small update 3.0.18


Not too much here, just fixing some bugs and adding Dice Scale which many people requested. I couldn’t fix the issue with installing via itch app, have to use browser for now.

FEATURES:

  • Dice scale
  • New monster- golem!
  • Now submits current save when using ‘report bug’ from Titlescreen
  • Added missing nightmare transition tile
  • Smarter warnings for max mana
  • Experimental textmod custom spell support (.abilitydata.)

BALANCE:

  • Stop greens generating with modifier passives
  • Stop green hats from being offered
  • Ban modifier heroes from cursed modes

BUGS:

  • Fixed some system languages not working (Turkish +more?)
  • Fixed textmod savebricking bug
  • Improved levelling up interactions with custom hero pools, still some bugs I think though…
  • Fixed a bug that could cause enemies to skip a turn
  • Remove broken ‘custom party masochist’ achievement
  • Sarcophagus cannot flee (also ‘no flee’ modifier)
  • Allow jinx.sandstorm^1
  • Fixed some scrollwheel stuff
  • Improved v2-v3 save migration (too late for most!)
  • Fixed resurrecting heroes not working under some circumstances
  • Can under/over-pick modifiers by a little more
  • Changed Bag of Holding because it’s too much for the game to handle combined with other meta-items
  • Bell/baron passive now work better with generated monsters
  • Fixed selfheal breaking keywords like underdog
  • Minimap fixed
  • Some more too boring to mention

Files

windows.zip 114 MB
Mar 28, 2024
mac.zip 122 MB
Mar 28, 2024
android.apk 61 MB
Mar 28, 2024

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Comments

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(1 edit) (+2)

Every time I install this with the itch.io launcher it doesn't work - it just prompts me to install it again.  Any idea why this is happening? on windows

(1 edit)

i'm struggling with the custom spell command, i wonder if i'm doing it wrong. i don't mean to be rude at all by asking this way, i'm genuinely excited about it but i can't make it work.

the command seems clear on paper, to me. you take a hero, then add "abilitydata" which should tell the game to look for an ability to give to that hero (cumulating it with another if the hero already has an ability as we can see with reds, blues or greens). then the last part "(whirl.i.pendulum)", to me, means that it describes a new ability to give between those brackets, its looking for a hero's sides, and i'm assuming that the item is put there to mix things up. side replacers seem to be the only things working, other items don't mix, plus the command doesn't work with many sides and characters, healing and mana gain seems banned. Plus, weirdly, keywordless characters like ludus don't work, but scoundrel, thief and whirl do? the only different things i got working are "Thief.abilitydata.(scoundrel.i.pendulum)", "Dabble.abilitydata.(thief.i.origami)" and "Thief.abilitydata.(whirl.i.origami)". one important example is that "Dabble.abilitydata.(thief.i.pendulum)" does not work, i think identical sides (as in, 2dmg ranged is too similar to basic 2dmg) can't work together on one spell, which is fine but thats very arbitrary and limiting. items like abacus doesn't work with this command too so i think the command uses exclusively side switchers that do not grant stats, that is a very limited pool. plus, only a few heroes have 2 non-redundant sides, so the pool of heroes to choose from feels like its only a handful. in any case, the game seems to look for the 2 left sides (left and mid) of the pickable heroes and it cannot work in a vacuum, doing something like "dabble.abilitydata.whirl" doesn't work, so an item must be affixed to the chosen hero (brackets aren't necessary here ive found out!)

overall, i think this command is very limited and not usable yet. i figure thats what "experimental" means, maybe just these edge cases work right now, and honestly as a proof of concept for custom spells, i like the idea! being able to fetch one character's sides is cool and it could offer some wild creations if we could prealably and freely change one character's side before the command fetches the new side! what i think could make custom spells better is:

1) a clearer explanation from the outset of how it should work (with varied examples)

2) more possibilities for customisation starting with Mana Cost/Pip Cost (like the abilities greens and grays have), Texture (mainly the icon of the spell) and a freer range of sides to choose from. something like "Dabble.abilitydata.(thief.i.pendulum)" should work, a "2dmg then 2dmg ranged" is enough.

I wonder if being able to apply unique keywords to spells like cooldown, channel etc..., turn a custom spell into an item (like the "i.learn." something formula) or even being able to make a hero forget a spell (like the old burst+ item) could be possible. thats just bonus suggestions, i'd understand if it's not doable in 3.0!

anyway i hope i got my points across, have a great day!

(1 edit)

Are you in the discord? Folks in the #textmod channel might be able to help you make what you want. :)

I also made a tool for crafting custom spells, if it helps: https://docs.google.com/spreadsheets/d/1gOBoe9zA_CLVyUbZiJqcdWW-PXtVFlLj81FvrvMY...

I agree that while abilitydata is very cool, it's still a bit rough. Fingers crossed that tann adds more functionality in a future update. 🤞 

can you share the link to discord please?

I can't open it on mobile but the link is on the spreadsheet they shared, on the spell builder page at the bottom right!

Oh thank you! I'll gladly drop in! Your editor seems very well made I'm impressed, I will definitely use it, thanks a ton! And yeah, we can cross fingers (positively, tann if you're reading I love the game✨)

Hi I struggle to find the snd discord, do you have a valid link?

Will the game automatically update? The 3.0.18 patch was 4 days ago and my game is still 3.0.15 

Oh my lord thank you for the ability to make custom spells I'm modding and this was sorely needed! Going through the rhero command hoping to find a good generated spell was grating😭😭😭😭

(+1)

I hope this includes an improvement in terms of inventory navigation, when the list gets too big the items become hard to find/select. 

I do love the ability to create these fun custom games though, that's a big feature update.

Not sure where to put this forward so it’s going here. On ios with ringer off (so the game is muted) I often listen to an audiobook or music while playing and there is a somewhat frequent crackle in the audio of what I am listening to while playing. Not sure if it’s useful but I’m putting the copied bug report string from in game at the bottom. (Not a problem exclusive to this run.)

`{p:[11],s:5113223,c:[2045,21Z1,4],d:{sl:1,l:{m:[Bell,Fanatic]},m:[Quartz.spirit,XYZ],p:{e:[Revive Potion,Bowl,Whetstone,Seedling],h:[Monk,Ranger~D~Memory,Ninja,Druid,Thief~Bone Charm~Twin Daggers]},n:8},v:309r}`

Maybe a silly question, but is there a way to update without losing what progress I have?

For me, everything was fine and kept even after i deleted the original 3.0 files and downloaded the updated one

I uninstalled and tried it. I lost everything lol. Oh well.

app?steam?ios?android?

Just the app

Here's a weird bug I found: if you set options and then reset your progress, the options are still enabled even though they're locked

just love

Thank you for adding .abilitydata to the API! Extremely cool. ✨

Question: is there a way to make custom techniques with it? Or only spells?