Please keep in mind that this patch is still early Alpha work. Bugs expected, and balance is wack (seriously wack), difficulty might vary depending on your run and mastery of the game.
New Status Effect System and Restructuring!
New Power Dice and Basic Dice in the store!
Restructuring of the Campaign layout. New Minions and Bosses!
New Starting Player inventories and Shop rework!
New Mana System for dice rolling!
New Exhaustion mechanic!
New Tooltips and Tutorials! (And more)
New Weather Mechanic!
Native Mac ARM + Intel support!
We have reworked how statuses interact with dice and also included a whole assortment of new different status effects. We've increased synergies in families to focus on different playbooks that can give the player a wider amount of build variety while we solidify the mechanics that make DieQuest fun. Some of these Status Effects are buffs like Trample and Rested. Some of these are debuffs like Poison, Bleed and Sleep. There's a fair amount of them in the wild so good luck using them to your advantage. (My favorite is Arcane Energy)
We added 11 new basic dice to the game and 30 new Power Dice to the game for the Player. We added a bunch of enemy unique dice as well.
Power Dice remain consumables with limited uses. While the Player has more options to increase synergies in their builds
There's more coming in the future, maybe when we touch up the Upgrade system even more? ːsteamhappyː
We have restructured how we face enemies in the game. Campaigns now consist of wings, a wing has a few minions and a boss at the end before the next wing. How many wings? Idk there's wings. Some are Spicy, some are Medium. Wings. Enemies have unique dice and abilities and the balance might be all over, but wings dude.
Please let us know what you think.
We reworked how the combat works and we updated the animations of combat to accelerate play substantially. We changed how our priority ordering works when dice go into combat with one another. The Player has more control now when selecting Dice. The order in which you select your dice might be more important now than it was before, so keep that in mind! When Selecting Dice we have a new Mana system. There's a maximum amount of Mana a player has. Mana is used to select a dice. If you have Mana remaining after your selection you can stockpile a set amount for the next roll, try it out! Big brain mode.
When dice meet in combat, they will sometimes perish... Or maybe a lot of times... When a Die perishes we have a new exhaust mechanic. Safe to say, you don't want your dice perishing. Good luck!
Well we've added a few, the new rule for if you have a question about a game mechanic right now is to HOLD ALT for more information, this is the first step we are taking to finding ways of getting tutorials to the player without being completely intrusive on play. Keep in mind your save files from previous versions should not work with this new version, so you will have to create a new save file to get started again!
We have added a new base system, it's weather! Weather is an experimental system that we plan on expanding on in the future but for now it's something that affects the looks of maps and maybe more.
Just saying, some dice have been experiencing Thunderstorms lately. And some dice have been REALLY experiencing thunderstorms...
We've added support for Macs with this latest release. This is still a work in progress, so you may experience some visual bugs. A known bug we're shipping this release with relates to high video settings. If you find the game is not able to launch, or crashes, try to set video settings to Low or Potato, and try again. We're working towards making this experience more stable for future releases.
Performance improvements overall
UI Changes for the entire game. Navigation was added in the options menu.
Bug Fixes with the Warlock Playable Character
Bug Fixes with enemies and the bankbox
Price adjustments on unlockable characters.