Dice & Fold - Troypc
Hey Heros!

We heard feedback about some players finding the game hard, some finding it easy. We decided to implement a difficulty system. Game is intended to be played on Normal mode, but depending on your experience, choose Easy or Hard modes.

In the future we will also add an "Extreme" mode to this.

We have 120+ items with their artworks now in the game.

Patch Notes for Dice & Fold

Visual Effects (VFX) Updates:
  • Added VFX for the following characters and roles:
    • Guard
    • Treasurer
    • Shopkeeper
    • Trader
    • Savant
    • Blood Mage
    • Enchanter
    • Missionary
    • Wizard
    • Sculptor
    • Knight
    • Gladiator
    • Rogue
    • Wanderer
    • Archeologist
    • Spy
  • Improved and reworked Craftsman VFX.
  • Fixed various VFX issues and enhanced existing effects.

New Features and Improvements:
  • Implemented new skill VFX for several characters, including:
    • Knight
    • Rogue
    • Gladiator
    • Sculptor
  • Added new enemy selection indicators.
  • Added skill VFX for Gladiator and Sculptor.
  • Implemented item effects for various items:
    • Flute
    • Battle Axe
    • Templar's Helmet
    • Exile's Fan
    • Midas' Gloves
    • Pickpocket's Fake Stone
    • Rod Of Want
    • Beetle of Odds
    • Forlorn's Crown
    • Forlorn's Mask
    • Forlorn's Cuirass
    • Forlorn's Crossbow

Balancing and Gameplay Adjustments:
  • Synced new monsters and balanced existing monsters and heroes.
  • Adjusted monster and hero stats for better gameplay balance.
  • Fixed the initial states for trinket slots and hero selection panel.
  • Revised and updated the special abilities for several characters, including:
    • Blood Mage
    • Peasant
    • Knight
    • Paladin
    • Seer
    • Craftsman
  • Made Wizard, Missionary, Knight, Gladiator, and Sculptor available in beta.

UI and Localization:
  • Updated UI for better readability and localization.
  • Added localized text for various UI elements, tooltips, and messages.
  • Fixed localization issues for multiple languages, including Turkish.
  • Added support for additional languages.
  • Implemented tooltip messages for unlocked heroes and items.
  • Improved the display of item names on victory and defeat panels.

Bug Fixes:
  • Fixed various SFX issues.
  • Resolved issues with dice slots for silenced enemies.
  • Fixed display issues in the inventory for specific items.
  • Corrected hero position offsets and run switcher functionality.
  • Addressed card back face shadow issues.
  • Fixed skill icon appearance and behavior for several characters.
  • Corrected item descriptions and effects.
  • Ensured correct behavior for various items and abilities, including:
    • Sage's Tea
    • Sunstone
    • Divorce Ring
    • Hydra's Heads
    • Reaper's Contract

Miscellaneous:
  • Added animation for randomly acquired items (work in progress).
  • Implemented new background and menu redesigns.
  • Updated credits and menu background.
  • Added new codex and updated item lists.
  • Improved victory screen and finetuned related elements.
  • Merged changes and synchronized with the master branch regularly.

This update brings a significant number of visual enhancements, gameplay improvements, bug fixes, and new features to enhance your experience in Dice & Fold. Enjoy the game and provide feedback through our community channels!
May 24, 2024
SwapPics: Knights vs Demons - grant
Add 15 achievements for wining battles at various difficulty levels
Cast Out Colony - Natis
Hey there! Nathan the Game Dev here!

We are happy to release our first new addition to the roster! Leep O'Nardo joins the colony, and bring not only a unique twist to a new playable character, but TONS of new features. Read below for all the patch notes in v0.2!

Also, if you are enjoying the game, PLEASE leave a review! Our next goal is to hit 50 total and we can't do it without your help! Big thank you to those that have already taken the time to leave us a review!

EA 0.2 Patch Notes

Character Changes:


    New Character: Leep O’Nardo!
  • Leep’s playstyle is drastically different from our other characters. He has +30% luck, and -20% everything else! His runs rely on good fortune to obtain rare chest, critical hits, items from acorn trees, etc. We really enjoyed playtesting him, and we hope you do too!

  • Mighty Green - Base speed increased by 20%.
  • Leaf Shuriken - Base damage increased by 10.

    New Stats:
  • Acorn - Increases the maximum number of acorn trees that can spawn.
  • Critical Hit Chance - Chance to deal critical damage.
  • Critical Damage - Increases the amount of damage dealt on critical strikes.
  • With the addition of Critical Hit Chance, Luck has a lesser chance of causing a critical hit.

    New Companion: Flealix!
  • Flealix is the owner of a small merchant booth (See Colony Changes) that will join the player in Arenas! Every so often Flealix will throw a useful item from his shop to the player!

Skill Changes:

New Active Skills
  1. Decoy - Throw scarecrows to distract your foes!
  2. Sunbeam - Rays of light randomly strike around the character.
  3. Moonbeam - The glow of the moon strikes at the character’s location.
New Passive Skills
  1. Nice Dice - Extra Rerolls.
  2. Cast Out - Extra Cast Outs.
  3. Acorn Tree - Increase the number of acorn trees in an Arena.
  4. Strike - Crit Damage.
  5. Precision - Crit Hit Chance.
Other Skill Changes:
  • Molt has been changed from an Active Skill to a Passive Skill.
  • Eruption’s weapon image has been updated to the correct color.
  • Fixed glitch where Atomic Seed could be obtained without Repel.

  • Reworked casting out skills so that players can pick a skill even after casting out a skill. However, if a player casts out all 3 skills on the upgrade menu, the game will resume without the player receiving a new skill.

Colony Changes:

  • Merchant - This new structure will let you purchase an item to take to an Arena and use when the player sees fit.
  • Villager House’s grid layout has been adjusted.
  • Luck, Critical Hit Chance, and Critical Damage have been added to Enrichment Level stats.
  • Cooldown removed from the Enrichment Level stats.

Colony Items Added:
  • Log Mailbox
  • Streetlight
  • Metal Bench
  • Axe in Stump
  • Trail Sign
  • Wide Stone Arch
  • Green Vending Machine
  • Leep Statues (Stone, Gold, Diamond, Ruby)
  • Haybale
  • Box Scarecrow
  • Scarecrow
  • Chunky Scarecrow

These new items can be obtained in various ways including the Carpenter Shop, leveling up skills, or obtaining true survivals at Leep!


Other Things:

  • Added a Starting and Ending Banner in the combat tutorial arena.
  • Tutorials can no longer be exited unless at the final slide.
  • 34 New Achievements!
May 24, 2024
ASURAJANG - ASURAJANG CM
Extra Play Test(NA/EU)
Aim Down Screen - NeoRiley
Release Notes: ADS_Trinity_v4.2.0.202405250149

* Color space changed to Gamma. Performance increase noticed especially with Tracers
* Orbiter Gear Web Cam: Updated lights to be brighter
* Click counter: Updated to use image based digits
* ClockWidgetController: digit frames now update when color changed immediately, rather than on the minute change
* Widget images updated for the store to reflect the styling features
MADNESS: Project Nexus - The Swain 🍕
ːmpn_engiː **Beta [2.11.a]** ːmpn_engiː
[You can access this build from the ``releasebeta`` Branch on Steam]

FEATURED
⦁ Modding & Workshop Access is here! For more info on how to use mods or to make them, head over to the Workshop and check it out.
ADDED
⦁ To make life easier for modders, you can use the launch option nosplash to boot up the game without the intro sequence.
FIXED
⦁ If a career file was broken or inaccessible, it could make deleting (or sometimes even playing) other career files impossible. Now you'll be able to see (and delete) careers that don't load, whether or not a missing mod was the cause.
TWEAKED
⦁ Arena characters added to Playground as spawnable/morphable characters.
⦁ Workbench and Colorizer added to Playground.
⦁ The black border vignette of the Main Menu was cut off on the top and bottom of the screen at certain resolutions.
⦁ Abomination claws adjusted to look better when holding weapons.
⦁ Made a few more outfit pieces colorizable that were missing it.
⦁ You can press I in the Playground to see your character's stats and skills.
⦁ Deleting a career doesn't force the whole career selection screen to reload all remaining careers. This smooths out the whole process.
⦁ Blocking a bullet or a melee weapon now prevents its Debuff or DoT from applying.
May 24, 2024
Pocket Bravery - Statera Studio
ATTENTION
THIS IS A TEMPORARY PATCH TO TEST FIXES WITH ONLINE MODE AND TO RECEIVE YOUR FEEDBACK TO FINALLY MAKE IT 100% CORRECTED.

- he status option from the Player Select screen was replaced with a button configuration option;
- Added icons for Default or Accessible controls on HUD during the match;
- The shortcut system for Accessible controls was improved;
- Fixed issue on subtitle system. Now it works during a win pose between rounds.

Kimberly
- Fix for collision box of Elemental 5 (air only).

Malika
- The “Kukuda” attack has changed to avoid abusive pressure. This attack was split into two versions, light and heavy and only the heavy version can be used to execute short hop (with more startup frames).

Jorge
- Fixed the juggle points system for Supers to avoid infinities or TOD.

Daisuke
- Fixed issue with Elemental 5 that allowed to block in crouch state;
- The crouch heavy punch was improved.

Ximena
- Startup of Elemental 1it was slightly reduced, now is possible to combo with crouch heavy punch.".
May 24, 2024
MADNESS: Project Nexus - The Swain 🍕
The doors to modding MADNESS: Project Nexus are open. Modding is still in beta, but enough is now supported to get the community started.

(If you have any questions or are having any issues, pop onto our Discord or the Workshop discussion page)


-----


ADDING MODS TO THE GAME

Step 1: Subscribe to the Beta Branch on Steam (Modding is currently in beta).


Step 2-a (Workshop Only): Subscribe to mods from the Workshop.


Step 2-b (Local Files): Place the mod's entire folder into the Mods folder located inside the M:PN AppData folder (where your careers are located). Note that Workshop mods are not installed this way.


Step 3: Run the game and click the gear icon on the M:PN main menu screen to select which mods to enable.



-----

CREATING MODS

Fancy yourself a Maker, do ya? Get started by familiarizing yourself with the basics (we recommend the Modding Overview), and once you think you've got it, try all of our other modding resources on for size.

(All of these resources live in THIS MASTER DOCUMENT that will be updated regularly!)

ːmpn_hankː M:PN Modding Overview By Swain ːmpn_hankː
Get started understanding how to write mods here.

ːmpn_engiː MCM (MadCard Maker) By DarkSignal ːmpn_engiː
Alter the values of game assets such as characters and weapons (or create brand new ones), as well as their sounds, visuals, behavior, and more!

ːmpn_engiː M:PN ModTools Unity project by Swain ːmpn_engiː
[REQUIRES UNITY 2019.2.6f]
For bringing custom meshes and visual assets (character parts, weapons and addons, textures, icons, particle effects, and more) to your mod.

ːmpn_engiː M:PN Workshop Uploader by Twingamerdudes ːmpn_engiː
Get your mods on the Workshop with this custom uploader.

ːmpn_engiː FMOD Sample Project for modders by Locknar and xDefault ːmpn_engiː
Get custom audio into the game using the same tools used by M:PN's sound engineer, Locknar!

ːmpn_engiː Lua for M:PN by Twingamerdudes ːmpn_engiː
Additional cool features that wrap on top of the game. May be required for some mods.


-- And a few other links that you may find helpful --

Animation Tutorial by Swain

Modern Blender notes by Krinkels

Modding Manifesto by DarkSignal

FMOD tutorial screenshots by xDefault

Custom Armor Tutorial by Cl4ssic

Custom Audio for Weapons Tutorial by Zep

Custom Projectiles Tutorial by Zep

Ranged Weapons Tutorial by Zep

Melee Tutorial by Zep

Lua for M:PN documentation







Wildermyth - Trekopep
  • Phantasmal Step no longer blocks turn end
  • Fixed bug where subtracting an Ode down to zero could still allow that Ode
  • Fixed bug where Abjure "deafened" effect wouldn't actually reduce enemy damage
  • Fixed bug where max enemies killed in one turn wasn't always counted correctly
  • Another fix for Starwing crash bug
  • German translation updates
Sketchy's Contract - Dimensionless Games
The Break Down
Sense the day I released into Early Access, I have focused primarily on quality of life, polish, balancing, and bug fixes with only small sprinkles of content here and there. So, I've decided that it was finally time to give you all a huge update that brings all new content. Let's talk about it!
NEW
    New Map: Area 31: Sector ZeroArea 31 is a dark planet where Sketchy was known for conducting research and experiments. It's said that Sector Zero might have actually been the first Facility that Sketchy created, however, no one really knows for certain... You are most welcome to explore it though. Your contract must be met after all, so even the darkest places aren't completely off limits.New Map: Gaia: Port AerissGaia is a planet powered by magical energy, comprised of a network of floating islands. What Sketchy could possible want from a place like this is mysterious indeed. Floating islands? Waterfalls that emerge from what seems like thin air? One might ask what business science would have in such a place. You should have a look yourself. You too might feel something unsettling about it.
  • All maps have been revisited and re-imagined with a better layout and themed look to bring out the personality in their atmospheres. For example, port Sahariss has been opened up to feel much for dune-like emphasizing the danger of sandworms.
  • Players can now NAME their ship! How??? Simply visit the ship computer enter the ship command and type a name you'd like it to have!
  • The ship computer screen now displays the total amount of quota from collected scrap in the ship. This removes the need to spam the scan button which can be inconsistent a lot of the time.
  • New “SOLO” button added to the game menu that runs the game on a local instance without the need of a session. This feature is currently in experimental mode so it is not expected to work exactly as intended. A close eye will be kept on it and updates made as required.
  • New Sketchy Substance. I hope you know your lefts from your rights… lol
  • New Enemy “Boom Bot”.
  • New Enemy “Subject 6”.
  • New Elizabeth (Creepy Doll) ability. Do you dare pick her up?
  • 12 New lootables.
  • 3 New Weapon Charms.
  • 15 New Plush (Each planet now has 2 unique plush that can be found through various ways).
  • 6 New Furniture Cosmetics.
  • 3 New Misc Cosmetics.
  • 4 New Suit Colors (YES PINK is now an option).
  • New UI option to show dead teammates on the UI. Dead teammates are now hidden from the UI by default.
  • Added Footstep splash sounds to shallow water.
UPDATES
  • Hatchlings and Crawlers are now ONE-HANDED items. This change has been made to reduce the number of 2-hand carry items which eventually start to feel excessive to the player especially when playing solo or in small groups.
  • Port Lumin is now a free starter map along side Port Coral giving new players 2 maps to experience when starting out.
  • Weapons Charms now have swing physics!
  • Weapon Charms now immediately update when applied, removing the need to item scroll to see the change.
  • Access Crates now require the prerequisite security level be unlocked first to open them (this is because some access crates can actually be found outside not just inside buildings which would allow skipping of levels).
  • Access crates now ALWAYS provide credits, loot, or claw machine coins. NO MORE empty crates.
  • The chance of finding a security code has been increased for 1-2 player groups. This is one of many updates to help balance the gap in time-management and difficulty between large groups and small groups.
  • The Radioactive Sketchy Substance damage has been increased from 2 damage per second to 4 (damage scales by a small amount based on the number of players in the group due to passing of the object from one member to another which solo players do not have the ability to do), however, its quota value has increased from 50 to 100.
  • Significantly increased the number of items that can be eaten/drank (YES MILK can now be consumed) along with all new foods that can be consumed. This will further help healing up on a whim when you don’t want to spend credits at the vending machine (however you will lose quota from that piece of loot).
  • The lighting has been updated in maps where the overall lighting seems a bit too dark. This is most noticeable in the Biolumn and Rangar Maps.
  • Vending machines are now always located in teleporter rooms as well as the front entrance to the main building. Vending machines are not scattered throughout buildings so plan strategically as to whether you should bring some chips with you.
  • Elizabeth price increased from 60 to 150.
  • Crawler value reduced from 20 to 15.
  • Mines no longer trigger detection or deal damage through floors, ceilings. walls, etc.
  • Level 2 no longer has suit charge stations. Oxygen balance is the main purpose of this area and players should need to be cautious about it to survive.
  • The Maximum Suit XP gain per day has been reduced from 60% to 40%.
Gameplay Changes
  • Mine explosion radius has been increased; however, mines now deal a base value damage of 350 which decreases linearly from the center (it’s like a mini big daddy). This means if a teammate shoots one that you happen to be next too, you might not be 1-shot killed.
  • Mines have an additional perk now. They can deal damage to enemies ONLY IF they are triggered by the player. This means you can lure stronger creatures onto them, then trigger the mine with a pulse rifle to deal a large blow to their health pool. Keep in mind, the damage done to enemies is much lower than what it deals to players (150 at the center vs 350).
  • The Pulse Rife heats up 60% faster but cools down 50% faster and deals 50 DPS up from 40 DPS. I have made this change to balance its versatility out when you consider what it brings to the table.
AI Changes
  • AI health now scales with each level of security. For example, Level 0 (Main building AI) have scaled down health then a little more on Level 1 and the most at Level 2. While there is already is an existing scale on the current build that decreases health on Level 0 Vs Level 2, it didn't even consider Level 1 at all. This new scale has been tweaked based on all the player feedback on balance that has come through so far. I am excited to see how it feels to you all and look forward to continue refining it.
  • Pew Pew - a new description has been given to Pew Pew which hints at a new mechanic that allows players to completely mitigate damage while missiles are being fired. Be sure to read up on Pew Pew in Sketchy's data so you can figure out the trick to avoid death!
  • Greed is no longer defenseless and will fight back when attacked so be careful!
  • Jelloti can now be completely mitigated! You’ll need to read its weakness for a hint. However, now that its damage can be avoided entirely, its base damage has been increased from 80 to 100 and movement speed has increased as well. So be sure to execute the mechanic and avoid dying.
  • Clotty damage increased from 35 to 70. In addition, clotty now doubles in size when it defends itself to make it more visually apparent that it is attacking.
  • Elizabeth has a creepy mechanic! Do you dear pick her up?
  • Night Walker is much more intelligent… what does that mean? You'll have to find out!
  • Night Walker base heath reduced from 200 to 140, movement speed reduced, and price reduced from 200 to 140.
  • Oxy and Toxy slimes can no longer apply debuffs to players through walls and doors.
  • Geed can no longer steal players’ items through walls and doors.
  • Pew Pew and Big Daddy missiles no longer deal damage through walls and doors.
  • Crawler and Hatchling movement speed reduced.
  • Mimics can now display a new name when scanned.
Quality of Life
  • The spectate camera is now fixed to the client rather than following the rotation of the spectated player. In addition, players can now look up and down while spectating.
  • Dead Teammates no longer show at the top left of the screen by default. However, players can still opt into seeing dead teammates by enabling the option in video settings.
  • The teleporter command line has been shorted to “base”, “nodea”, “nodeb” to reduce the amount of typing when traveling back and forth.
  • The Customization UI has a new look, displaying all proper icons for unlockables.
  • The Plush Customization UI has been updated to show hints on where to find hidden plush and has separated claw machine plush from hidden plush into 2 columns for easy viewing.
FIXES
  • Fixed an issue where damage from the pulse rifle could hit AI clipping through walls and doors.
  • Fixed an issue where item dupes were caused via certain interactions.
  • Fixed an issue where the lava fire debuff passed to a player via another player would not fall off (this was also causing game crashes in the lava map).
  • Fixed an issue where turned in quota items could clip out of the box and be picked up again.
  • Fixed an issue where FPS settings were not applied on loading into the game.
  • Fixed an issue where photomode was turning on for some new players by default when loading into the game.
  • Fixed an issue where completing a contract would increase the quota for all connected clients rather than only the host.
  • Fixed an issue where players’ character model would appear deformed and/or weapons appear invisible after going too far from the client and/or teleported from a far distance.
  • Fixed an issue where range and healing suit points were not resetting on a failed contract.
  • Fixed an issue where players joining a session that is currently on an active planet would place the players camera below the map rather in the perspective of the ship spawn area.
  • Fixed an issue where players that walked into the pilot seat with a dead body would cause severe frame drops to the server.
  • Fixed an issue where items could be picked back up if stacked high enough into the drop off box.
  • Fixed a visual issue where lava would appear to constantly flicker.
  • Fixed an issue where casualty value was always 1 if the ship used auto-pilot to return to orbit.

What Next?
In short, the next update will be reworking way player progression. Most players don't seem to like losing everything on failed quotas and most solo players find it too harder to push far into the game. So the progression update will be taking action toward these concerns.

If you aren't in the discord, I encourage you to join as I tend to post small updates regarding my progress and its also a great place for the community to share ideas with me as well as each other.

Once again, I want to thank everyone for playing and for being patient with me as I continue make this game even better!

-Forsakenhalo
...