Patch: 0.2.38 | Balance, Chroma and Bug Fixes!


Hi! 
Time for the first real patch for the Dice Gambit Combat Demo. This one focuses on re balancing the missions, addressing chroma and fixing various bugs and crashes.

Balance Update 

Feedback shows that many missions are a tad bit too slow, and that players often struggle with movement in the early levels. We are doing a series of changes help alleviate this. We are also lowering the difficulty on some of the later missions to make it  a bit more forgiving.

  • Missions
    All levels have been tweaked to make them easier and faster to complete. Especially later levels should be more approachable.


    • Tutorial Mission | Spawner Position moved closer to the door where players enter.
    • Canal Mission | Updated Layout, created more opportunities to snipe or dash over to mages.
    • Solo Mission | Moved the bat spawn away from the corner over to the center of the level. 
    • Crypt Mission | Altered which enemies are spawned  - reduced the number of creepers present. 
    • Defend Mission | Reduced the mission timer from 6 to 4. Reduced number of spawner - increased number of explosive bats.
    • Boss Mission | Reduced the number of additional enemies players have to face when fighting the boss.
  • Chroma
    We have received a lot of feedback indicating that Chroma felt too punishing to use. In the final game we want to find a balance between the immediate gain and long therm consequences of Chroma, to hopefully create an interesting risk-vs-reward dynamic. But for now we have decided to let Chroma reset after each mission to ease the burden.
    • A Characters Chroma Level & Amount will now reset after each mission
  • Team Dice
    We have seen quite a few unlucky player struggle with movement in the early mission. So we a increased the amount of group dice players have access to early in the game. We hope that this along with more lenient and forgiving chroma will help alleviate this frustration. We are keeping an extra eye on this one, and will continue to evaluate if we need to do more to make movement less frustrating, both for the demo and full game.


    • Increased Starting group dice to 4 from 3. 
    • Players now gain an additional group dice at campaign level 3 and 6 instead of at level 2, 4 and 6.

Bug Fixes

  • Fixed a crash involving Pylons trying to target the Return Teleport indicator. 
  • Player characters will no longer moon-walk after being pulled by the Chromatic Knight.
  • Fixed a bug causing escaped characters to still bleed in the crypt
  • Movement Indicators will now probably update after clearing the slow debuff.
  • Fixed a series of small grammatical errors in the tutorial.

There are some more bugs on our radar but these are the ones that made it into today's patch.

Huge shutout to all the lovely people at our community Discord who has been tremendously helpful in hunting down bugs and giving feedback. <3 

If you want to give feedback please consider joining the discord and tell us what you think, good and bad! Or leave a review here on itch. They are the primary way we use to evaluate which things we need to improve on.

Lots of Love and may the dice be with you!
Dice Gambit Team

Files

DiceGambit_0.2.38.zip 199 MB
Nov 17, 2021

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