Game Updates

Patch notes and dev posts · 20,069 Browser updates
Dice Inc
Dice Inc
15 days ago

Giant Dice!

Giant dice that break into smaller ones and a lightning skill have been added to the campaign to make things more exciting. What's more exciting than lightning and giant dice? Give it a go...

Idle Isekai - An Idle RPG (Demo)

Version Vs 0.3.5

Vs 0.3.0 Demo release

NOTE: THIS IS JUST THE DEMO OF VER 0.3.0 BUT THIS WILL BE UPDATED AND FULL VERSION WILL BE RELEASED HERE FOR FREE WHEN IT IS DONE! THAT BEING SAID SOME ASPECTS OF THE FULL RELEASE MAY BE UNAVAILABLE HERE. HOWEVR I WILL DO MY BEST TO MAKE SURE THIS IS A COMPLETE AN EXPIRANCE AS I CAN!


**New Stuff**
- New character art for Groug
- New Syldove Art Complete
- New Character art for Goddess
- New Character art for Hero
- New Character art for archer
- New Character art for Lilly
- new art for priest
- New tank art
- New Dynamic enemy system with key-framing for more smooth difficulty transition
- New Dynamic Difficulty system
- Difficulty steps between units should now be more distinct
- Unit difficulty can be edited on the fly in the new editor
- stats are now "weighted" rather than simply being a set amount that i would need to manually adjust to create difficulty this should make creating defenses like "tank" or "Glass cannon" enemies more distinct and easy to build
- new story editor
- While not seen by players i have an editor that can be accessed from everywhere that i can fix spelling bugs, adjust event triggers, change trigger location, add additional scenes, adjust character placement, and much more without needing to push any new builds. This should greatly speed up bug fixes and spelling corrections
- New Event editor
- Dynamically creating public events while i technically had an event editor before this one is much more fleshed out and has way more options, before i would still need to generate an output file, Make more precise tweaks to it manually and then log into my save system backend and manually copy in the event data. This made editing it live very difficult and very prone to bugs
- with the new event editor i can do all these same corrections with GUI system and rapid deployment in the same "greater editor" as the story editor.
- As a bonus this makes it so events can now have more custom stories built into them and that @x… Should be able to create events and custom stories for special events
**New Stuff** (condinued)
- new enemy spawner
- Enemy spawn while part of the new "dynamic" enemy system it is a hard override for key points like bosses or special scenarios
- again like the other editors it can be adjusted on the fly without needing to push a new build (see the pattern here lol)
- Converted to data driven story system
- the old story system controlled Zones Enemies Stories Boss fights and lots of other system all in one and was hard coded
- the new system introduces several independent systems that make creating new worlds and story functions much easier
- THE CATCH. this more or less broke all stories that i made before i did a hacky conversion for most of the currently written story to populate in the editor but most of the actual event triggers are broken, same with several of the boss fights. because of this you will see EXTENSIVE bug fix list for this build and future ones where i continue to fix and bring back online stories that are already written
- full rework of church upgrade GUI
- featuring the stat icons reather than text
- visual bars that shows progress to next threshold
- added fun fill animation for bars
- featuring 1 click perches option.
- easy cross reference betwean stats.
- Incorporated new Backdrop.
- (**Some new stuff still coming here maybe after first demo update**)
- New Zone Editor
- simple editor for setting story backdrop zones
- main difference is that this is again live update and does not need builds pushed to fix
- also zones now default to previous zone as fallback meaning i only need to set the top of the zone

**Bug Fixes** note: Since these backend changes were so major it is impossible for me to know what bugs are residual from game version 0.2.6 and which ones have been introduced by the new backend therefore because i can't tell (and i really like listing bug fixes as it makes me feel like i'm making progress even when i can't list "new stuff") all fixes i make at this point will be listed here and are not necessarily indicative of previous game versions.
- Fixed missing triggers for world 1 story regarding blacksmith shop and motivate used
- Fixed bug where editor would not properly hide trigger parameters for story triggers that did not need them
- Fixed bug where story event trigger actions would be queued in the background before proper event was fired causing premature firing of story sections when the story segment is reached
- Fixed a Long persisten bug that would case windows to move all over it the screan was resized after start.
- whild innisal testing seams promising i sill need to do further testing to ensure it is fixed in all locatiosn! if so this ads a lot more fliexability in screen dementions noptions
- fixed remeing story bugs for world 1
- Fixed Default group to Enemy with lowest HP
- Partially fixed Shady shop jumped straight to dialog 2 (Story master needs to rewrite part 1; I lost it on accident)
- Fixed Button did not activate. This means it skipped dialog 1 and never awarded the required level up.
- Fixed After level 15 it activated the proper shop requirements (must be hard coded in shop itself)
- Fixed Game paused at level 15 and battle was forced to stop (again, probably a problem with the shady shop)
- Fixedbut needs testing: Auto-switch to latest unlocked floor
- Fixed Zone needs to change to blue on floor 30
- Fixed Skeletons did not spawn on floor 30
- Fixed Transition failed due to not finding "Demo"
- Fixed Regardless, Demo was available to find in story
- Fixed Demo did not show as a second part to a group but instead as the first part
- Fixed Chests not spawning
- Fixed Progress bar is creeping downwards each time it opens and closes
- Fixed Zone would only update when entering at a specific floor, not when progressing through
- Fixed Chests only giving tokens
- Fixed Says 0F when it's zero
- Fixed Switched from 40-100s to 45-135s. Reduce chest spawn rate
- Fixed Chests not despawning
- Fixed Giving free super tickets at summoning portal
- Fixed Long-running load bug where loading mid-battle would make you need to back out and log back in.
- Fixed New bug created by fixing progress bar creep slightly shifted other panels.
- Fixed A related, long-persistent bug where projected location of open/close panels did not properly line up with where they were going, adding a lot of trial and error for positioning. This is now fixed for a smoother workflow.
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