v1.1.2 - Local Co-op Improvements & More

CrossOver: Roll For Initiative

Defend your tabletop RPG character sheet from invading pixel enemies. Find matches in your tray of dice to power attacks to clear the evil from your shelf full of campaign books. Extremely frantic match-3 RPG puzzle meets action-strategy tower defence. Sort of. NOT a relaxing game!

[list] [*]Added sensitivity setting for Local Co-op gamepad control of the dice hand. [*]Local Co-op now uses alternate campaign stages that have been tweaked to reduce delays between enemy spawns, providing a more engaging and smoother experience for the sheet player, instead of "dead air" periods since they no longer match dice during breaks. Thanks to my lovely wife/business partner, and Mr & Mrs Kazanski, for testing and feedback. [*]Local Co-op dice player will no longer be blocked when sheet player is placing a mercenary (as blocker prevents placing it on the dice tray). [*]Removed the Alien Duchess from the sci-fi Dice Defense and Endless modes. It was just too strong and was pretty much instant death when it appeared. The Duke remains for now... but watch out, it's unaffected by Vulnerable, which is trouble with its 75% Resistance to Personal Weapons - remember to switch nearby towers to Tactical damage! [*]Enemies will no longer attack your Spells or Weapons if you only have 2 left. Previously, they would only stop when 1 remained. When this happened, due to cooldowns it just wasn't fun, particularly against bosses, some of which have the ability to destroy slots with one hit. [/list]