Memories Update Now Available! - Full Active Pause, Hotkeys, New System & more!

Dice Legacy

Dice Legacy is a dice-based survival city builder set on a mysterious ringworld. Your ship has reached the shore of an uncharted continent. Roll and use your dice to gather resources, expand and defend your settlement, survive the winter and interact with the strange inhabitants of this eerie world.

Hey folks, the time has finally come - the Memories Update is now live, featuring a completely new system of modifiers, full active pause, rebindable hotkeys, accessibility options and more! We've been listening closely to your feedback and we've been working tirelessly to bring you this major update to Dice Legacy. This update is focused on addressing the most requested features for the game, including Full Active Pause, Rebindable Hotkeys and Accessibility Options. We're also introducing a completely new system of Modifiers that unlocks after you finish the Stranded Scenario that is aimed at introducing a lot more variety and replayability to the game. In the next few days we'll publish our Development Roadmap that will illustrate what we're working on and what you can expect from Dice Legacy this Winter and beyond. [h1]Full Changelog[/h1] [h2]Memories[/h2] [list] [*]Memories are a new "horizontal" system that involves all the other mechanics present in the game. [*]Memories are unlocked after finishing the game at least once. [*]Memories can be enabled or disabled by the player in a game. [*]Memories are modifiers composed of a randomly chosen Positive and Negative effect. [*]Memories can be retrieved from certain Locations or by defeating certain Threats. [*]When a Memory is retrieved the player can choose between 3 different memory combinations. [*]When the player already has 3 memories, one will have to be discarded. [*]If the player manages to win the game, all 3 memories will be "Collected" and added to the memories collection. [*]If the player loses the game, only one memory - chosen by the player - can be collected and added to the memories collection. [*]When starting a new game, the player can select up to 3 memories to start with. [/list] [h2]Pause[/h2] [list] [*]Pause has been decoupled from difficulties and can be turned on or off by the user. [*]The game has now 3 different pause settings: - [b]Disabled[/b]: Pause is not available. - [b]Classic[/b]: Pause as it was present in the game at launch (no dice manipulation is allowed while the game is paused. - [b]Tabletop[/b]: Dice can be rolled, locked and placed freely while the game is in pause. This is the new default option. [/list] [h2]Hotkeys & Controls[/h2] [list] [*]All keys are now customizable on PC. [*]Added a key to attempt Auto-Place on all slots at once, mimicking the feature present on consoles. [/list] [h2]Accessibility[/h2] [list] [*]Added various Colorblind options and an intensity value. [*]Added an option to draw class icons on dice. While this is not super readable but it should help certain players with worse colorblindness to better tell apart dice classes. [*]Added an option to scale the dice pool. [/list] [h2]Traits[/h2] Added several new traits to the game: [list] [*][b]Claustrophobic[/b]- Cannot be employed in Mines. [*][b]Coward[/b] - Can't be employed to fight Threats. [*][b]Farmer[/b] - Provides 2 Wheat every time it is employed to harvest Wheat in Wheat Farm. [*][b]Popular[/b] - When employed with other Dice it increases the happiness of the Classes they belong. [*][b]Lucky[/b] - Double the chance of finding Gold in Mines. [*][b]Genius[/b] - When employed it has a small chance to provide 1 Knowledge. [*][b]Fast Learner[/b] - When Empowered gain 1 extra power. [*][b]Talented[/b] - When employed it has a small chance to Empower the face used. [*][b]Twin Genes[/b] - When employed in a House it provides an extra dice. [*][b]Firefighter[/b] - When employed it extinguishes all Fires around it. [/list] [h2]Balancing[/h2] [list] [*]Reworked the wounds system so that power and differences in power vs requirement from the threat are taken into account when accounting for wounds. [*]Scaled the amount of Fight and Raid faces required by the buildings of The Others depending on the difficulty. [*]Raiding the buildings of The Others now correctly provides resources. [*]The Others will react faster if the player has reached their city. [*]Stone Mines have higher durability. [/list] [h2]Readability[/h2] [list] [*]Fire and smoke are now correctly hidden by the hovered effect (this especially applies to the Steam Generator). [*]Added appropriate visual feedback when resources are obtained from destroying a Structure of The Others or when defeating a Threat (depending on Policies). [*]Made more clear when a class is Angry. [*]Changed the visual effect of a Wounded die to be more readable. [*]Improved the readability of Sickness. [*]The die tooltip now indicates which face is currently being shown in a die. [/list] [h2]Stability[/h2] [list] [*]Fixed a potential crash when loading a game with Construct Dice on older hardware and OSes. [*]Fixed a potential crash when ascending a die on older hardware and OSes. [/list] [h2]Misc[/h2] [list] [*]Added an alert window when a game is started using Ascended Dice that tells the user that Ascended Dice are removed from the Player's collection and need to be re-ascended. [*]Added a dice counter in the "Dice Limit Reached" modal window. [*]Previously selected difficulty and pause settings are now retained when creating a new game. [*]Dice replacement is now handled via a modal window. [*]Various bugfixes. [/list]