Aug 21, 2022
Dicey Dungeons - terry
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.
Dicey Dungeons - terry
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.
Dicey Dungeons - terry


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. There’s new music, new art, new equipment, and of course new gameplay! A lot went into this, and I really hope you enjoy it! <3
Oct 22, 2021
Dicey Dungeons - terry
(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.
Not all modding features included in this update are listed here, as some of them are still a work in progress for future updates (and some of them are, uh, secret for now!).

Modding:
  • 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.
As usual, thanks for playing! <3 Terry
Dicey Dungeons - terry
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).
Mar 18, 2021
Dicey Dungeons - terry
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.
Modding:
  • 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 <gold> now correctly shows the amount of gold held by the current fighter, not just by the player.
  • The symbol [newline] 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.
As usual, thanks to everyone for playing, and I hope you enjoy the update!
Dec 15, 2020
Dicey Dungeons - terry


Hey! I’ve 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
Nov 5, 2020
Dicey Dungeons - terry
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 <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.
Sep 14, 2020
Dicey Dungeons - terry
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.

With our modding API now final, I thought it would be a good time to highlight a couple of smaller mods I recommend checking out, all of them v1.9 ready!

Wrong Enemies (by ssbninja)

A fantastic mod that reverses the enemy levels: all the enemies have new equipment layouts, with bosses now appearing as level 1 monsters and level 1 monsters now appearing as bosses!

Floorplan (by BigPotato)

A great, simple mod that does one thing and does it really well - provides a bunch of alternate floor plan layouts for each run. Because of how it works, it's cross-compatible with basically all other mods!

Pyromancer (by Kcaze)

A rare mod that creates a whole new character. The pyromancer is designed around the burn status effect, with cards that depend on how many of your own dice are currently burning!

More Squid (by Jackeea)

It's basically impossible to describe what this mod is without spoilers, so I'll just say this: do you like Baby Squid? This is more squid. (By the author of the huge and fantastic More Fluff mod, previously mentioned in these updates, and also ready and updated for v1.9.)

Dicey Dungeons Alpha MIDI Pop (by ncrecc)

If you've been following Dicey Dungeons since the early days, you might enjoy the Alpha MIDI Pop mod, which brings back all weird distorted midi pop music soundtrack from the very early alpha versions!

Cauldron Mania (by Notan Lemon)

A really interesting and different feeling mod, with lots of unique feeling equipment. It includes five new episodes - a robot, a Witch and a Thief episode, and elimination round versions of the Robot and Witch episodes. I particularly love the Robot's episode "Roulette Game".

It's been really wonderful seeing people discover the game over the past year. I'm so proud of what we made. Thanks for playing <3

Here's the full changelog for this version:

Changes:
  • 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.

Bug Fixes and other small changes:
  • 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.

Modding changes:

v1.9 repesents a huge update to the game's modding api, and honestly it's hard to keep track of everything. If you use our modding tool Dicey Modgeons, we have an update for that coming very soon. If not, and if you have an existing mod from a previous version of the game, you might want to read our mod migration guide!
  • 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.
May 28, 2020
Dicey Dungeons - terry

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 Ríomhacadamh 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.)


Looking for more mods to play with Dicey Dungeons? There's a new one out today that I'd love to draw your attention to: TheMysticSword's MegaQuest!

MegaQuest is an enormous 36 episode mod for Dicey Dungeons, featuring lots of new rule changes, enemies, and equipment. It started development way back when Dicey Dungeons was in alpha, and I'm really excited to see it finished!

MegaQuest has a dial-it-up-to-11 approach to its design that I really, really dig. Its rule changes range from "everyone is a vampire" to "all attack damage is doubled", and it all somehow kind of works. It's really great stuff.

Here's the full change log for v1.8:
  • 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<String>" 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.
Thanks to everyone for playing! Hope you enjoy the update, and see you soon for v1.9!
...

Search news
Archive
2025
Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002