.
- Fixed a bug that could cause you to lose cards in Inventor Reunion if you had a duplicate.
- Poison damage tooltip now updates correctly.
- Fixed glitchy equipment positions if you previewed enemy moves while transformed.
- If you buy everything from Yolanda in Halloween Special or Reunion, you no longer get an empty textbox.
- If your limit break changes mid-fight (e.g. in Warrior Reunion), the tooltip updates correctly.
- Next Up display for 6th character now shows if an upcoming card is unavailable.
- If you use the once-per-battle Finale card Encore, it no longer appears in the Next Up display.
- Snapping cards while inflicted with Vanish now no longer causes visual glitches.
- In the Finale, fixed a bug related to using dice on countdowns.
- The "Frog" remix modifier no longer forgets the boss HP if you reload your game.
- Fixed a bug where you could get infinite dice by snapping partially filled two-slot cards.
- When you're inflicted with Confuse, you can now see enemy equipment.
- Extra turns no longer inflict poison damage.
- Developer equipment tags no longer display in Val's trade tent (e.g. Empty Slot@small).
- Fixed a bug where if you had two flamethrowers and upgraded one of them, they both get upgraded.
- If you get "The Thief" remix rule while transformed into a Bear, you can still steal cards from the enemy. Also fixed a crash bug that could occur with this combination!
- If you fury the "charge" based cards Battering Ram, Lightning Rod and Harvest Scythe, they will now apply the damage first, then discharge afterwards. (For example, if Lightning Rod has a charge of 10 and you fury it now, it will do 20 damage instead of 10.)
- Minor localisation fixes.
Hey all! This is a minor patch to fix a few issues that have cropped up with the new DLC. Seems like Reunion has been going down really well this past week, thanks for playing!
- Fixed an issue where some players could not start Reunion or Halloween Special (the "dicey_mods.json" bug).
- Fixed a crash bug that could occur for some players in Jester Reunion in the floor 4 trading post.
- If you have multiple copies of upgraded Equipment? cards in the Jester Reunion episode, all of them will start in your hand.
- Prevent certain broken cards from appearing in Jester and Inventor episodes.
- Halloween Special boss music is now restored (it was playing the floor combat track instead).
- First time episode complete cutscenes now play correctly.
- Tackle- no longer returns a dice.
- Boom and Bust- is now the correct size.
- Prevent glitchy/crashy behavior if you try to transform into two different things at the same time.
- Prevent a possible softlock if Sorceress gains access to Re-Equip Next through Deck of Wonder.
- Minor localisation fixes.
I am incredibly proud to present: Dicey Dungeons Reunion, a brand new free DLC, available right now! You can find it by clicking "Bonus Episodes" on the title screen:
This is a major new DLC for the game six new episodes, one for each contestant. Theres new music, new art, new equipment, and of course new gameplay! A lot went into this, and I really hope you enjoy it! <3
(Header image by @mitukan_sub! Check out more of their work here!)
Hey hey, everyone! We're back with another update! This is update v1.12!
I wanted to put this out before Halloween, because it's been in the works for a while and it fixes a lot of little bugs. It also makes our free Halloween Special DLC more accessible by adding a "Bonus Episodes" button to the title screen. Have you played Halloween Special yet? You should check it out!
As well as that, the update brings a couple of interesting new modding features that have been in the works for a while - new script hooks, new tags, and some important bug fixes. Recently, I've been... working on something big, for Dicey Dungeons. I'm not really ready to say much about what it is, yet. But I'm really excited about it. If you're here, reading patch notes for a game that's over two years old now, I think you're really going to like it. Stay tuned!
Finally, this update also adds support for a new language, Silesian - a minority language spoken by up to 1 million people in Poland. If you're a Silesian speaker, let me know how you get on with the localisation! I'm really interested to hear from people who try it out!
Here's the complete changelog:
Changelog:
- Added Silesian localisation.
- New "Bonus Episodes" button on title screen, which makes Halloween Special more accessible.
- Locking all enemy dice using Counter Spell now counts for the "Lock all Dice" achievement.
- Equipment stolen with the Inventor Steal gadget now remembers its countdown values between turns.
- Fixed a memory issue in end credits that could cause a crash.
- Fixed a bug where Mana could be kept between turns in the Cornelius Puzzle in Witch Halloween Special.
- Fixed a bug where Cornelius would sometimes not attack you at all in the Witch Halloween Special episode.
- Fixed a crash bug that could result from using Inventor's Reversal gadget against Copycat.
- Fixed display of @ labels when trading items with Val. (e.g. with Precious Egg@6)
- Magician remix rule will no longer convert equipment slots to countdowns on equipment where that would cause confusion with `on x` criteria, e.g. Hammer, Screwdriver, Rubber Mallet.
- Fixed Magician rule occasionally turning a REQUIRE1 slot into a REQUIRE1.
- Fixed a script bug with Chef's Kiss.
- Fixed "New!" string being too large in some languages.
- Enemies now take 5 damage from burning dice when the Buster rule is active, just like the player does.
- Rat King classified as Poison for Judgement Cards.
- Crystalina will now only create at most two support cards.
- Weakened Crystallize cards now create weakened Crystal weapons. (this fixes the next bug!)
- Fixed a strange bug where, if you managed to weaken their first card, Crystalina would skip their turn.
- You can no longer drain more HP from the enemy than they currently have.
- Fixed the bug where the error animation doesn't disappear on upgraded equipment when confused.
- Fixed a crash bug that would happen in Halloween Special if the enemy somehow got Javelin.
- Fixed missing dodge scripts on Halloween Special equipment.
- Particle Accelerator damage output capped at 9999. (no more MAX_INT overflows, sorry!)
- Fixed damage output for Kapow+.
- Fixed Liquid Nitrogen-.
- Fixed Yip Yip Yip-.
- The sixth character's Witch? backup card now ignores Fury.
- Prevent an index out of bound crash in an obscure equipment animation case.
- Changed Divine Dagger so that the upgraded version is distinct.
- Fixed the damage output on the low HP judgement card and the full HP judgement card.
- Return the player's dice if they lose them mid-transition due to an unfortunately timed enemy move preview.
- Counter X status now correctly locks dice that are rerolled by the enemy (or player) on their turn.
- Removed Dice Detonator from unexpected spells in Witch Remix.
- Weakening Aurora's Mood Change card now works correctly.
- "Double Cast" status effect no longer disappears at end of turn.
- Added missing discard sound effects to Witch card for sixth character.
- When copycat faces the sixth character, they change equipment each turn. Also, their equipment will always be large sized.
- Fixed missing Sfx with Stubbed Toe in Halloween Special.
- Dodged Kapow cards still increase the Kapow counter.
- Fixed some minor localisation errors.
- Added a number of scriptable triggers which can be activated in status effect scripts. These are: status.scriptoncursetrigger, status.scriptonshockrelease, status.scriptondodge, status.scriptonenemydodge, status.scriptonpreviewenemymoves and status.scriptonendpreviewenemymoves.
- Added status.scriptdamagemodify():Float, applied by custom status effects, which lets you modify the damage dealt by all attacks.
- "destroy" tag allows equipment to be permanentally destroyed when used.
- Support [lessthan] symbol for displaying < character.
- Don't count invisible statuses when calling getstatus(ALL) or getstatusself(ALL).
- Exposed _internalexchangeequipment(fighter, oldequipment, newequip, direction) to make equipment swapping scripts easier. (see diceydungeons/crystalweapon.hx for an example).
- Safety checks now ignore flexible generators, and it no longer warns you about _weakened equipment that doesn't have a _downgraded version (which is sometimes valid, e.g. Rusty Sword). Safety checking is useable again!
- e.dicehistory now works correctly on reuseable equipment.
Hey all, this is just a tiny update to fix a few minor bugs. Bigger updates coming in the near future! - Fixed a potential mod security issue. We had a report that it might be possible to create a mod that can do bad things, so just to be on the safe side, we've made some changes to how scripting works internally. This is why we're putting out a minor patch now instead of waiting for the next big update. - Fixed some category bugs with Judgement cards. - Fixed: Super Magician HP modifier was missing for Frog rule. - Fixed: Rusty Sword should change colour when HP falls *below* 50%, not when it reaches it. Script for damage and colour changes were inconsistent. - Exclude Aurora from Jester 1, 4 and 6 (Call for Backup Thief could lead to a situation where Aurora only has Mood Change, which cannot be stolen, and therefore doesn't have any cards to steal).
Hello contestants! We've got a new update to Dicey Dungeons today, bringing us up to v1.11! Let the good times roll! For this update, I decided to really focused on trying to fix as many weird, recurring edge case things as I could. This is stuff that most players will never even encounter, hopefully - it includes fixes from little things like running out of space in your backpack in episodes like Thief Finders Keepers, to losing cards to Curse in the final episode. (There are also a number of exciting new features and fixes for modders, which I've listed separately in the changelog below.) With the new update, I'd also like to draw your attention to a couple of mods I like that have gotten updates recently: The Grab Bag by XenonZed If you want more item variety in your episodes, check out The Grab Bag, which adds 200+ new items spread across all existing episodes of the game! If you liked MoreFluff, this very much scratches the same itch. It's implemented in such a way that it's compatible with many other mods, too! Bonus World by Plasmaster09 Bonus World focuses on one single episode: the Bonus Round episode for the sixth character. Instead of choosing your finale card, the episode lets you chose an entire deck style, ranging from either the classic vanilla or parallel universe decks, to decks inspired by other mods like Megaquest and Alternate Timeline. Here are the patch notes for today's update: Gameplay:
- Dicey Dungeons is now available in Arabic!
- Once per battle equipment is destroyed after use when weakened (this one was responsible for some very broken looking behaviour in Aurora fights!)
- Removed Madison's immunity to Freeze, gave her an extra 4 hit points to make up for it.
- Player HP cannot be reduced below 1 if the enemy has zero hp: this fixes the Thorns/Cactus rule bug that can leave the player with 0 hp.
- Added support for getting the very rare, but extremely awesome combination of "The Robot" and "Bounty Hunter" remix rules at the same time.
- Blind? status counter now decreases correctly.
- If the game window is moved offscreen for any reason, reset the window position on the next startup. (This fixes a serious issue where the game was appearing not to run at all for some people, preventing them from playing.)
- If you run out of space in your backpack when you find a new item, you can now make room for it by throwing away something old.
- When playing as Witch, you can now undo spell purchases from shops or chosen as level up rewards.
- Show the turn number in Bonus Round episodes.
- Hard modes in Bonus Round episodes now indicate whether you've completed them already or not.
- Fixed a bug with Lock when playing Robot, where multiple lock statuses would sometimes only count as 1.
- When playing Robot, "Calculate" action is unavailable when you have an unused Lock?ed dice.
- New implementation for Robot Freeze? status that's more consistent with the other contestants.
- Fix UI jitter bug when finishing a battle with Boomerang + Fury.
- Make Skeleton available in the Final episode!
- Fixed a bug where curse could destroy critical cards in the Final episode.
- Remove Blight and Detonator from early Warrior episodes.
- Precious Egg and Rotten Egg are now immune to curse, which prevents a possible crash on Parallel Universe episodes.
- Val rule no longer swaps out once per battle equipment, which prevents an input bug on gamepad.
- Fixed bug where Ungeradedice was not offered as a trade in Thief episodes due to a typo.
- Changed Shockwave's gadget from Zap to Theremin.
- Fixed string display on "Blocked {statuseffect}!" particles from Alternate Reduce-By status.
- Spare dice cards no longer trigger Re-Equip next or Curse.
- Freeze no longer targets dice in Spare Dice cards.
- Sonic Wave? now upgrades correctly to Sonic Wave?+ instead of Sonic Wave+.
- Fixed Magic Key- to have an EVEN slot.
- Buffed Warrior's "Rusty Sword" item to make it more interesting.
- Thorns? is now removed at the end of a turn, not at the start of it.
- The Frog rule now chooses Super Enemies (where available). Bit more of a fair fight!
- Locked dice cannot also be burning - so if you inflict both statuses, lock is inflicted first, and then burn. Previously, the game applied burn to the locked dice, wasting the status.
- Pirate is now correctly categorised as wearing a hat for Judgement cards.
- Bully bonus round rule now gives enemies Rock+ in hard mode.
- Fixed a bug where gamepad could not be used to unsilence Inventor in episode 2.
- Don't apply bonus damage (e.g. from Rose rule) to Crystalina Bonus Round rule.
- Fixed Uptick value getting increased twice after fights in Thief episode 3.
- Lightning Rod maintains charge when weakened.
- Fixed a bug where Weakening "Run Away!+" would reset the countdown.
- Fix gamepad movement in Display menu.
- Fixed UI overlap between name and dice display when enemy has extra dice.
- Fixed negative flee counter bug.
- Fixed interaction of Hothead and Warlock rules (Sixes are set on Fire?, not on Fire)
- Reversal gadget will always steal equipment, even if that card would otherwise not be possible to steal (e.g. Mood Change, Yoink).
- Reversal gadget won't regenerate once per battle equipment that has already been used.
- Finders Keepers card now indicates when it has been used, and changes from COUNTDOWN12 to a passive card. (also fixed missing sound event when used)
- Optimise AI search on countdown equipment.
- Minor adjustments to Calatan, Welsh, French, Japanese and Chinese localisations.
- Script errors during simulations now display "(during ai simulation)" in traces.
- Script "delay()" command will now cause AI to wait before making a move if called in "before start turn" or "on start turn".
- Fixed some typos in MODDING.txt.
- Expose "getequipmentlist" function to generator scripts.
- Exposed new script function: getactivefighter.
- Exposed new script function: getcharactertemplate.
- Exposed new script function: _internalgiveequipment.
- Exposed new script function: animateequipmentintoplace.
- Exposed new script function: getfightertemplate()
- Added two new functions to fighter: .squeak(), and .reloadanimation(). "squeak()" is shortcut for playing "personality" voice effects, and "reloadanimation()" is potentially useful if you're doing anything that changes animation mid fight.
- In status "On damage inflicted" and "On damage taken" scripts, "dmgtype" now contains the type of damage inflicted. Default is "none", which just means non-elemental. e.g. "shock", "poison", "none".
- Fixed vertical alignment of text on passive cards.
- Localisation fix: If a translation is not found in equipment.csv, check strings.csv instead as a fallback (useful for descriptions that change during combat)
- Fixed the bug where if a temporary item (e.g. given by giveequipment() where maketemp is false) is weakened mid-turn, it will no longer be temporary.
- Thief Stolen cards now run "before start turn", "on start turn" and "on any equipment use" scripts.
- AI fighters can now use the "self.gold" variable correctly.
- Equipment string variable
now correctly shows the amount of gold held by the current fighter, not just by the player. - The symbol
can be used in equipment descriptions for realtime description changing in mods - this makes the workaround of grabbing the | character from a substring unnecessary.- Reuseable copies of equipment now copy more properties of original equipment, like colour and equipment variables.
- e.getvar(v) now returns Dynamic instead of Int.
- Better support for changing enemy innates mid fight - e.g. target.addinnate("weakice"); will now work, and will animate the Innate string at the top of the screen.
- "Reverse Next Target" is no longer triggered on equipment with the "curseavoid" tag.
- You can now test Frog rule bosses with the -boss="" command line parameter.
- Fixed a bug that could cause mods to crash on certain generators if they use empty lists.
- The symbol
Hey! Ive got some big news that might be of interest to some of you Dicey Dungeons is available right now on Nintendo Switch!
If you've enjoyed the game here on Steam, it would mean a lot to us if you helped spread the word about our console launch! Thanks for playing <3
Surprise! Got another update for Dicey Dungeons ready! This one brings us to v1.10. The last few updates have been pretty huge, so this one's a little simpler by comparison. I didn't want to wait any longer until I had another huge update ready before I applied the bug fixes in this one! There are a couple of cool new things in this update on top of the bug fixes, like a bit of extra polish to our finale episode (including some fancy end credits!), optimisations to make the game run better, and a new Catalan translation! Here's the full changelog:
- Dicey Dungeons is now available in Catalan!
- About 100 more issues closed on our issues tracker. Lots of tiny details polished up!
- Fixed a number of small memory leaks in various places.
- Reduced loading times in cutscenes by selectively only loading assets needed in those cutscenes.
- A quick animation and audio pass to our cutscenes - nothing very extreme, but a few little things have been improved.
- Fixed a bug that was slowing down AI speed when considering multiple burning dice.
- Fixed a bug where Mirror Cauldron and Hall of Mirrors didn't generate in some episodes.
- Counter Spell now rechecks dice values when they change, so e.g. countering a 1 and freezing a dice should lock the frozen dice. Countering a 6 versus Cowboy is... a good move.
- Some audio tweaks in our Finale Episode.
- Fixed flickering when choosing certain level up rewards.
- Fixed flickering in the upgrade/copyshop stations.
- Copyshops now always feature Ned and mirror the Upgrade UI.
- New, fancy ending credits when you complete the Finale Episode.
- Lots of formatting cleanups to localisations - in particular Italian, Russian, Portuguese, Brazilian Portuguese and Dutch have had lots of little issues fixed.
- Fixed font kerning issues with Traditional Chinese.
- Fixed missing Baby Squid voice in cutscenes.
- Prevent a couple of rule clashes in Bonus Round episodes that don't make sense, e.g. Warlock (change all statuses to Parallel Universe) + Wicker Man (change the fire status to Parallel Universe), Buster (burning dice cost 5HP) + Wicker Man.
- Instead of using Wail, the level 4 Jester Enemy will use Shriek. (prevents a situation where they might silence the Robot, leaving it with no valid moves on that turn).
- Fixed crash bug if you reject a trade, then somehow no longer have the item you were offered in trade for (e.g. by upgrading it), and try to execute the trade anyway.
- Certain weird cards (e.g. Call for Backup Witch?, Mood Change) will now quietly never trigger curse, preventing a number of game breaking situations. (this was particularly an issue for Parallel Universe rules)
- In the tutorial, don't let the player enter the Jester fight without any weapons.
- In Inevitability of Rust, when transforming enemy equipment, don't give it durability.
- Fixed glitchy behaviour when fighting Aurora if she's shocked.
- Fixed a bug where end of episode cutscenes in mods sometimes didn't load correctly.
- Localised the Halloween Special title screens.
- Fixed Jester discard/snap playing the wrong SFX.
- Categorise the low health SFX as music, not SFX (so you can mute it).
- Fix for a certain enemy not knowing how to use Divine Axe.
- Fixed some categorisation bugs with Judgement cards - Vacuum IS NOT a level 1 enemy, Rhino Beetle IS an animal.
- Fixed up the
symbol so that it looks better when scaled for equipment strings. - In Woof Woof Woof and similar cards, reworded "repeat next attack" as "Repeat next action".
- Made a weakened version of Polar Star+, so that getting weakened with Polar Star+ doesn't leave the equipment unusable.
- Fixed weird looking dice tween that sometimes occurred when fighting Crystalina.
- Fixed the display of three line size-one equipment with conditional slots (mostly a modding thing, but could come up with the Magician rule in vanilla).
- Fixed a crash bug that could potentially happen if you use equipment that self-inflicts status effects on your own turn (comes up in Halloween Special in a few places)
- Cap status effects at 9999 (prevents a rare crash where players could use Blight to go above MAXINT poison)
- Lament now does Ice elemental damage with its attacks.
- Fixed the Phantom Dice exploit with Jester (snapping cards with Free slots, e.g. Lament+, used to create bonus dice that you could use)
- Various small fixes for "Action!" and "Picnic Basket" equipment.
It's finally here! Usually, I try to keep these update posts as short as I can, but that's going to be difficult this time around: v1.9 is our biggest update since launch. The highlights of the new version:
- v1.9 brings two new localisations - our long awaited Japanese localisation by Go Endo at Kakehashi Games (and including the Halloween Special translated by Tomoko Kono!), and a brand new Welsh translation by Morgan Roberts with Menter Caerffili!
- The new version brings a host of new quality of life improvements to various parts of the game - for example, you can now preview spells when playing as Witch, and see what gadgets you'll get from various equipment when playing as Inventor. There are lots of subtler things too, like equipment descriptions updating values when you hover dice over them.
- There are 9 new remix rules for the Bonus Round episodes! Some of them are pretty simple, but it includes two new ones that I'm very excited about: the Frog rule, which allows any enemy from the dungeon to appear as a boss (with increased health!), and the Magician rule, which changes the slots on your equipment on your turn.
- v1.9 finally updates our modding API to v1.0, and delivers a massive number of features that modders have been requesting for a while. This means that future mods can do more, and can be more compatible with each other.
- This version also represents a major firming up of the game, fixing all sorts of obscure edge case bugs. We've closed more than 200 issues on our github since the last update.
- Dicey Dungeons is now available in Japanese!
- Dicey Dungeons is now available in Welsh!
- More than 200 open issues closed on our issue tracker, fixing lots of edge case bugs and supporting many new modding features.
- Substantial updates to available modding features (see the modding changes section below for more details).
- When playing Witch, you can now preview your spells during battle, and you can now cancel spells before they're cast and refund the dice used.
- When playing Inventor, you can now preview the Gadget that you'll get from various equipment.
- Added a couple of interesting new starting options for Robot Episode 6 and Warrior Episode 6.
- New remix rule - Wicker Man: Instead of causing damage, burning dice disables equipment. (like in Parallel Universe)
- New remix rule - Yeti: Change Freeze to instead reduce the value of all dice by 1. (like in Parallel Universe)
- New remix rule - Drain Monster: When Poison deals damage, it also inflicts 1 weaken.
- New remix rule - The Robot: changes to the You Choose, You Lose rules.
- New remix rule - The Witch: One spell slot contains a completely random spell each turn.
- New remix rule - Magician: At the start of your turn, change the dice requirements for a random item. (thanks to Jackeea for code contributions to this new feature!)
- New remix rule - Frog: Any enemy can potentially be the boss of the dungeon.
- The Dodge status effect now only dodges the attacking side of equipment actions - for example, if an enemy dodges Cauldron, it won't do 1 damage, but it will still reroll your dice.
- The values in descriptions on cards update as you hover dice over them or select them with the gamepad.
- Added Matchstick to a few different places in the game (for some reason it only appeared in the tutorial).
- If you use equipment that gives you dice, and its target is reversed due to Parallel Universe curse or for some other reason, those dice are now stashed for the target's next turn instead of appearing as useable dice immediately. (sorry)
- Increased the pool of items that Val is interested in trading across all characters.
- The Vanish status effect can now affect both the player and enemies.
- The Wisp remix rule now affects both the player and the enemy.
- Nicer gamepad sounds for things like backpack.
- The Val remix rule is now less chaotic - it now only replaces equipment for a single turn, and then reverts it to normal.
- Slightly modified design for Pirate.
- Made a few changes to equipment item pools in the sixth character's episode 2.
- Better support for changing languages while the game is running - the game no longer needs to restart, and you can press tab to quickly switch with English if you're playing in a second language and want to check something!
- Improved support for touchscreen computers (this feature is still a work in progress).
- Many optimisations to rendering that should give a noticeable performance boost on older machines.
- Removed Spiked Shield from Initial Warrior Bonus Round options, added some new ones.
- Several unfair or broken rule combinations are prevented from showing up in Bonus Round episodes (e.g. Warlock + Handyman).
- Multislot equipment no longer reveals the value of blind dice.
- Made "The Storm" and "The Storm+" distinct. (The Storm no longer silences, but the upgrade does.)
- Added music fade when pausing and unpausing.
- Implemented Blind when playing with YCYL rules.
- Weaken can co-exist with Shock, Alternate Shock and Alternate Poison now without problems.
- Some tweaks made to the generator on Robot Episode 6.
- AI can now understand how to use MUST EQUALS X equipment.
- Improved victory animation in final boss fight.
- Improved Settings screen layouts.
- Removed "Charge!" as level up reward in Warrior 6.
- Fixed Molotov Cocktail-.
- Many small fixes to localisation issues - typos, missing strings and formatting.
- The "Vampire?" status effect in Parallel Universe round should now display correct innate text.
- Fixed a bug where the enemy AI would sometimes fail to take a turn if they had countdown equipment and the Re-Equip Next status. (This particularly affected the Pirate remix rule!)
- Some equipment now ignores the Re-Equip Next status where it makes sense, e.g. Precious Egg, Mood Change, Crystalize. This fixes some bugs that could potentially cause you to lose equipment, or even your skillcard.
- After you defeat an enemy, you cannot reduce your own hp below 0. (Fixes the "Boomerang Zombie" bug.)
- Equipment name sizes are not changed when they appear inside other strings.
- Don't offer "Warrior" level up reward for character six (since the Bop card is not in this episode).
- Weakening the Grand Finale card no longer crashes the game.
- Dodge and Dodge? now stack correctly.
- Alternating between mouse controls and gamepad controls no longer causes visual glitches.
- Fixed a bug where the player and enemy graphics might appear at (0, 0) for one frame in the first fight if you lost a run and then started a new one.
- Don't show the CPU in the status bar when playing with You Choose, You Lose rules.
- Crowbar/Wrecking Ball no longer affect equipment that is unavailable for the turn.
- Fixed the cast direction of Lucky Star, Boxing Gloves and Rubber Mallet.
- Drain Monster is now categorised as a "Green" thing.
- Fixed script on Sweets+.
- Fixed inconsistency with Hailstone+.
- Fixed Star symbol on remix panels being displayed in the incorrect position occasionally.
- Countdowns on Thief stolen cards no longer update twice per frame.
- A select few cards will now secretly never trigger curse, which fixes a number of rare but serious bugs (e.g. Mood Change, Yoink).
- Fixed a silent background null reference bug when playing Warrior episode 2.
- Lunasa now chooses from a better list of spells.
- Fixed double sfx when selecting a character.
- Fix episode-select cursor move sound.
- Episode state, gamepad UI: show the win/loss tooltips.
- Extra damage from the Rose remix rule now counts towards unlocking the thrown dice achievement.
- Trashing three of the same items on the same turn in Inventor episode 3 now counts as unlocking the triple gadget achievement.
- Fixed Chocolate Cookie+ not using correct countdown value if it was weakened on the same turn that you won the last fight.
- Fixes a crash bug when you have more than 43 dice on your turn.
- Fixed a rare crash bug that could happen when starting a fight against a Super enemy.
- Fixed a lot of small localisation string bugs.
- Removed Mods button from the settings, except for when you're on the title screen.
- On gamepad, block opening limit break prompt with RB in early tutorial
- Fixed Robobot not being considered a "machine".
- Fixed the "Fight!" sign in Russian (again, sorry)
- Various small fixes to sound effects on various equipment.
- Fixed a bug where previously used Once Per Battle equipment would show in the corner onscreen if you checked enemy moves the turn after using it.
- In robot episode 2, apply the Vanish status instead of using the rule change. Removed the old rule change variable.
- Parallel Universe "Reduce By?" status no longer blocks self inflicted positive statuses.
- Fixed the Jester's Voice not playing in combat.
- Fixed @ labels appearing on equipment subsitions.
- Jinxes are now correctly localised.
- Added Matchstick to the Warrior generator and a few other places - it was only showing up in the tutorial before.
- Fixed some tooltip bugs with Jinxes.
- The AI can now handle multislot equipment where the slots are of different types (e.g. Flame War+).
- Fixed a crash bug if you clicked one of the sixth character's power card actions while fighting Copycat and viewing enemy moves.
- Exposed custom symbol creation to modders.
- Status effects are moddable, and have about a dozen script hooks for events like when the status is inflicted, when taking damage, when reducing countdowns and more.
- Support for "flexible generators", which allow modders to add equipment to episodes without having to replace the existing generators - which makes having multiple mods loaded together much easier. (thanks to ncrecc and Jackeea for code contributions to this new feature!)
- Enabled live reloading of mods - changing mods no longer needs to restart the game.
- You can now run external scripts with the function runscript("scriptname")! You can also load external data with the functions loadtext("textfile") and loaddata("csvfile"). See data/text/scripts/MODDING.txt for more info!
- Lots of general cleaning up of alpha features in spreadsheets that confuse new modders.
- Added support for creating custom symbols for custom status effects.
- self.changelimitbreak() should now work reliably.
- Witch spells are automatically taged "spell" in Gamedata for getequipmentlist filters.
- Allow generator access to external scripts.
- New script function "inflicttofighter(fighter, status, ?amount)" lets you specify the target of status effect inflictions.
- self.resetvar(v) now removes the variable in the map instead of setting it to 0. New function self.varexists(v) can be used to check if a variable exists. Same for equipment variables.
- The "showgold" equipment tag now works correctly.
- If you mod shock to require more than one slot, the AI now knows how to handle it instead of getting stuck.
- Prevent crashes if there's a syntax error in a script.
- Error messages have been improved and are generally clearer and more informative.
- Fix infinite loop crash if e.onstartturn script contains a script that replaces itself.
- Fixed a crash bug if you use `giveequipment` in an equipment before start turn or end turn script.
- Changed Marshmallow rule to load data from a csv file.
- Moved Encyclopedia gadget list to a data file.
- Made Expect the Unexpected more modable.
- Added new modding functions `Spellbook.getnumpreparedslots()` and `Spellbook.getnumupgradedslots()`.
- Added a tag system for equipment to replace showgold, errorimmune, hidereuseable and appearsforparts.
- Moved excluded enemies lists into "scripts/diceydungeons/excludedenemies.csv".
- Robot episodes 5 and 6 now load jackpot skills from "jackpotskills.csv".
- Mimic now loads random equipment from "mysterybox.txt".
- Moved Sneezy remix rule to remixes/sneezy.hx and moved Val remix rule to remixes/val.hx.
- The sixth character's level up packs have been moved to external scripts.
- Renamed "items.csv" to "skills.csv".
- Moved Initial Equipment lists for Bonus Rounds into moddable csv files.
- Run "End Turn" scripts when you win a fight.
- Give script function access to haxe's Math class.
- Basic support for custom innate text.
- Added lots of fun new equipment tags for modders - "cannotsteal", "shockimmune", "shockavoid", "weakenimmune", "weakenavoid", "altpoisonimmune", "altpoisonavoid", "curseavoid", "curseattract", "shockattract", "weakenattract".
- Added more views to translator mode. (it can now show jinxes, innates, special equipment panels, and lots of other new things).
- Fixed a bug in the Inventor "Unfocused" skill that caused it to fail. (Thanks to XenonZed for suggesting a fix here!)
- The "showgold" equipment tag now works correctly.
- self.resetvar(v) now removes the variable in the map instead of setting it to 0. New function self.varexists(v) can be used to check if a variable exists. Same for equipment variables.
- New script function "inflicttofighter(fighter, status, ?amount)" lets you specify the target of status effect inflictions.
Welcome to version v1.8 of Dicey Dungeons! Lots of cool new things in this update, so I'll get right to it:
Highlights of the new build:
- Dicey Dungeons has Gamepad controls now! We've worked really hard to make these as good as they can be, and I think they've ended up being a really great way to play the game. These controls are mostly the work of Ruari O'Sullivan, who's been working hard to get them feeling fun and natural.
- We've added two new enemies to the game: Bounty Hunter and Drain Monster! As some of you might know already, these two enemies were cut at the last minute before the game's original v1.0 release, but it's always been my plan to add them officially at some point. Bounty Hunter previously only made an appearance as an achievement challenge and a remix rule, but now he's a fully fledged enemy! Drain Monster, on the other hand, only existed as unused data files until now. They're both now in the game as rare encounters.
- I've done a substantial design update to Robot episode 3, You Choose, You Lose. This is another thing I've wanted to do since the game launched - I love this episode, but I don't think it's been living up to its potential. I hope you like the changes!
- Dicey Dungeons is now available in Irish! This is another huge thing I've wanted to do since launch, and have been talking about for a long time. There aren't many games available in Irish so this is a big deal for me! Thank you to our translators at Romhacadamh for making this happen. (And if you're really into playing games in Irish, take a look at If Found..., a new narrative-driven game from DREAMFEEL just out this week; playable in other languages as well of course.)
- Dicey Dungeons is now available in Irish!
- Added gamepad controls.
- Added new enemy, Bounty Hunter (rare).
- Added new enemy, Drain Monster (rare).
- Robot Episode 3, "You Choose, You Lose" has had a design rework.
- Optimised transitions between floors, reduced save time.
- Optimisations to backgrounds and animations, which speeds up various parts of the game (e.g. loading the boss background, viewing the challenges screen).
- New options menu.
- Don't apply poison damage to the player if they're fleeing from combat.
- When playing as character six, advance the deck after deleting a card or when a card is cursed.
- Added a dice silhouette to the locked characters in the credits screen.
- In episodes where enemy equipment is upgraded and the upgraded equipment would just reduce in size, use character six's upgrade instead. (affects Handyman's Hammer, Rhino Beetle's Battle Axe, and Bounty Hunter's Electromagnet).
- Added accessibility option to disable screen shake and flashes.
- Major clean up to formatting on Russian translation.
- Work in progress clean ups to formatting on all other translations, including fixing line breaks in the challenge screen, fixing many cases of out of bounds text, etc.
- Fixed a number of untranslated string bugs, e.g. Win/Loss info on episode screen.
- Fixed some bugs around panels appearing in the wrong place when you viewed enemy moves.
- New Equipment for Robot: System Shock and Flame War.
- New command line argument "-translator" allows you to access the game's translator mode, showing all strings from the game in one place. Might be of interest to modders!
- New variables on equipment, "unavailabletext:String" and "unavailabledetails:Array
" allow modders to specify details on unavailable equipment. (See Bounty Hunter's "Yoink" equipment for an example). - Fix for distorted player if you start another round immediately after completing the final episode.
- Sorceress can now randomly get Weaken spells as well as Fire, Ice and Shock.
- Fixed animations running super fast when the game resumes after being suspended.
- Fix upgraded equipment moving around in inventory across save + load.
- Fix Snap! on matching equipment that has the "Shock?" status.
- Fixed a visual glitch with Rotten Apple.
- Lots of tiny visual fixes and clean-ups to various elements of the game.
Hey hey everyone! It's v1.7 of Dicey Dungeons! Caw!
This update is focused on bug-fixes, and on our wonderfully named new modding tool, Dicey Modgeons. For this update, I wanted to focus on tackling as many major, high priority bugs as possible. As a result, I think this version leaves the game in a really good, stable state to push forward with more modding tools and features in future!
Without further ado, the bug fixes:
- Added support for high DPI monitors. Dicey Dungeons should now look better on the default settings for high resolution screens.
- Your window size and position are now saved when you quit.
- Fixed a serious crash bug that happen when attempting to resume a save on a floor that contained the Jester enemy. Thank you to everyone who reported this one - it took a long time to track down!
- Fixed the bug that caused the dungeon atmosphere music to cut out occasionally when you change floors.
- Fixed the bug that could cause the game to soft-lock if you shocked the Bear.
- Fixed a bug where Yolanda has an empty textbox if you buy everything from her shop.
- Equipment layout in combat should now always match the equipment layout in the inventory.
- Make sure low health loop is always stopped by title screen music.
- Fixed Weakened Gemstone staff having the wrong attack power.
- Associated the "Quick Thinking" gadget with "Flight?".
- Buffed Gold Dagger and Silver Dagger (they're both size 1 now instead of size 2, and when upgraded become unrestricted instead of simply increasing to MAX5.)
- Transformer doesn't charge up if you flee from combat.
- Fixed Keymaster remix rule behaviour for Witch.
- Fixed Keymaster remix rule behaviour for Jester.
- Fixed incorrect errors being printed in the console when poison damage is inflicted.
- Fixed the incorrect display of card @data in several places. (e.g. when collecting treasure, in the backpack)
- Fixed the bug where Transformer+ would revert to an unupgraded version after each fight.
- Prevent Freeze from getting applied twice to dice stashed with to equipment like Lantern/Illuminate.
- Added scrap as a level up reward to Inventor at level 5 (prevents a bug where they can get stuck if they have no equipment on reaching this level).
- Bear Tranforms now correctly clear your backpack.
- Fixed missing level up reward in Witch episode 2, Expect the Unexpected.
- Fixed Inventor Silence bug (the once where the dice didn't snap to the slots correctly).
- Made the positioning of Silenced Inventor slots a bit nicer.
- Fixed a substitution bug that meant that Jester booster pack contents would be incorrect.
- Fixed a bug where Skeleton's "Two Handed Sword" and Cowboy's "Midnight Charm" would get mistakenly exchanged with other things in some episodes.
- Added support for swapping a 1x2 with two 1x1s and vice versa in the backpack screen.
- Fixes a bug where enemies would end their turn without taking actions they could have taken if their last action changed their equipment (e.g. Aurora's Mood Change, Alchemist's Bear Potion).
- Fixed the occasional long delays that would sometimes mysteriously happen after enemy turns.
- Fixed a rare crash bug that could happen during the tutorial.
- Weakened version of the Robot card from Jester episodes now heals you, and not the enemy, whoops.
- Fixed a bug that caused multiple gadgets to sometimes be incorrect in Double Rubble.
- Fixed a bug where Jester snapping upgraded cards created via Inventor Copy would fail to recognise the match.
- Cleaned up a number of unnecessary traces in the console.
- Fixed this hard to explain bug: If a piece of equipment with a countdown has a *lower* countdown when upgraded, it should now correctly remember its countdown when weakened.
- In the event that the game is unable to create save files for whatever reason (e.g. permission issues, rogue virus scanners), the game now gives a clearer error message of what's gone wrong.
In addition, We're really excited to unvail the first public alpha of our external modding tool, Dicey Modgeons! Dicey Modgeons is our official stand alone tool for editing and creating mods for Dicey Dungeons - you can grab the latest release on github, here: https://github.com/TerryCavanagh/diceymodgeons/releases/tag/v0.1.7 Dicey Modgeons makes modding the game much easier - you can use the editor to create new equipment, create or modify enemies, edit scripts, define new episode rules, and lots more! As modding support continues to expand for Dicey Dungeons, this tool will also be getting updated with new features! Feedback and feature suggestions are very welcome: https://github.com/TerryCavanagh/diceymodgeons/issues In addition, we've got some new modding features in the game:
- I've changed how modsettings.json works - the file in data/text/ is now just there as a reference, and isn't read in. To change your modsettings.json, place this file in your save folder and edit the contents!
- Safety checks and missing sound effect checks are now off by default. To enable them, you need to set these options to "true" in your modsettings.json file.
- "After combat" scripts on equipment and episodes are now executed when you flee from combat. (The variable "flee" is true if you've fled, and false otherwise.)
- New command line argument `-modcheats`. This enables all of the various modding cheats for testing, and gives you 50 gold. This overrides any settings you might have in modsettings.json.
- New command line argument `-allenemies`. Sets all enemies in a dungeon to the same enemy. e.g. `-allenemies="Loud Bird"`.
- New command line argument `-boss`. Forces the boss of the next dungeon to be the enemy you specify, e.g. `-boss="Baby Squid"`.
- New command line argument `-character`. Immediately starts the game at the beginning of a dungeon, playing as the specified character, in thier first available episode. e.g. `-character="Robot"`.
- New command line argument `-episode`. Allows you to specify the episode when quickstarting as a character. e.g. `-character="Thief" episode=2`.
- New command line argument `-enemy`. Immediately starts the game in combat against the enemy you specify. Unless otherwise specified, as Warrior in episode 1. e.g. `-enemy="Snowman"`.
- New command line argument `-remix`. Makes the first remix offered be the one you specify. Only works in episodes with remix rules. e.g. `-character="Warrior" -episode=6 -remix="Val"`.
- New command line argument `-equipment`. Gives the list of named equipment to the player. Only works when quickstarting with either the character or enemy arguments e.g. `-character="Robot" -enemy="Cowboy" -equipment="Slingshot,Cheat Code"`.
- New command line argument `-empty`. Removes whatever equipment the player would normally start with - combines well with '-equipment'. For example, `-character="Witch" -equipment="Backfire" -empty` would start as Witch with ONLY Backfire equipped, instead of also starting with the usual Cauldron and Infliction episode 1 equipment.
- The old command line arguments "testenemy" and "testequipment" have been deprecated.
And that's a wrap! Spooky time is over! Thank you to everyone who played our Halloween Special over the past week!
This is just a quick post for anyone who still feels spooky and wants to try out the Halloween episodes, now that the event is over:
To access the Halloween Special episodes now:
- Press ESCAPE on the title screen
- Click the MODS button
- And load the Halloween Special mod from the mod list!
Welcome to Dicey Dungeons Version 1.6 - the Dicey Dungeons Halloween Special! For ONE WEEK ONLY, join us for three special episodes in a series of dungeons which aren't just dicey, but are also downright sinister. This one-week-only update will be playable until 4 November, featuring:
- Three new enemies - brought out of the halloween cupboard for just this week!
- New spooky music!
- New backgrounds!
- Halloween costumes for some of your favourite and/or most hated enemies!
- And three totally new episodes!
- First, a straightforward Warrior episode for our straightforward Warrior! The episode is basically a bonus round episode, but with new Halloween-only twists on the rules as you descend into the dungeon.
- The Inventor episode is - well, like the other Inventor episodes, but with much, much worse equipment. WAY worse. Just all-round extremely terrible equipment.
- The Witch episode sets up a series of six puzzles with set spells and dice where you have to beat each enemy in just one turn.
IF YOU'RE NEW TO DICEY DUNGEONS
If you haven't played Dicey Dungeons before, you should probably play the standard game for a little while first. It's a good idea to get used to the characters and the rules of the game before you launch into the HALLOWEEN SPECIAL, where the episodes are not just extremely spooky but also... kinda challenging.
IS IT REALLY ONE WEEK ONLY?
Well, kind-of! The Halloween Special is made almost completely with the Dicey Dungeons modding system, and that means that once Halloween is over, you'll be able to use it like you would any other mod. We'll be explaining more about mod support, how to enable mods and how to make your own in the next update.
Hey everyone! I hope you've all been enjoying Dicey Dungeons!
It's been just a little over two months now since we launched, and we've got a new update! This one, v1.5, is by far the biggest since launch. I've been listening to all the feedback that I've been getting, and focused on addressing as much as that as I could in this update.
As a result, this update brings some sweeping balance changes to the game - which is one of the reasons it took a bit longer than previous updates. I've been testing the changes carefully over the last couple of weeks, making sure I got things right. I'm really excited to set this one live <3
The full changelist is below, but here are the highlights:
- This version includes a complete balance pass of the Elimination Round episodes. Many key pieces of upgraded enemy equipment have been changed, and some enemies (Aoife, Wicker Man and Sneezy) have had a complete redesign. A lot of people told me that they thought these episodes were tuned too hard, and I agree - so in this balance pass, I've tuned things a little easier. They're still hard! But in a way that makes more sense with the difficulty curve of the game, while still providing an interesting challenge that focuses your decisions while playing.
- I've made some key changes to the Witch that make her more powerful - in particular, you can now find Weaken inflicting spells, and she gets offered an extra dice at level 4. There are also some smaller changes as well.
- I wasn't happy with the distribution of remix rules in the Bonus Round episodes, so I made some changes to the distribution of rules that you're offered. There are also 7 new rules in the mix - Robobot, Crystalina, Keymaster, Marshmallow, Space Marine, Wizard and Beatrice. I think the distribution change in particular makes the Bonus Rounds much more interesting to play, and I'm excited to see how people get on with it!
- Also, we've got three new localisations this time! Traditional Chinese, Polish, and Portuguese! There are still a few more languages which are almost ready to go, and should be coming soon after a bit more testing (including Irish, Dutch, and Japanese).
- Added Traditional Chinese localisation.
- Added Polish localisation.
- Added Portuguese localisation.
- Added Polish localisation.
- Updates and small improvements to all existing localisations.
- Updated modding API to v0.12 (See mods/CHANGELOG.txt for a detailed list of changes)
- Example mods "plasticshield", "frogurt" and "victiore" updated to v0.12.
- Changed the distribution of remix rules for bonus round episodes.
- Added 7 new remix rules to bonus round episodes: Robobot, Crystalina, Keymaster, Marshmallow, Space Marine, Wizard and Beatrice.
- Fixed broken tooltip with Rose remix rule.
- In Jester 6, don't offer Bow Wow Wow.
- Warrior 5 and Thief 5 don't encounter Slime anymore.
- Don't offer Cowboy remix rule if Scathach is the boss.
- Jester is no longer offered the Skeleton remix rule.
- Many small changes to the weakened versions of high level enemy equipment (levels 4+).
- Increased the damage on Magic Missile+ to 8.
- Change Slime Ball+ from 2 poison on a NORMAL slot to 3 poison on an EVEN slot.
- Cactus Spear+ now does 2 extra damage per thorn. Cactus Shield+ increased thorns by 1 instead of 2, but can take any dice.
- Changed Rotten Apple+ to reduce countdown to 12 instead of reducing health to 1/3rd.
- Lock+ now just returns the dice instead of flipping it. (Keyblade+ is unchanged)
- Changed Pirate Hook to re-use on 4 instead of 5, and Pirate Hook+ to re-use on 5 instead of 6.
- Changed Snowball+ from +2 to +1.
- Reduced Lament+ from +2 to +1.
- Reduced Rock+ from +3 to +2.
- High Note+ now inflicts weaken instead of doing an extra 3 damage.
- Gave Rat King an extra dice.
- Aoife has a new design.
- Wicker Man has a new design.
- Sneezy has a new design.
- AI now understands Re-Equip Next status correctly.
- Decreased the size of Juggling Ball (when not playing as Jester).
- Increased the size of Spatulasword.
- Fixed Inventor Gadget "Heatwave".
- Changed Dragon's Tooth to do quadruple damage instead of triple.
- Reduced countdown on Catastrophe to 7 (from 10).
- Fixed a crash bug that could happen in Parallel Universe episodes if you inflict alternate poison and it targets certain types of equipment.
- Fixed a crash bug that happened if you used Harvest Scythe to erase your prepared spells.
- Fix episode information getting stuck when selecting a closed door.
- Fixed button mashing delay on Witch's "Throw Dice".
- Various other small changes.
- For the next couple of updates, I want to focus on improving the game's modding support! It's already possible to do some pretty cool stuff with modding, but we have a lot more planned, including exposing more of the game to modders and releasing a dedicated tool to make modding easier. For a great example of what's possible already, you should check out the amazing More Fluff, by Jackeea, recently updated to be compatible with v1.5! It adds around 400 fun new items to the game, distributed throughout the game's episodes!
- Two new enemies are coming soon - Bounty Hunter and Drain Monster! I was hoping they'd be ready for v1.5, but this update was already taking longer than planned, so I figured it was best not to rush them.
- More translations! (Irish, Japanese, and Dutch are in the works and still to come.)
- More and more bug fixes! Keep 'em coming!
Yay, it's update time! Here are the highlights from v1.4:
- The update adds Steam Achievements to the game, as well as 17 new challenges, bringing the total (for now) to 53. (We've also added Steam Trading Cards, while we were at it! Which means the last big remaining steam feature is Workshop support, which will be coming in a later version.)
- Right, uh, this one's a little embarrassing: some people were reporting that there was a special song that only played if you quit and loaded your saved game. This was 100% a real thing, but it wasn't intentional! It turns out two of the songs from the soundtrack would just never play until you loaded your game - "Tempting Fate" and "Fighting Chance". I've fixed it, and now they play as intended. (or, to put it another way: there are two extra songs now!)
- Lots of small quality of life changes and various fixes in this version - for example, Thorns no longer pierces shields, I made some small but important changes to how episode progression works, and if you buy an upgrade from the shops and change your mind, you can back out of it without losing your money.
- Added 17 new challenges.
- Changed the enemy profile that's associated with many of the challenges.
- Removed the "Survive an attack from Cornelius" challenge (if you're trying to get it intentionally, it's too grindy and not fun).
- Disable the unlocking of challenges/achievements if any mods are active.
- Change to episode unlock progression: If you select a character that you've completed the first episode for BEFORE episodes are unlocked, go to the episode selection screen to show that the rest of the episodes are still locked.
- Change to episode unlock progression: Once episodes are unlocked, you can play any of the first three episodes for all unlocked characters, even if you haven't completed the first episode.
- Fixed a bug that prevented the tracks "Tempting Fate" and "Fighting Chance" from playing unless you loaded a saved game.
- Fixed wrong atmosphere music on Dungeon (it was using Dark Forest instead).
- If you don't scrap equipment when playing as inventor for any reason, in the next fight you'll have a Broken Gadget instead of keeping the last thing you had.
- Fixed a softlock bug that could occur during Double Rubble if you only brought one piece of equipment into a fight.
- Lowered the Countdown on Wisp's Fool's Fire from 16 to 12.
- Fixed a double counting bug that affected Kraken's Overwhelm attack.
- Burn?ing dice now works correctly on countdown equipment.
- Fixed a soft lock bug that could sometimes occur if you clicked on a activateable node while you were walking over it towards somewhere else.
- Prevent the player from triggering their limit break while previewing enemy moves.
- Added a new example mod, "Victiore". ("Victiore" is basically French for "You Defeated")
- Added the ability to go back to the shop/level up screen if you change your mind about choosing an upgrade, copy or delete.
- Changed Thorns to no longer pierce shields.
- Fixed Lock status effect on Robot.
- When previewing enemy equipment as Jester, hide the Jester's UI correctly.
- Fixed a bug where if you traded a small item for a big one with Val, you got to keep the original item too.
- Countdown equipment that has been cursed and has disappeared will now no longer mysteriously consume dice.
- When playing remix episodes, if the player leaves and continues in a "select rule" screen, the screen will be shown after continuing.
- For the next update, I want to focus on some more balance changes - in particular, I think some upgraded enemy equipment needs tweaking for Elimination Rounds, especially Sneezy who's way too powerful when upgraded. I'm also still thinking about the equipment distribution for the Witch. (When it comes to balance changes like this, I prefer to take my time and figure things out properly, to make sure I get things right!)
- I'm also looking forward to adding some new rule remixes for Bonus Round episodes!
- Two new enemies are coming soon - Bounty Hunter and Drain Monster!
- More translations! (Irish, Japanese, Portuguese, Polish, Dutch, and Traditional Chinese are in the works and still to come.)
- More and more bug fixes!
Wow! Has it really been two weeks? I hope you've all enjoyed being turned into walking dice and cursed to fight in Lady Luck's dungeons forever!
Got a new update today, v1.3! This is a big one! As usual, I'll post the full changelog below, but here are the highlights:
- We've added Steam Cloud save support! Your progress and saves should now be synced across all of your devices!
- I've made a number of balance changes in today's update, but the most significant for most players are probably the nerfs to Aoife and Kraken, and an increased number of health pickups in Witch episodes.
- For Aoife, I've reduced her health - as a shield focused boss, she essentially had way more health than the other bosses - this should help even things out. (I'm considering other changes too, but let's start with that and see how it goes. Don't wanna make her too easy, now.)
- Kraken's overwhelm attack was tuned a little bit too high too, I think - I've reduced the number of times they can use it each turn, which makes them more in line with other level 4 enemies.
- And as for the Witch change, I've been watching a lot of people play over the last two weeks, and I think this distribution just makes more sense.
- I've fixed a number of bugs with Bonus Round rules - in particular, Hothead, Cowboy and Handyman should now work correctly. More importantly, though, I've made a few changes to the distribution of rule changes in these episodes, which I think feels much better!
- We've got two new translations, Turkish and Russian! We've also some updates to Chinese, French, Italian and Brazilian Portuguese. More coming soon!
- Added Steam Cloud save support.
- Added Russian translation! (beta)
- Added Turkish translation! (beta)
- Updates to Chinese, French, Italian and Brazilian Portuguese.
- Removed mis-spelt French VICTIORE sign, replaced with English "YOU WIN!" for now. (Doh, sorry, we're re-doing it)
- Made some small changes to how episode availability is presented.
- Fixed a bug that was rearranging the inventory between the backpack and combat screens.
- Fixed the downgraded versions of several pieces of equipment: Moonlight Spear, Ray Gun, Hacksaw, Singularity, Bee Sting, Backstab.
- Fixed the upgraded versions of Plaster, Lantern, Two Handed Sword and Four Handed Sword.
- Fixed a glitch that allowed you to reuse a copy station over and over.
- Fixed a crash bug that could happen if you tried to use Counter Spell against Scathach (she's immune, but the game crashed if you tried it anyway).
- Fixed a crash bug that happened if Copycat tried to use Backstab.
- Fixed a save bug that could potentially cause a crash in the Final episode (if you saved and resumed right before the last battle).
- Fixed the damage display on Particle Accelerator.
- Copycat now correctly uses once per battle equipment.
- Aurora, Sorceress, and Mimic now use upgraded equipment on Elimination Rounds.
- Fixed the upgraded and downgraded versions of Aurora's weather spells.
- Handyman rule on Bonus Rounds now correctly only affects the player, not enemies.
- Fixed the Cowboy rule on Bonus Rounds.
- Fixed the Hothead rule on Bonus Rounds.
- Skeleton Key- now correctly changes dice to 2 instead of 4.
- Even if you manage to grab a burning dice before it ignites, it now applies burn damage!
- Cannot use equipment until status effects like Weaken and Shock have been applied to it.
- Fixed Lojinx.
- A few other small misc fixes.
- Improved the distribution of Bonus Round remix rules.
- Overwhelm is now 2 uses per turn instead of 3. Overwhelm+ is now 3 uses per turn instead of unlimited.
- Added a small number of extra health pickups to Witch runs.
- Removed Bronze Cauldron from Witch's Bonus Round initial equipment choices.
- Reduced Aoife's health.
- Gave Wicker Man an extra dice.
- Removed a dice from Copycat.
- On Elimination Rounds, Copycat now gets upgraded equipment.
- Aurora's weather spells do slightly less damage on normal modes...
- ...but she gets an extra dice.
- Changed Boxing Gloves from ODD to MAX5.
- Steam achievements! This is my main focus for v1.4.
- More translations! (Irish, Japanese, Portuguese, Polish, Dutch, and Traditional Chinese are in the works and still to come.)
- More and more bug fixes!
Hi again everyone!
Yesterday marked the end of our first week on steam, and oh my gosh, we're still reeling from it. We're so grateful to everyone who bought our game - it really means a lot to us. Thank you so much <3
We have a new update! v1.2 of Dicey Dungeons is now live! For this patch, we prioritised improving performance for Chinese and Korean players, but we've also made a couple of important bug fixes, UI improvements, and balance tweaks. I'll post the full changelog below, but here are the highlights:
- We've changed how we're rendering text in the game. Now, instead of our old rendertexture based method, we're using SDF fonts. This should mean faster, smoother text rendering for everyone! In particular, if you're playing in Chinese or Korean, this should significantly optimise things. (The theory behind all this is pretty cool, by the way! Read all about it here, if you're interested.)
- We have lots of localisation updates! First of all, we've added Spanish, and have a beta translation for Brazilian Portuguese! Also, the French translation is now complete, cutscenes and all! We've also got updates and fixes for Chinese and German.
- We have lots of little fixes to UI issues that were reported, including things like not being able to pick up dice if they were on top of the Flee, Enemy Moves or End Turn buttons.
- Made a small, but important balance change to Robot's Elimination Round episode.
- Added Spanish localisation.
- French localisation is now complete.
- Added beta Brazilian Portuguese localisation.
- Updates to Chinese localisation.
- Updates to German localisation.
- Switched to SDF fonts.
- Prevent Bump from appearing as a random spell in Witch episode 2.
- Start Robot Elimination Round with a Ray Gun instead of a Pea Shooter.
- Moved some of the longer Witch Voiceover lines from action to emote. (Hocus Rocus!)
- Drake now longer appears as a boss on Warrior episode 1.
- (secret) can access the backpack when upgrading equipment.
- You can no longer add dice to equipment that's still animating.
- Fixed a bug where dice would sometimes not "attach" to cards correctly.
- Clicking on a dice that's positioned over a card will no longer place that dice in the card.
- Disabled tap behaviour on dice for now (We'll re-add this once it's been implemented correctly.)
- Prevented spamming the (secret) button when playing as character six.
- The Flee, Enemy Moves and End Turn buttons no longer activate when there's a dice on top of them.
- More translations! (Irish, Japanese, Portuguese, Polish, Russian, Turkish, Dutch, and Traditional Chinese are in the works and still to come.)
- Steam cloud saving!
- Steam achievements!
- More and more bug fixes!
Hi everyone!
Wow, what a week! We're all still a bit stunned over here on the Dicey team. I don't even know what to say! Thank you so much to everyone who picked the game over the last couple of days! It's been a really overwhelming week <3
So, I have an new update live today, version 1.1. I'll post the full change log below, but here at the highlights.
- We've added a scorecard screen that appears when you complete an episode, which shows your overall progress with the game. This is in response to some feedback we've gotten from new players who worried that the game was only six levels long! In fact, the game is much, much longer and more difficult than it first appears! The episodes that the game talks about are not just random extra game modes - they are the heart and soul of what Dicey Dungeons is all about - why I think it's worth playing. In fact, the first episodes are really just intended as easy introductions to the different character mechanics. I think the game was doing a bad job at communicating this, and I hope this change helps to get that across a little better. <3
- We've added beta versions of our French and Italian translations!
- We've made the mod menu more visible. Press Escape on the title screen to access it! We'll be improving Modding support with each update from now on - the modding API is still in alpha, and isn't documented yet, but it's already possible to do a lot of cool things with it, like add new equipment, enemies and episodes.
- We added a confirmation button for when you attempt to flee from battle.
- Added beta French translation.
- Added beta Italian translation.
- Added a new episode completion scorecard to show your overall progress in the game after each episode.
- Fixed some localisation bugs (cases where strings were not being picked up and translated correctly).
- Added Mods loader to the settings menu on the title screen.
- Added a confirmation button for when you attempt to flee from battle.
- Fixed a bug where your current run could be deleted when the game updates.
- Fixed a glitch with reusable upgrades.
- Fixed some cut-off text on Witch's spellbook.
- Added Escape menu instructions to title screen.
- Fixed Concentration+.
- Fixed Lament-.
- Fixed Nunchucks-.
- Bonus Round challenges are now correctly rewarded on Hard mode instead of normal mode.
- Bonus round: Bug fixes to Slime, Handyman, Skeleton, Cornelius and Paper Knight rules.
- Bonus round: Warlock is less common.
- Bonus round: Slime is more common.
- More translations! The alpha of Dicey Dungeons was available in more than 10 languages, and our translators are working hard to update those translations and have them ready for the final version of the game soon. The full list of planned translations over the new few weeks is: Irish, Japanese, Spanish, Portuguese, Brazilian Portuguese, Polish, Russian, and Traditional Chinese. (Already in the game: Simplified Chinese, Korean, German, French and Italian!)
- Improved game performance, particularly when playing in Chinese or Korean.
- Steam cloud saving!
- Steam achievements!
- More and more bug fixes!
Hey everyone! We're really excited to announce that Dicey Dungeons is now LIVE! Roll your way through the Dungeons! Battle cactuses and banshees and dragons and loud birds! If you want to find out more, the trailer should give you some idea of what you're in for: exploration, enemies, jokes, discoveries, amazing music, adorable art, strategising, and a whole load of dice. We'll be updating the game here and there over the next few weeks - adding achievements and support for more languages, that kind of thing. And we'll keep you up to date on all the details of those updates as we go. But for now: have fun, and good luck!
Dicey Dungeons
Terry Cavanagh
Terry Cavanagh
2019-08-13
Strategy Singleplayer
Game News Posts 19
🎹🖱️Keyboard + Mouse
Very Positive
(9429 reviews)
http://diceydungeons.com/
https://store.steampowered.com/app/861540 
Dicey Dungeons Linux 64 bit [728.61 M]Dicey Dungeons Linux 32 bit [656.44 M]
Learn to master six different characters, each with their own unique playstyles - ranging from the push your luck and risk it all Robot, to the swaggering, just smash stuff Warrior, to the carefully laid plans of the Witch.
Can your adventurers make it out? Maybe - but luck is definitely not on their side.
(Current screenshots are from the work in progress alpha version.)
- OS: Ubuntu 16.04.6 LTS or later
- Processor: 2 GHz+ CPU with SSE4.1 support requiredMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 5000 or better. OpenGL Support required
- Storage: 1 GB available space
- OS: Fedora 28
- Processor: Intel Core I5-7400 3.00GHZMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVidia GeForce Gtx 1060
- Storage: 700 MB available space
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