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BUG: the "Curse??" status effect in the Alternate Universe episodes does absolutly nothing.

Would you still update the mod?
I have found a number of glitches with it.
Sadly, I didn't write any of them down. But the one glitch that ruins the experience is that - with the Inventor's Boss Rush, the player is only given 24 HP and 2 dice, instead of the intended 44 HP and 5 dice. Makes it impossible to beat this episode.

How do you access the new episodes? All I'm seeing on the episodes list are the default ones.

Which version did you install? You have to install the one labelled "everything" to get the new episodes.

(2 edits)

Also got this crash when winning Skatah by the Thieft in a parallel universe

--------------------------------------
filename: diceydungeons
package: com.terrycavanaghgames.diceydungeons
version: v1.12.2 / 1.0 (mod API)
sess. ID: dicey_dungeons_2021-12-02_09'20'43
started: 2021-12-02 09:20:43
--------------------------------------
crashed: 2021-12-02 11:58:34
duration: 02:37:50
error: ERROR in callscenemethod(Combat,update) static : Null Object Reference, stack = 
Called from elements.Fighter.runendturnscripts (elements/Fighter.hx line 603)
Called from elements.CombatCommand.execute (elements/CombatCommand.hx line 981)
Called from states.Combat.update (states/Combat.hx line 373)
Called from Reflect.callMethod (C:\coding\haxe\openfl\std/cpp/_std/Reflect.hx line 55)
stack:
haxegon.Scene.callscenemethod (haxegon/Scene.hx line 93)
haxegon.Scene.update (haxegon/Scene.hx line 53)
haxegon.Core.doupdate (haxegon/Core.hx line 265)
haxegon.Core.onEnterFrame (haxegon/Core.hx line 178)
starling.events.EventDispatcher.__invokeEvent (starling/events/EventDispatcher.hx line 184)
starling.events.EventDispatcher.dispatchEvent (starling/events/EventDispatcher.hx line 144)
starling.display.DisplayObject.dispatchEvent (starling/display/DisplayObject.hx line 778)
starling.display.DisplayObjectContainer.broadcastEvent (starling/display/DisplayObjectContainer.hx line 456)
starling.display.Stage.advanceTime (starling/display/Stage.hx line 108)
starling.core.Starling.advanceTime (starling/core/Starling.hx line 469)
starling.core.Starling.nextFrame (starling/core/Starling.hx line 455)
starling.core.Starling.onEnterFrame (starling/core/Starling.hx line 682)
openfl.events.EventDispatcher.__dispatchEvent (openfl/events/EventDispatcher.hx line 443)
openfl.display.DisplayObject.__dispatch (openfl/display/DisplayObject.hx line 1236)

But that was happened just one time, replaying bossfight hasn't reoccur the crash

(1 edit)

Hello, I got crash in the lady luck mode:

--------------------------------------
filename: diceydungeons
package: com.terrycavanaghgames.diceydungeons
version: v1.12.2 / 1.0 (mod API)
sess. ID: dicey_dungeons_2021-11-29_19'48'31
started: 2021-11-29 19:48:31
--------------------------------------
crashed: 2021-11-29 22:24:56
duration: 02:36:24
error: ERROR in callscenemethod(Combat,update) static : Error: Can't update HP for Request Volunteer, stack = 
Called from elements.Monstermode.updatecardhp (elements/Monstermode.hx line 447)
Called from elements.Monstermode.endcombat (elements/Monstermode.hx line 220)
Called from states.LevelUpScreen.endfight (states/LevelUpScreen.hx line 282)
Called from elements.CombatCommand.execute (elements/CombatCommand.hx line 734)
Called from states.Combat.update (states/Combat.hx line 373)
Called from Reflect.callMethod (C:\coding\haxe\openfl\std/cpp/_std/Reflect.hx line 55)
stack:
haxegon.Scene.callscenemethod (haxegon/Scene.hx line 93)
haxegon.Scene.update (haxegon/Scene.hx line 53)
haxegon.Core.doupdate (haxegon/Core.hx line 265)
haxegon.Core.onEnterFrame (haxegon/Core.hx line 178)
starling.events.EventDispatcher.__invokeEvent (starling/events/EventDispatcher.hx line 184)
starling.events.EventDispatcher.dispatchEvent (starling/events/EventDispatcher.hx line 144)
starling.display.DisplayObject.dispatchEvent (starling/display/DisplayObject.hx line 778)
starling.display.DisplayObjectContainer.broadcastEvent (starling/display/DisplayObjectContainer.hx line 456)
starling.display.Stage.advanceTime (starling/display/Stage.hx line 108)
starling.core.Starling.advanceTime (starling/core/Starling.hx line 469)
starling.core.Starling.nextFrame (starling/core/Starling.hx line 455)
starling.core.Starling.onEnterFrame (starling/core/Starling.hx line 682)
openfl.events.EventDispatcher.__dispatchEvent (openfl/events/EventDispatcher.hx line 443)
openfl.display.DisplayObject.__dispatch (openfl/display/DisplayObject.hx line 1236)

I'm also can't understand what should do "request volunteer" button. so I just killed the first enemy and the crash occurred

And by the way, are mods support localisation? I can try to help you to localise your mod on Russian

(+1)

episode 6 for inventor (boss rush),  that run always starts with a level 1 inventor for me. makes the episode pretty tough, have not won. is this intentional to start him at L1? even if you squeeze a win, he doesn't level up

I played about 1 hour 30 minutes of this of the first three classes. I had a very frustrating bug with Thief where the thing that gave both you and the enemy Counter X, would repeatedly and seemingly randomly trigger even when there was no way it could, like if I put 1 into a split-dice-in-two and it was Counter 5, I could get locked dice even though it should've been two 1's.

Next I was playing Robot and crashed when, I think the enemy that gives random crystal weapons, got one saying "Gain a random blessing" and it crashed just before the AI was seemingly about to play it.

First episodes for each character could be more interesting I think, seems like they were just bonus round modifiers + new items, without much added difficulty. I wanted to play the 2nd-6th episodes of each character but was locked from that.

Thanks for playing!

The Counter bug is actually a vanilla bug, haha

Power Crystal crashing should probably not happen, i'll fix that

lol vanilla bug? hahaha

I recorded my playthroughs, both end in a crash if you need to see what happened, I got another crash with Witch's regeneration spell, after it didn't show what 'regen' meant:

sorry that these videos are like hours long but I'm still not at the part where the 2nd-6th episodes  for each character are unlocked yet, so my commentary reflects frustration about the 1st episodes not seeming to change too much, compared to vanilla, lol
(1 edit)

Thanks for the videos!

Both bugs should be fixed in the next version.

Also, The Earth is a Scathach item, lol

I still got crashes on the random-blessing related items, and I found some of these episodes to be too similar to vanilla gameplay. Inventor's 2nd and 3rd rounds seem significantly easier than before. You just reroll gadgets until there is an overpowered one. Witch's 2nd round is a cool idea but lacks player customization during the run, as well as some display issues with added items like "Mouse@yme" appearing. It's also unclear what a 'prepared' slot means in that run. Overall I wish there were more distinctive rulesets for some of these rounds that I got bored of. I still plan to play up to the Alternative Universe ones at least which I have been saving.

balance ruined by The Earth lol

(1 edit)

kraken in alternate universe is SERIOUSLY broken - curse doesn't seem to wear off properly in combination with blind, and it ends up quickly just removing all of your dice. needs to either be banned from alternate universe, or have the blind / curse interaction fixed.

the dice rain equipment also doesn't seem to have any effect? which is disappointing, because i like the concept a lot for jester's wet packs. maybe add a slot and just have it return the dice?

(1 edit)

Thanks for the feedback! I'll remove kraken from AU, and Dice Rain having no slots was a bug.

two quick things: first, is it intended that in the first witch episode getting to level 3 gives you nothing except for extra HP, no prepared or upgraded spell slot? secondly, why does wizard have two dice now? even with the new spell variety, the ability to fairly reliably inflict 10 damage and two debilitating statuses every turn is WAY too strong for a level 2 enemy.

Thanks for playing the mod!

  1. Yes, the level up is intended to give you nothing. I may change this.
  2. Wizard having 2 dice is dependent on the spell on 6, but you're right, I should probably nerf him.

witch 1 is absolutely brutal without the ability to acquire any prepared or upgraded slots, i think it needs to be changed. having played most of the mod now i have a few other notes:

- it's really enjoyable overall, inventor's levels in particular feel WAY more fun than vanilla, so major props for that
- for some reason the level-up rewards for oh no 2 give you robot equipment? i can't tell if this was intentional but it should really be changed, especially because the second choice (increment or heat sink) ONLY functions as a waste of dice and your deck is already full of a lot of garbage
- speaking of, oh no 2 definitely doesn't give you nearly enough opportunity to delete cards - i think you get three total, and they're fairly early. definitely offer them with more frequency (as level rewards instead of the robot equipment?)
- for the overheating episode, using the cheat code equipment will cause the auto-uptick to jackpot properly instead of erroring. i can't tell if that was intentional, but honestly i wouldn't mind leaving it in because that episode is nasty otherwise.
- might not be fixable, but in vampire, if you reduce the enemy's max HP so their current HP is reduced to 0 or below they don't actually die, you need another hit to KO them
- upgraded quine doesn't actually do more damage, it functions the same as normal

i think that's all? i've played through episode 4 for all characters besides witch (uptick is bullying me) and the majority of the episodes feel pretty fair and balanced, as do the new enemies. quine and tetrathrowbia are the most fun new equipment imo

Thanks for the feedback!

I'll fix most of these in the new update.

Fun! Love the art; about as good as I'd do. Is this crash yours? 

crashed:        2021-05-25 08:44:01

duration:       10:30:35

error:          ERROR in callscenemethod(Combat,update) static : Null Object Reference, stack = 

Called from ai.AIScript.set (ai/AIScript.hx line 37)

Called from Script.loadallsimulationconstants (Script.hx line 606)

Called from Script.loadsimulation (Script.hx line 371)

Called from ai.AIBoard.simulatemove (ai/AIBoard.hx line 484)

Called from ai.AIState.getallpossiblestates (ai/AIState.hx line 31)

Called from ai.MonteCarloTreeSearchAI.expansion (ai/MonteCarloTreeSearchAI.hx line 804)

Called from ai.MonteCarloTreeSearchAI.treesearch (ai/MonteCarloTreeSearchAI.hx line 650)

Called from ai.MonteCarloTreeSearchAI.think (ai/MonteCarloTreeSearchAI.hx line 454)

Called from elements.CombatCommand.execute (elements/CombatCommand.hx line 154)

Called from states.Combat.update (states/Combat.hx line 373)

Called from Reflect.callMethod (/usr/local/lib/haxe/std/cpp/_std/Reflect.hx line 55)

stack:

haxegon.Scene.callscenemethod (haxegon/Scene.hx line 93)

haxegon.Scene.update (haxegon/Scene.hx line 53)

haxegon.Core.doupdate (haxegon/Core.hx line 265)

haxegon.Core.onEnterFrame (haxegon/Core.hx line 178)

starling.events.EventDispatcher.__invokeEvent (starling/events/EventDispatcher.hx line 184)

starling.events.EventDispatcher.dispatchEvent (starling/events/EventDispatcher.hx line 144)

starling.display.DisplayObject.dispatchEvent (starling/display/DisplayObject.hx line 778)

starling.display.DisplayObjectContainer.broadcastEvent (starling/display/DisplayObjectContainer.hx line 456)

starling.display.Stage.advanceTime (starling/display/Stage.hx line 108)

starling.core.Starling.advanceTime (starling/core/Starling.hx line 469)

starling.core.Starling.nextFrame (starling/core/Starling.hx line 455)

starling.core.Starling.onEnterFrame (starling/core/Starling.hx line 682)

openfl.events.EventDispatcher.__dispatchEvent (openfl/events/EventDispatcher.hx line 443)

openfl.display.DisplayObject.__dispatch (openfl/display/DisplayObject.hx line 1236)

Thank you for playing the mod!

I'm sorry, but I don't know how the crash occurred. I assume it happened while facing Bounty Hunter or Copycat, but you can correct me if I'm wrong.

This is great!
Keep up the development please!

Thank you!

I'm still working on this, don't worry.

hm...


The computer always ends up with like 2+ dice left, maybe remove on of their dice/ nerf the mouse?


Also, good luck with the mod!

You're right, computer is a bit strong. I'll remove one of their dice in the next update.