The key part of this update is the change to the Dice and Battlechip system but this update also contains 3 new weapons for every character. Each changes the way the character can be played whilst maintaining their base strengths. At release, these will be unlockable based on wins. So make sure to try them out now before then. They don't have unique models yet but they will!
Since the inception of Lucky Turns, the dominant strategy is to take the dice with the most repeated numbers and aim for Lucky Turns. This meant your buffs/debuffs didn't tick down and you'd get to use your Modules a second time. Therefore loadouts were centralised around rolling 1,2,3 and 4 which isn't using the whole spectrum of numbers. Lucky Turns were so useful that even rolling 2s in the Attic wasn't much of an issue. To combat this, dice have been reworked to only have pairs of numbers on which will reduce the occurrence of Lucky Turns.
Dice in general are reworked to have higher numbers and now function on a common, uncommon and rare system. Battlechips are integrated back into the Dice like before and function on the same system. Rolling rarer Statuses will increase the duration or potency of the effect. You can also attach a status to your stat dice for deeper customisation.
Whilst low numbers meant more Lucky, there wasn't the capcity for higher numbers as they drained more of your battery. Now, when a boss is defeated you can forego upgrading your Attack, Shield or Charge to increase your HP and Battery instead.
Let me know what you think of this massive change on Discord, Steam Hub or twitter.
Changelog
-12 new weapons have been added for the characters to play with
-Dice have been re balanced to only have pairs of numbers on them reducing Lucky Turns
-Player dice have all been buffed from totaling 13 to 20
-Dice now work off a common/uncommon/rare system instead of Forest/Halls/Attic
-Chips are removed and dice are once again found with Status Effects already on them as shown by the symbols
-Common dice have grey symbols which is the same effect they used to have, uncommon are white and a bit stronger and rare are yellow and stronger still.
-Upgrading a common dice ups its values by 6, uncommon by 5 and rare by 4.
-Chests and Shops can now give upgraded dice.
-The shop now sells 3 dice, 2 modules and a potion
-Information regarding Dice and they're upgrade values are no much clearer
-Instead of finding chips which add 2,3 or 4 status symbols to the dice, it's always set to 3 symbols on the Action Dice.
-You can now assign a dice to your Stat Dice which will give your Stat Dice 2 status symbols. You can make your own combos!
-If your Stat is 6 or more and the status symbol is rolled, you'll get an extra effect. This includes the Charged! buff
-Putting an upgraded dice in the stat slot increases that stat by 1
-Power Dice now show their boosted numbers at all times. Putting a Power Dice in a Stat slot increases that stat by 2,3 or 4
-Instead of choosing between a stat point or 3 ghost jars after a boss, the choice is now a stat point or a 4 Max HP and Battery
-Shield now degrades by 20% of its value instead of at certain thresholds
-Enemies have been buffed to accommodate the power of your dice increasing
-Stun, Crush and Vital and their related Modules have been removed.
-Danger reworked into being a multiple turn buff like Angry which increases all your dice rolls by 2 as long as you're under half health
-Screens involving dice and modules have been updated.
-The shop and the blacksmith let you swap freely between seeing your dice and modules instead of being set to what you're looking at.
-The weapon inventory backpack now scrolls through all dice and modules in an easier to see way
-A new checkbox in the weapon inventory shows an equipped dice's full information when hovering over it.
-Winning a Module after a fight will now let you scroll across all your equipped and backpack modules
-Extra Sickness Module now works on Special skills and status duration increased to 2
-Dirty Potion, Filtered Potion and Potion Bomb have been removed.
Bugs
-Fixed burn activating on dodge
-Fixed modules being active in battle if they were in a slot that is now empty
-Fixed being able to cancel out of a roll after rolling a dice
-Fixed the player still doing angry damage against a Mirrorcat
-Fixed the percentage for dice matching your Modules to 15% from 0%
-Fixed the dodge sound effect in the forest playing at full volume
-The volume sliders now use the whole slider and affect the music properly
-Fixed Quality resetting to ultra every time the level changed
-Fixed Jackobox not spinning in its attack animation
Changed files in this update