Fixed Io Spirits In/Out ability replacing other drafted abilities. This should fix any 0 second cool-down exploits with other abilities.
Fixed Fire Spirits not working with Shard.
Fixed being unable to cast Reverse Timewalk with Timewalk Shard.
Fixed Holy Persuasion not converting ancient creeps with Scepter.
Fixed Grave Keeper's Cloak not working with Shard.
Fixed Epicenter not getting the Shard upgrade.
Fixed Fissure Shard upgrade not working.
Pulse Nova Scepter upgrade now grants Nihilism.
Mana Void Scepter upgrade now grants Blink Fragment.
Macropyre Shard upgrade now grants Liquid Ice.
Fixed Spirit Form not granting Recall and Blinding Light when active.
Fixed heroes getting Spirit Form if Illuminate was drafted and a Scepter was gained.
Fixed Ransack not getting the Geostrike upgrade with Shard.
Summon Familiars Scepter upgrade now grants Silent as the Grave.
Skeleton archers now have a minimum attack range of 500 even when Burning Army is cast by melee heroes.
Take Aim and the Shadow Realm active now provide bonus range to melee heroes.
Spirit Bear now displays on the left side of the screen as an owned unit as well as in the post-game scoreboard. It's inventory will also be included in the net worth calculations of the owner hero.
Swashbuckle now splinters the attacks if Marksmanship is drafted and Scepter is active.
Poison Sting now only applies to the primary target when used with multi-target attacks.
Poison Sting no longer applies to attacks coming from any wards other than Plague Wards (Serpent Wards, Death Ward)
Fixed Infernal Blade applying damage and burn to buildings if you switch targets before the projectile lands.
Stifling Dagger now applies Infernal Blade if it is set to auto-cast.
Fixed Bash of the Deep triggering multiple times when ranged units had high attack speed.
Fixed Sacred Arrow launching from different positions depending on the hero. Will now always launch from center point of the hero.
Fixed Acorn Shot missing bounce targets for melee heroes.
Fixed Echo Stomp doing double the damage if Astral Spirit was also drafted. Note: Echo Stomp will still do both physical and magical damage values regardless of Astral Spirit being drafted.
Fixed some heroes getting stuck in looping animations (Ember Spirit, Magnus, Pangolier, Void Spirit).
Fixed giving Scepters to teammates (with Greevil's greed) removing your Shard granted ability.
Fixed attack abilities with a cost, spending that cost on multi-target attacks that don't proc modifiers (Split Shot, Flak Cannon).
Fixed Lil' Shredder stacks being consumed too quickly when using Medusa's Split Shot.
Fixed Bash of the Deep counting up from Marksmanship Splintered attacks.
Fixed Walrus Punch FX sometimes getting stuck on targets for the duration of the game.
Fixed Duel ending early if Berserker's Call was on the target.
Fixed Invoker & Hoodwink not getting access to the talents when they drafted their own spells.
Fixed talents missing from Wraith King, Omniknight & Beastmaster.
Fixed being unable to click anything for the first few seconds of the game.
Fixed Coaches crashing during drafting stage.
Fixed private lobbies crashing after the draft if there wasn't 10 players.
Fixed various inaccurate scepter/shard markers on draft screen as well as missing or wrong Aghanim's tooltips.
Thanks for playing the game and your interest in it! This is the first update to Two Die, and it's all based on player feedback. We had a (very little) launch party for the game, and some awesome recommendations were given. Based on that, the following changes have been made:
When in the dice rolling state, the attacker's damage statistic is now shown.
Quake now costs 3 AP rather than 4.
The change to add the attacker's damage was designed to help players understand that when enemies inflict the "weak" status on them, their damage has been lowered. Without this present, sometimes players might suspect the algorithm for the dice rolls is off! It has the added benefit of helping you know which enemies are especially hard hitters.
Players upgrading the mage noticed that...well, there really wasn't any reason to use the "quake" action rather than two "rock bash" actions. To address this, "quake" cost less and is easier to use!
If you have any thoughts on the game, I'd love to hear them!
Going to keep this short and sweet. I finished renovating the game, the only thing I have left to focus on is outside the scope of the demo, so unless there's a major bug or crash, I will stop updating the demo and focus my efforts on the retail product. Thank you all for your feedback and support! I anticipate a spring release for the game. More news in the form of updates will be brought here for the status of the game.
Patch notes: -Intro cutscene is finished -Lizardman cutscenes are finished -Fixed bug where you would get damaged every frame if you got knocked back, landed on the ground, and fell into subsequent damage zones -Balanced enemies on Nightmare difficulty -Achievement notifications have been made with the option to turn them off -Title screen options and menus are optimized/updated
Hi eveyone small update today addressing some issues playes have spoken about and introducing team name changing. This means you can change the name of Red/Blue team to whatever you would like.
Changes: - Added sound settings to main menu. - Added team naming system.