Hey hey everyone! It's v1.7 of Dicey Dungeons! Caw!
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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:
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.
Thanks to everyone for playing! See you for v1.8 soon!
Files
Version 1.7 Jan 31, 2020
Version 1.7 Jan 31, 2020
Version 1.7 Jan 31, 2020
Dicey Dungeons (Windows, 32 bit for compatibility)425 MB
Dicey Dungeons (Linux, 32 bit for compatibility)433 MB
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The game was great till a certain release. Then a.o. too tight balancing, a few bugs, focus shifting away from the fun of the fab core mechanics to tutorial, filler content like texts you click away and stuff like that. It still can be fun but the game got primary fat, lost its direct appeal, without feeling better.
I guess that's what you could do, in order to enjoy going through the interludes.
There is too much not good looking make up in your way, instead of direct access and focus on inner values. Feel free to disagree.
Is it possible we could get a list of all variables and modifiers when scripting? I'm trying to create something that would activate on the player being damaged, but I cannot find the value for taking damage.
itch.io·View all by Terry Cavanagh·Report
Surprise! Got another update for Dicey Dungeons ready! This one brings us to v1.10.
Dicey Dungeons Mods
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 switch release date Dicey dungeons switch release date](/uploads/1/2/6/6/126694052/139137616.png)
Dicey Dungeons Characters
- 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 <d6> 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.
- 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 <d6> 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.
Thanks for playing, all <3 Hope you're all doing well out there.