A downloadable mod
That's right, more episodes.
Features:
For flexible enemy layout support, use the patch.
| Status | Released |
| Category | Game mod |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | not mario |
| Made with | Haxe |
| Tags | Dicey Dungeons |
| Average session | About a half-hour |
| Inputs | Mouse |
Place the mod in the mods folder, go to the mod menu and select it, or use a batch file.
For the mod with just equipment & enemies, you'll need to install Flexible Remix Rules to have the Bonus Round rules show up.
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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.
Also got this crash when winning Skatah by the Thieft in a parallel universe
--------------------------------------filename: diceydungeonspackage: com.terrycavanaghgames.diceydungeonsversion: v1.12.2 / 1.0 (mod API)sess. ID: dicey_dungeons_2021-12-02_09'20'43started: 2021-12-02 09:20:43--------------------------------------crashed: 2021-12-02 11:58:34duration: 02:37:50error: 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
Hello, I got crash in the lady luck mode:
--------------------------------------filename: diceydungeonspackage: com.terrycavanaghgames.diceydungeonsversion: v1.12.2 / 1.0 (mod API)sess. ID: dicey_dungeons_2021-11-29_19'48'31started: 2021-11-29 19:48:31--------------------------------------crashed: 2021-11-29 22:24:56duration: 02:36:24error: 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
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?
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.
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
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)