With this release, bringing new creatures into your stories has never been easier.
With three clicks, you can not only add a community-made creature to your campaign but also ensure it is downloaded for all your players, automatically and totally for free.
We’ve known for a long time that any VTT or game like TaleSpire must provide deep, robust ways for the community to grow beyond its own limitations, and we are delighted to be taking one more step in that direction.
Community-controlled content ensures your stories and ours will continue to grow well beyond the scope of what Bouncyrock could ever make alone.
How do you get started?
The best way to dive in likely depends on your role.
Game Masters
If you’re a GM, the best way to start is to open the Community Mod Browser and click around! You might also find these guides helpful:
While you can’t add creatures to the board alone, you can browse what is available. You might find something you’d like your GM to add. We also have a little guide showing available settings and how to fetch missing creations: “Playing in Boards with Creature Mods.”
3D artists
You are the stars of the show here. Once you’ve had a chance to check out the Community Mod Browser, we’d recommend the following guides:
“Making Creature Mods” This guide introduces TaleWeaverLite. This is the tool used to take a 3D model and package it up as something TaleSpire understands.
“Adding creatures from .tsMod files”: Maybe you have creations you would like to share with your friends, but not the whole world. This guide shows you how.
There is also a growing gang of friendly folks on our Discord helping each other make creature mods. You can find the discord here, and the channel you want is #creature-modding
IP rights holders
We at Bouncyrock believe adamantly about the rights of creators. If you see your work being misused on our official repository, please file a DMCA report against that mod, and it will be handled.
What’s next?
SEATS! The “seats” feature ships at the end of March, allowing any TaleSpire owner to purchase seats so their friends can play without having to buy TaleSpire themselves. The seats will be cheaper than full copies and reusable, so if you run two campaigns of four players, they don’t need eight copies; four seats will do the job!
After that, we are considering taking a month to work solely on bugs. Adding the features for you folks is fun, but TaleSpire must still be solid enough to rely on.
After that, we have plenty of ideas, but we’ll save that for the next community chat on the 12th of April. Hope to see you then.
Wrapping up and thanks
This is a big, scary milestone for us. There is still a bunch to do to make it live up to our ambitions, but it feels great to be this far along.
While we’ve got you here, we want to give a big thanks to all of you for supporting us and getting the word out there about TaleSpire. Seeing your builds and hearing about your campaigns is such a motivator to have when we sit down to start work each morning. So thank you!
Version 1.2.0 is not a major update. Nothing in it particularly affects gameplay. For the most part, we just fixed the bugs we found when watching player broadcasts. But there are some changes indeed.
First, take a look at the full list of changes, and then we'll get to the details.
Fixed a bug that caused a destroyable obstacles to disappear after being destroyed.
Fixed the missing animation of the heart in the personal hell.
Fixed the stairs at the end of the industrial zone.
Fixed a bug where Sorcery was not interrupted after resetting the sorcery_progress variable.
Fixed and improved the display of the pulsing effect of poisoning or critical wounds.
Fixed incorrect handling of melee weapon hits on Phantoms.
Fixed a bug that caused the music in the graveyard to stop playing after the scripted sequence.
Fixed missing camera shake when some projectiles hit the player during teleportation.
Fixed memory leak and audio glitches, related to Phantoms.
Fixed a bug that allowed teleportation ball to fly through unbroken windows.
Reworked and improved Darkness mass burning with a flashlight.
Improved interaction of stone columns with player's projectiles.
Improved mechanism between the graveyard and the steam macinge.
Monster projectiles now interact with interactive objects.
Added the number of souls that need to be saved to get a good ending to the results window.
Added the ability to light extinguished candles and torches.
Improved introduction
We've made some edits to the intro to make the rare random events really rare, and we've also changed some scenes a bit to slightly direct the player to content they would have previously been most likely to miss.
Interaction with the environment
We have improved the interactive objects. Previously, they mostly reacted only to the player's actions. If the player fired at a torch, it would go out, but when a monster fired at the torch, the projectile would just fly through. Now the entire environment that reacted to the player's projectiles will react to monster projectiles as well: windows will break, torches will go out, and pillars will break. Also, the player will now be able to light extinguished torches and candles, and not only manually, but also with a fireball. All of this will slightly affect the gameplay in general, because the player will be able to use pillars, torches and lanterns as cover from enemy projectiles.
Updated music
Yesterday we updated the game official soundtrack with some problems fixing, re-mixing and mastering. Now, this updated, corrected soundtrack is also included in the game, too loud music became quieter and too quiet music became louder. Player feedback will show how well the new music works in-game and matches the volume.
At the moment, we're learning the Godot game engine and also working on two projects - a small point-n-click adventure techdemo, as well as writing a script and making a development plan for The Golden Rogue. There's a chance that before any of this comes out we'll release some tiny game to improve our financial situation, but we won't announce or promise anything so that we don't have another production hell. We are always happy to discuss our projects and talk more about our plans on our Discord server, link attached below.
Thank you for playing our game! And thank you to our patrons for your support on Patreon!
This post will be updated with March hotfixes, with the most recent at the top.
Hotfix 6
(March 21)
Classic: Fixed a bug where non-true AOE spell damage was mistakenly being reduced by the AOE damage reduction from v11.02
Classic: Tower Defense: Sniping your teammate’s lane now properly gives bounty to your teammate instead of you (the killer). There is code to prevent sniping, but for some reason it keeps happening sometimes, so this is the next best thing.
Classic: Tower Defense: Fixed a bug where Tempest/Leviathan abilities did not have properly increased range
Classic: Tower Defense: Fixed a bug where Elite Archer/Trinity Archer abilities did not have properly increased range
Classic: Tower Defense: Fixed a bug where Banana Bunk/Banana Haven abilities did not have properly increased range
Takeover Bots: Fixed a bug where a takeover bot in Ranked in some cases wouldn’t build on Wave 3 if their player built on Wave 1 then disconnected/left
Hotfix 5
(March 12)
Game Balance: 4v4: Fixed a minor “eggsploit” where Eggsack was mistakenly still buildable on Wave 21+
Game Balance: 4v4: Mini & Wumbo: Fixed a bug where Eggsack was mistakenly still rollable on Wave 21+
Game Balance: 4v4: Tower Defense: Fixed more cases where fighters would mistakenly attack/cast spells on fighters in adjacent lanes
Performance: Reverted a few changes from 11.02 to see if they help with recent stuttering issues
HUD: Fixed a rare case where the wrong player’s name would display in some areas
HUD: Fixed a rare case where auto-voting for Classic modes didn’t work as intended
Hotfix 4
(March 7)
Game Balance: Mini & Wumbo: You can no longer roll Eggsack on Wave 1
Game Balance: 4v4: While playing Chaos, you can no longer roll Eggsack on Wave 20 (battle phase) and on
Game Balance: 4v4: While playing Redraw, you can no longer roll Eggsack on Wave 20 (battle phase) and on
Chat: Fixed a bug where links weren’t clickable in chat
HUD: Fixed a bug where it would mistakenly appear that you were training workers after hiring a mercenary in some circumstances
Localization: Updated translations
Profiles: Masteries now show up for 273-300 gold openers which are now possible in Mini & Wumbo mode
Stats: Fixed some rare cases where game stats weren’t updated after the game, during rare network conditions
Hotfix 3
(March 6)
Gameplay: Fixed Glacial Touch AOE to be considered as AOE damage
Graphics: Fixed some miscellaneous graphical glitches introduced by the previous patch
Menus: Fixed “most shutdowns farmed” and “fewest shutdowns given up” to only display if shutdowns were actually farmed or given up
UI: Fixed Champion tooltip to correctly display +8.75% instead of +8.5%
Hotfix 2
(March 5)
Gameplay: Fixed a bug where Hydra value was being incorrectly calculated
Gameplay: Fixed a case where a player would be wrongly flagged as AFK shortly after reconnecting
Menus: Fixed a rare case where Card Trader was not properly displaying the new card inventory after using a reroll
Bugfixes: - Fixed Male Highmage animation where the staff might disappear - Snowstorms can no longer occur in Ashenland - Adventurers who leave the guild will no longer take their equipment with them - Fixed missing outcome for the Event "A day with a pessimist" - Fixed an issue where I accidentally overwritten the description for Earth Armor
Balance: - AI will no longer go for hidden units unless they're only hidden by grasses -The Bite skill(wolfs) no longer has 5 starting crit and starting dodge of normal wolfs has been reduced by 10. But they'll gain dodge faster per level now. They'll have less dodge until lvl 10. Afterwards they'll end up with more. - Increase Troll overall starting resistance to magic. Fire Resistance is still the lowest - Trolls gains Skill "Magical Resistance" at level 20(6-star quests or higher) - Delaying a turn will make your turn come later in the next round. (For the turn order calculation you will get a 50% penalty on your initative.) This is to prevent players easily gaining two actions on the enemy before they can respond - Empower Stacks can only stack up to 6 times now. Offensive Mastery has been changed to increase the limit to 10 and also gives an instant damage increase of 10%. - Wraiths gain Offensive Mastery at level 15. - Defeating Enemies on the map will now increase an xp-multiplier for the Exp-Reward of the quest. - Bows have lost some of their physical penetration stats - Bandit Crossbowmen will no longer attempt to stun if the target is already stunned, just to apply the accuracy debuff. - Several enemies have gained skills in later stages that reduces damage against ranged physical attacks or increase their dodge against them. This is to nerf Archer/Ranger/Beastmaster slightly - Spiders primary skills are now considered a swarm attack and they'll gain the Group Attack Skill at level 10 - Bandit Bombardier gain a skill at lvl 18, that increases their range - Lephoz enemies gain the Skill "Poison Familiarity" at higher levels increasing their poison chance and turn duration -Spider Queen gainst a ranged AOE-poison ability beginning from 7-star quests - Reduced mood penalties for adventurers dying off - Reverted heroic dodge change. It will now again make all hostile skills miss for 1 turn, but the bp cost has been raised to 40 bp. This should make it also viable for low dodge/block characters - Earth Elementals loses access to mass armor but can instead cast single target earth armor -Arcane Knights will again have access to enchant blades without needing to spend a skillpoint. Enchant blades are now stances and can be activated one at a time. Added skills to the skill trees allowing arcane knights to enable more weapon enchantments at the same time
Quality of Life/UI: - Changed the common button ui - Added the possibility to save/load equipment loadouts for each class - Updated Unit Marker visually. Hover animation has been toned down and above the unit marker it will now display the current unit's name. - Updated Battle tutorial to include how turn orders are determined.
Dicefolk has only been out for a week, and the response from all of you here in the community has been overwhelming. We could not have asked for a better launch, and we have all of you to thank. From the bottom of our computer screen-blinded hearts, we thank you.
Now, for some business:
There were just a couple of little bugs that a few of you flagged for us, and we are pleased to report that this patch has squashed those bugs. Also we went ahead and fixed some typos here and there. We have always respected the written word and will defend its sanctity UNTIL OUR VERY LAST. Thanks to everyone who pointed out those misspellings.
While our reviews have been very positive on Steam, we have been extra appreciative of hearing feedback on aspects of the game that could use some tweaking, specifically when it comes to difficulty. You want a challenge, and we are thrilled to oblige. In the immediate term, we’ve adjusted some Chimera and item stats that were a bit OP. In the longer term, we are working on a few things to make Dicefolk a more challenging and deeper experience overall, and we will let you know when that patch goes live.
Again, thank you so much for being here, playing the game, and letting us know what you like and dislike. Game development is a conversation, and we are fortunate to be in that conversation with such a supportive community.
Nitty gritty patch notes below:
General
Fixed achievement unlock issues
Fixed tutorial that could appear slightly offscreen (Steam Deck)
Fixed gold count display issue when surpassing 1000 gold coins
Our programmer will be streaming the development of our new Structures Update, which will add loads of new structures, chests and traps to the various levels in the game. We'll be taking your feedback, suggestions and requests. Tune in to help guide the direction of the game!