Talebench

What’s new

What changed in Talebench, a section per day, newest first.

Play with a friend lists your last five matches of the game: won, lost or played together, and with whom. · 5 changes

Updates that day: First steps counted once known · Table sounds to pick · Your last matches · Back to your match

Battles

  • Play with a friend lists your last five matches of the game: won, lost or played together, and with whom.
  • Closed the page during a match? Play with a friend offers Back to your match while it runs, also on another device.
  • Play a duel again and again: its end says the score of the series (“Series: You 2 – 1 Sam”).
  • Playing in another tab? The tab’s title says “● Your move” when it is your turn. The list of open matches keeps itself current.
  • Before a match starts, the lobby says how long each move may take.

After a match with a friend, Play again opens a new one with the same players and fighters; the other player sees who wants to play again. · 16 changes

Updates that day: Change your email · Games on other sites, lighter pictures · Play again with a friend · Faces on the fighter select · Every fighter framed alike · Twenty-two fighters and the table sounds · A button that cannot be used says so · Dice that sound real · A friend from the fighter select · Characters keep their look in every mood · More sounds as you play · Fair fights on the fighter select · Choose your fighter

Battles

  • After a match with a friend, Play again opens a new one with the same players and fighters; the other player sees who wants to play again.
  • Dice Duel: the small pictures on the fighter select show each fighter’s face, all the same size, without names; the card and the mouse still show the whole picture.
  • Dice Duel: every fighter’s portrait shows the head at the same size and height, the fighters come in a new order each time, and a fighter under the mouse shows the whole picture large.
  • Dice Duel: thirteen new fighters to choose, among them an ogre, an elf, a goblin priest, a hobbit, a bard, a jester, a viking and a hoplite with a pipe; every fighter is drawn in the same comic style and wins about half of all fights.
  • Dice Duel sounds new: dice shaken in a cup, rolling across the table and landing, blows on a body, a shield’s block, a parry’s ring and a crushing critical.
  • On the fighter select of a fight that can be played with a friend, Player 2’s card offers Invite a friend: the link comes up at once, and you both pick your fighters together.
  • A battle can open on a fighter select, as in an arcade fighting game: the player picks one of the fighters you list, the foe is picked from the rest, and fighters can stay locked until something unlocks them. Set it under Fighters to choose from on an encounter.
  • In a match, the last 10 seconds of your move are plain to see: the band turns red and you hear it once.
  • Give up a duel with a friend: the flag beside React asks once, and both screens say who won.
  • Games without dice battles download less: what the dice show during a fight comes with the dice part of the player only.
  • A fight played with a friend may set its own time for a move, 15 seconds to 5 minutes (Time for a move, full view). Dice Duel’s duel gives 45 seconds.
  • Dice tricks work in a match: each player uses their fighter’s own tricks on their own throw, and fighting together, the party answers a foe’s throw as when playing alone.
  • A fighter select’s small pictures use the character’s portrait frame, the part a dialogue shows as the speaker.
  • A fighter select can show its fighters in random order (Shuffle on the roster).
  • A fighter to choose from can be kept out of the foe’s pick while a condition holds, for example the foes already beaten in a run.
  • Playing with a friend: both of you choose your fighters on the same screen and see each other’s choice as it happens.

Playing with a friend: only the player whose move it is gets the controls; the other sees whose move it is and no longer gets buttons that looked like their own turn. · 4 changes

Updates that day: Clearer turns when playing with a friend · Run maps · Things made with random parts · Rules that move the story, and extras · Roles and shaking ways · Values for one chapter · Fade it out

Battles

  • Playing with a friend: only the player whose move it is gets the controls; the other sees whose move it is and no longer gets buttons that looked like their own turn.
  • A band at the top of the battle says “Your move” in the accent colour or whose move it is, with the time left; the card of the fighter who decides glows, and your own card says “You”.
  • In a match the shown exchange goes on by itself after a few seconds, and the top bar leaves out Undo, Skip and Auto, which do nothing there.
  • The gamebook prints a foe’s dice tells, such as “rolls high when wounded”.

A fight together can now take up to four players: whoever starts the match chooses how many play, and every ally’s card is named by its player. · 8 changes

Updates that day: Up to four together · Face to face, all of them · Fight together · Games on the home screen, and offline · Go back further, and see what others chose · Your progress on every device, and settings for every player · More room to read on phones · Safer sign-in · Duel a friend

Battles

  • A fight together can now take up to four players: whoever starts the match chooses how many play, and every ally’s card is named by its player. Try “The King’s court” in Dice Duel with three friends.
  • A dice battle with several fighters on a side now opens with the face-to-face screen too: every foe with its weapons, and each of your party chooses theirs before the throw for who starts. Try “Two Cinder Sprites at once” in Dice Duel.
  • Two players can now fight side by side against a game’s foes, each on their own device: “Play with a friend” in the menu offers the game’s fights together beside its duels. Try “Together against the Dice King” in Dice Duel.
  • Play a dice duel with a friend, each on their own device: “Play with a friend” in the game’s menu gives you a link to send; you both press Ready and fight, each seeing your own fighter below. Try it in Dice Duel.
  • “Play with a friend” now offers a quick match beside each fight, and the game’s open matches anyone may join. Tick “Anyone playing this game may join” to list your own.
  • In the editor (full view), a fight together says how many players it takes at most.
  • In the editor (full view), a dice battle can be played with a friend against each other or together against its foes.
  • In the editor (full view), a dice battle fought turn by turn can be marked “Can be played with a friend”, with the things each player has for the duel.

On the story map, arrows no longer cut across the corners of passages: where a curve would, the arrow goes round at right angles. · 1 change

Updates that day: The map stays where you move it · Groundwork for duels between two players · A lost battle’s arrow around its passage · Room for every panel · Arrows that keep clear of the passages · A new passage you can always click · A picture for each kind of game · Dungeons in words on a page

Battles

  • The dice battle can now let a person decide for either side, the first step towards playing a duel with a friend. Nothing changes in your games yet.

Ctrl+K (or Ctrl+P) now finds anything by name: a passage, a character, a thing, a value, a part of the editor or a command such as Publish or Play. · 1 change

Updates that day: Go to anything, switches in dungeon walls, and Deepwatch floor by floor · Title screens of their own, and fighters you can see · Point and click, and bigger text on big screens · Pictures fill the screen · Safer saving when working together · The add-on library · Add-ons with a page of their own · Share your kits

Battles

  • In a battle shown as a list, every fighter’s picture is about twice as large, so a fight looks like a fight.

An add-on can have settings of its own: in the full view, Features → Add-ons shows them on its card, and the game uses what you set there. · 1 change

Updates that day: Add-on settings and new versions · Add-ons for your workspace · Add-on pages in your look · Collections as an add-on · Add-on steps · Pages for add-ons · Add-ons with their own moves · Dice as they fell · Editing together, safely · Editing together, more safely

Battles

  • Dice battles: the story log shows each throw’s dice as they fell, a die your weapon or shield raised with its +1 beside it (“2+1”), so the combination it names always matches the dice.

When a foe’s feint, shatter or breakthrough beats your defence, it is stamped across the table with what it did, the broken die cracks and a feint’s moved dice glow, until you press play. · 20 changes

Updates that day: Add-ons prove themselves · Saves know their features · Games know their features · Ready for add-ons · Collections as a module · The next file format · Ready for the next format · A run of five · Five dice, tidied · Blows that land, foes you can read · Five dice · Watch the foe’s feint · Every blow seen · Small phones · Strike means strike · Parries that say it right · Cleaner rows of coins · A play button that asks for the blow · The foe’s tricks in plain sight · Dice that strike · Your press lands the blow

Battles

  • When a foe’s feint, shatter or breakthrough beats your defence, it is stamped across the table with what it did, the broken die cracks and a feint’s moved dice glow, until you press play.
  • When you press play, every attack die flies at the defence die it meets and strikes it: held, it shatters there; getting through, it flies on into the foe. The same when the foe attacks you.
  • In a dice duel every exchange now stands with all dice set until you press play; your press sends the dice home and deals the damage.
  • With five dice the rules of a dice fight call the run “a run of five”: it needs all five dice in a row.
  • The words of a feint or shatter no longer cover the foe’s weapon coins.
  • In a dice duel the blow now lands the moment the first die reaches the struck fighter: the damage, its sound and the cry come with the dice, not after them.
  • You see how a foe throws again: its first throw lands, the dice it keeps get their lock, the ones it throws again shake and fade, then roll.
  • A foe’s defence dice slide into the places it chose against your dice, so you see what meets what.
  • With five dice the hint under your throw names the combinations worth chasing: “One away from four of a kind!” or “… a full house!”.
  • The standard dice battle now throws five dice, one each for the head, the torso, the hands, the legs and the feet; gloves guard the hands. Two new combinations come with them: the full house (three and two alike) feints, four of a kind shatters a defence die, five of a kind breaks through. A pair alone does nothing more.
  • A parry now needs the same pips: your defence must show the attacker’s combination with the same faces, a pair of 4s against two 4s. Parries are rarer and turn the whole blow away. Games made before keep their four dice and their parry.
  • Dice Duel plays every table with five dice, Wren in fencing gloves.
  • When a foe feints in a dice duel, you now see its dice slide to their new places, and the lane shows them in the order they strike. Its “Feint!” stays on the table until you press Go on.
  • In a dice duel every blow now plays out on the table: the foe’s attack dice fly at your dice and on into your card, a parried attack is crushed on the defence, and your Strike after a feint or shatter flies too.
  • On a small phone the top of the dice duel no longer slides under the Log and Rules buttons.
  • After you choose your own feint or shatter, Strike lands the blow at once; no second press on play.
  • The Parried! stamp names the combinations as they were thrown: a +1 no longer made it read “a pair beats three of a kind”.
  • When you attack, the row under your dice no longer repeats your weapon with a coin of 0; your weapons stay in your card.
  • While an exchange waits for you to strike, the play button glows.
  • A fighter’s card with weapon coins is a little wider, so a foe’s line stays clear of its tag.

After the dice meet, each attack die plays its part: one the defence holds cracks and falls apart, one that gets through flies on into the foe. · 47 changes

Updates that day: Dice that break or get through · Damage comes last · Armour that stays, parries that add up · Your defence dice move again · Weapons in the fighter’s card · The combination once the dice lie · Who starts, once the dice lie · The feint’s words beside the foe · Nothing covers the foe’s card · A tidier dice duel · The standard fights with the weapons you choose · Combination symbols you can read · The standard for a single fight too · Aggressive swords strike back · Foes of every skill, new voices · What your foe does, plain to see · A coin for every weapon · Face to face, on a screen of its own · A second set in your test states · Dice battles on a phone, again · A clearer face-to-face screen · Dice battles on a phone · Weapon traits while you feint · Fixes in dice battles and on the story map · The standard dice battle

Battles

  • After the dice meet, each attack die plays its part: one the defence holds cracks and falls apart, one that gets through flies on into the foe. Then the damage. The attack no longer flies before the defence dice are even there.
  • In a dice duel each fighter’s weapon and shield now sit in its own card, at the right. The rows of coins above and below the lanes show only the armour, each coin over the die it guards.
  • The throw for who starts tells the result only once every die has landed, on a plaque that belongs to the table: dark wood, a gold rim, gold words.
  • A foe’s skill now tells: a veteran slips now and then, a trained one more often, a novice makes a player’s mistakes. In Dice Duel each table is a little harder than the one before.
  • A weapon's trait shows on its coin: before it works as a tag (+1, ↩2) that comes and goes as you move dice, and when it works the coin pops — yours and your foe's, in attack and defence. No more small icons on the dice.
  • In a dice battle every weapon and shield has a coin of its own beside the armour, painted like it: its +1 as the badge, its kind in the corner. The coin that only said 0 is gone.
  • Before a dice battle, a screen of its own: your foe above, you below, your weapons as large cards to choose from, a painted VS medallion between you and a Start button. The battle comes in when you start.
  • While you feint or shatter, each weapon's trait shows on the die it would act on: your axe's bite, your hammer's heavy blow, the foe's sword striking back. Move a die and they move with it.
  • Dice battles have a standard: four dice aimed at head, torso, legs and feet, a defence for every blow, set die against die by you. Switching dice battles on writes it, and Use the standard (full view) puts it into a game that has dice already.
  • Once your shield’s +1 is placed, tapping your defence dice swaps them again; tap the shield’s coin to move the +1. A second tap on a chosen die lets it go.
  • When you attack, the foe’s defence dice land and stand against yours for a moment before the damage is dealt; a feint, a shatter or a breakthrough gets its moment too.
  • While you attack, the foe’s armour coins keep showing only the armour; the defence dice show their own numbers.
  • A parry compares the combinations as thrown: a +1 from a weapon or a pair no longer turns a pair into three of a kind.
  • A 1 you raised with a +1 still shows as a 1 with its +1 in a feint, so you see it still gets through.
  • When your defence shows a pair, you can still drag your dice to other places while you choose which to throw again; before, they stayed put until you threw again.
  • The symbol of a lane’s combination (a pair, a run …) appears once its dice have landed, not while they still roll.
  • While you choose a feint or a shatter, its words stand under the foe’s card, no longer over the foe’s portrait.
  • A foe’s line on its card, like the Dice King’s, is no longer covered by the “Attacks” or “Defends” tag.
  • On a phone the Log and Rules buttons no longer sit on a tall foe card.
  • The face-to-face screen before a duel shows each fighter’s portrait as the fight does, not a small whole figure.
  • On a wide screen the Log and Rules buttons stand one above the other, clear of the foe’s card.
  • On a phone the hints button stays on your lane while the dice roll.
  • The standard dice battle no longer swaps weapons during the fight: you choose them before it starts, face to face. A game can still switch swapping on in its dice rules (full view); games that have it keep it.
  • Dice Duel: no foe takes up a second set any more, and the weapon rack no longer keeps one for you. The Bouncer and the Grand Champion are tuned to match.
  • The symbol beside a lane’s dice is drawn anew as small dice with their pips: two in a row for a pair, two above two for two pairs, a stair for a run, a triangle for three of a kind, four alike. They read the same in every look and icon style.
  • A fight with dice rules of its own now offers “Use the standard” as well (full view): it replaces them with the standard dice battle after you confirm, and one undo brings them back.
  • An aggressive foe with a sword sets its defence to strike back with its riposte, not only to block. Ysolde in Dice Duel fights so.
  • Dice Duel’s fighters cry out in voices of their own, a parry rings, and Wren has her own portrait.
  • Choose the second set to swap to in the equipment screen, beside what you wear.
  • A foe’s rerolls are shown: its dice as they lay, the kept ones lifted, then the new throw; told in the log too.
  • A foe’s skill and style can be set on its Fights in the editor.
  • Foes in dice battles have a skill and a style: a novice makes a player’s mistakes, a master always plays its best; aggressive, cautious or a gambler. In Dice Duel the tavern climbs from a novice to the masters.
  • Dice Duel's weapons and shields are painted in the same style as the armour.
  • On a phone, the ? button stands just over your dice at the lane's right end, and the combination symbols sit small on the lanes' left ends: neither covers a die or a coin, also while you defend.
    Earlier that day
    • On a phone, the symbol of your dice's combination and the ? button stand beside your coins under your lane: in the lane they covered your first and last die.
  • Before a dice battle, your weapons stand on your side of the face-to-face screen, under your name, and a shield shows a shield.
  • A pair set under a pair now holds whenever the pairing marks it: a pair whose +1 made another pair of the raised dice was looked for in the wrong place.
  • An axe's bite stays marked on its column after you defend.
  • A weapon set of an axe and a hammer shows both on its coin: the hammer small in the corner.
  • Switching dice battles on no longer warns about swapping weapons before your game has any weapons for them.
  • A test state can keep a second set of weapons, and the printed book has a line on the sheet to write it in when your dice battles swap weapons.
  • Weapons by how they are held and what kind they are. Two-handed raises three neighbouring dice, two weapons two dice of your choice, a weapon with a shield one die and the shield three dice of your defence. A sword ripostes, an axe bites into a big hit, a hammer’s blocked 6 still hurts. You place every +1 yourself after the throw: nothing is set for you.
  • A fight opens face to face: the foe with its stats, weapons and temper, you with the weapons you can take up, each showing whether it deals and takes more or less against this foe. Then Start.
  • A defence that shows a pair may throw up to two of its other dice again, once.
  • Swap weapons once a turn: Weapons (W) opens your second set and what you carry, each showing what it deals and takes against this foe. The attack that turn goes without its +1s. Foes swap too, when they are hurt or you are.
  • A parry is plain to see: before you defend, which combination beats which, and when it happens a Parried! stamp with the reason. The order of the combinations is under Rules.
  • The combinations hit as hard as they are rare: two pairs shatter a defence die, three of a kind feints, both raise their dice like a pair; no critical any more.
  • Dice Duel plays the standard at every table, against foes with weapons, tempers and voices of their own; at Captain Aldric’s table you choose your weapons from a rack. Cries are quieter.

Dice battles that throw for who starts show it on the table: before the throw, then both sums and who starts. · 3 changes

Updates that day: Who starts, plain to see · Kits kept in your workspace · Kits that bring their bundle · Kits in a demo · Make your own kits · Removing a kit · Kits · Lighter still · Lighter stories · Stories without battles load faster · Start with a bundle · Battles as a module

Battles

  • Dice battles that throw for who starts show it on the table: before the throw, then both sums and who starts. The battle waits for Go on before the first turn.
  • Each dice lane shows a symbol for the combination its dice make (a pair, two pairs, a run, three or four of a kind). Its tooltip says everything the combination does, a weapon’s part named, e.g. “a pair: its dice +1 each · counts double (Axe)”.
  • The battle system now works as a module of its own, like every other feature that switches on. Your games and their battles play exactly as before.

Features now lists what your game uses under In this game, and everything else under Add a module: each module says what it needs and how much it adds to your game’s download. · 28 changes

Updates that day: Checks, documents, levels and equipment as modules · World maps and decks as modules · More features as modules · Modules: only what your game uses · A passage between two · Blows you can hear and see · Dice to throw again, and a real axe · One sword on the coin · Iron plaques and sharp badges · Tips where they belong · Rules and log in the table’s colours · Combinations named beside the dice · A proper dice cup · Dice duels on a phone held sideways · A calmer dice table · New faces at the dice tables · Coins in sight while you choose · The dice duel on a phone held sideways · A feint that re-aims every die · Every 1 counts: the stealth jab

Battles

  • A blow that gets through now sounds like a blade on flesh, not on armour. From 6 damage the one hit cries out — their own cry if they have one, a woman’s, a man’s or a beast’s — and a blood splash stays on their portrait for the rest of the fight.
  • The acting fighter’s frame now breathes slowly instead of blinking, the shield is larger without the stray ring around it, and hovering your other coins shows where it would move.
  • A die you mark to throw again no longer fades away: it keeps its pips readable under a light veil, with a clear ↻ badge at its corner.
  • A coin showing your weapon’s own picture no longer draws the table’s painted blade under it as well.
  • At a dice table, Log and Rules are now iron plaques, and the Attacks and Defends badges are sharp plates in the table’s ember and iron instead of blurred pills.
  • A weapon that adds nothing to your dice now shows its own picture on your coin with 0 and its rule in the tip, so it no longer looks like an empty slot.
  • The hints’ scroll sits in the middle of your lane, the coins stand as far from their lanes above as below, and on a phone held sideways your coins stay in view at every moment.
  • The tip for pairing your defence dice now appears at the dice instead of in the window’s top left corner, and the ? hints are in the dice table’s colours.
  • At a dice table the fight’s Rules and Log now open in the table’s own look — dark wood under an iron rim — instead of a light card over the dark table.
  • In a dice duel on a wider screen, a combination’s name (“a pair”) now appears beside the dice instead of on top of the coin above the lane.
  • Dice thrown face down now lie under a stitched leather cup with a question mark, and their backs no longer peek over its rim. In a feint or shatter on a phone, the defender’s role badge steps aside for the instruction.
  • On a phone held sideways, a dice duel now fits the screen while you defend: thinner lanes, and your coins with their numbers stay in view.
  • When a face-down defence is revealed, its combination is now named once instead of twice on top of each other.
  • In a dice duel, tooltips no longer pop up by themselves when the next button appears under your resting pointer — only when you move over something.
  • A feint or shatter now fits on a 1280 × 720 screen: its instruction sits over the foot of the foe’s card, and momentum shares the row of the fighter’s statuses.
  • In a dice battle each blow now sounds once: where the battle’s look has its own hit or miss sound, the dice no longer add theirs on top.
  • A worn armour piece’s tooltip now reads + like its coin, and long sessions with many dice battles stay light.
  • While your feint or shatter waits, the coins with the foe’s armour and your own now stay on the table, and the instruction stands clear of them.
  • While you line up your defence, the shield now moves by its keys (H, T, L, F) as well as by a tap.
  • On a phone held sideways the whole dice duel now fits the screen, the coins above and below the lanes included, and the Attacks and Defends badges no longer cover the fighters’ names.
  • A foe’s defence laid face down now lies in the foe’s own lane, and a tooltip no longer opens by itself at the start of each turn.
  • A feint now lets you set all your dice where you want them: drag a die onto another place, or tap two, as often as you like, and see what gets through at each place before you press Strike.
  • Once you strike, the table keeps your blow as you made it — your dice in their new places, the broken defence die, what got through at each place — until the next throw.
  • Your defence dice now roll in from the right, one after another, like a throw.
  • In a dice duel the tooltips are the table’s own, and armour reads as what it adds to the defence (+3).
  • In the dice fights with zones a die that falls as 1 now always deals 1 damage, past armour and shield — unless the defence sets a 1 against it. A 1 is worth keeping now, and fewer blows deal nothing. Creators switch it on per fight: “1s always get through”.
  • Three 1s are the Stealth Strike: Wren spends them for three times their sum, past any armour and defence.
  • A coin whose piece you do not wear — no weapon, or a zone nothing guards — now shows its piece grey.

A one-against-one dice duel now takes the screen while it lasts: it stands still in the window under the top bar, the story’s text steps away until the fight is over, and nothing scrolls. · 22 changes

Updates that day: A table that holds still when you drag · Feint by hand, a shield that counts, throw again your way · Your lane stays while Aldric’s blow lands · Your feint and your shatter are your choice · The rules of each dice fight, one click away · Attack and defence always shown in a dice duel · One Victory! at a time · Die against die, heard · Your dice lane stays while you defend · The duel takes the screen · A dungeon map that shows what you know · A steadier test play · Quieter error reports · One number for a defended blow · A tidier cell panel

Battles

  • A one-against-one dice duel now takes the screen while it lasts: it stands still in the window under the top bar, the story’s text steps away until the fight is over, and nothing scrolls. The fight’s own lines are in its Log; afterwards the story comes back where it was.
  • Dragging a die in a dice duel — to aim it or to set your defence — now shows the die under your finger or mouse, and the table no longer jumps.
  • Momentum now shows in the fighter’s card under the health, and the lane of whoever attacks glows like their card.
  • A die raised past 6 keeps its pips and shows what was added (+1), never a bare number.
  • On the iron-and-wood table the centre is a painted iron medallion, and the hints sit behind a small scroll.
  • When your feint or shatter waits, the dice duel now says so over the lanes, the dice you can tap glow, and the button reads Strike.
  • While you line up your defence, the numbers under the dice now count each zone’s armour and your shield, and change as soon as you move the shield; your coins stand a little further below them.
  • Throw again: tap the dice you want to throw again — they fade with a ↻ — and the others stay. Tap none to throw them all.
  • The centre of the dice table is now a round riveted medallion holding the main button.
  • In Captain Aldric’s fight your lane no longer disappears after you press Defend: your defence dice stay set against his, with what got through under each, until the next throw.
  • In a dice duel your feint and your shatter are now yours to choose: once the foe’s defence dice lie against your attack, tap two of your dice to swap them, or tap one of theirs to break it, and see what gets through at each place before you press Strike. Strike with nothing chosen and the blow goes as it lies. Foes still choose on their own.
  • A dice duel says less: no more lines of words over and under the dice. The hints — what a parry needs, how close you are to a better combination, what your throw would do — wait behind a ? at your lane, and the fighters stand larger, right at their lanes.
  • On a dice table the coins at the dice now show painted armour — helmet, breastplate, greaves, boots — and a sword for your attack; a shield lies as a small round shield on the zone it guards.
  • A dice battle has a Rules button beside its log: it opens this fight’s own rules in a dialog — the throw, the zones, the defence, the combinations with their chances, what outplays a defence, momentum and your dice tricks — and only what this fight uses. The log opens in a dialog too, with every line of the fight, and the table no longer moves when either opens.
  • Captain Aldric’s fight now goes turn by turn: no combination gives a second attack in a row, and Wren fights him without the Fireball.
  • A dice battle shows your foe’s HP in numbers, like your own.
  • While you defend, your zones with their armour and shield stay on the table, and the shield now sits as a small tilted chip on its zone, so you still see the zone’s own armour below it.
  • In a dice duel the attack bonus and the defence now stand at the lanes at every moment of the fight, also when they are zero: what adds nothing shows 0 instead of no coin at all.
  • After a won battle with a victory screen, the result in the story now waits behind it and shows once you go on, so Victory! no longer stands twice on the screen.
  • In a dice duel each pair of dice set against each other is now heard as it resolves, column by column: a hard click where the defence holds, a dull thud where the attack gets through, heavier the more it lets through, and then the blow itself. A feint, a shatter and a breakthrough each have a sound of their own.
  • In a dice duel your own lane no longer disappears for a moment when you throw to defend: your dice stay on the table until the die-against-die pairing takes their place, with Defend beside it.
  • When a foe defends in a dice duel, the line over the lanes and the line under them now name the same number for your attack.

When a foe in a dice duel defends die against die, each of its dice now shows under it what your die above got through (or ✕), and the line under the lanes sets your dice against its dice (“19 vs 7: 13 damage”), so you can follow how the damage came. · 10 changes

Updates that day: See how a parried blow’s damage comes · A defence’s total no longer shown as armour · Coins that count right against a defence · A party of four stands two and two · Hit zones in sight from the start · Dungeon words and wide screens · Walls and doors right under What’s here · A dungeon’s check fits the window · A duel’s last blow told right · A dungeon’s floor and ceiling their own · Dungeon cells set in one step · Your gear always in sight, a calmer Fireball

Battles

  • When a foe in a dice duel defends die against die, each of its dice now shows under it what your die above got through (or ✕), and the line under the lanes sets your dice against its dice (“19 vs 7: 13 damage”), so you can follow how the damage came.
  • In a dice duel with hit zones, the foe’s zones stand at its lane from the opening and from the start of your turn, before you throw, each coin with its body part’s icon (helmet, armour, legs, boots, or a shield where one stands).
  • In a one-against-one dice battle the coins at the lanes now stay the whole fight, not only after a blow: whoever’s turn it is shows what their gear adds to the attack, the other side its armour, and every coin carries an icon.
  • In a dice duel with defence throws, the coins at the lanes show the fighters’ own armour and what they add, never the defence’s total as if it were armour (the Masked Gambler wore a “−9”).
  • In a dice duel with defence throws, the coins at the lanes no longer show a “−0” for a foe without armour, nor the defence’s share as if the attacker had taken it from their own throw; while you defend, the foe’s attack and your armour stand at the lanes.
  • In battle, four fighters on a side now stand two and two instead of three in a row with one alone below.
  • When a foe’s blow ends a dice duel, the line over the lanes now says it is the foe’s turn; it kept the line before it (“Throw for who starts”).
  • On a drawn dice table the crest steps aside while Skills, Things or More stand in the action lane, instead of peeking out behind them.
  • A greyed command in a battle says why in words (“Not ready yet”, “Costs too much”).
  • Dice Duel: Wren’s Fireball needs a turn to gather after each use, and two fights were eased to match.

A chapter’s own music · 13 changes

Updates that day: A chapter’s own music · See the defence, hear the commands · The duel says what is left · Skills in the action lane · Dice tricks as coins · The duel stays together · Attack in the middle, tricks on the table · The attack’s damage on its button · Defence throws that fit the screen · The duel’s moment whole on a phone · Your gear at your dice while you aim · A dice duel that holds still

Battles

  • In a dice battle, when a foe throws to defend against your attack, its dice and what they did now stay until you press Go on (or Enter), so you can see how the damage came about.
  • The dice duel’s commands make a short, crisp sound when you press them: a blade’s swish for Attack, a cup’s snap for Throw again, a shield’s knock for Hold back and Defend.
  • On a phone the shield’s hint no longer names keyboard keys.
  • When you have thrown to defend in a dice duel, the line over the lanes now says to line up your dice and defend, instead of still asking you to throw.
  • In a dice duel, Skills and the ⋯ menu open as one row in the middle action lane instead of a column that pushed your dice and your card down; Back brings the lane’s buttons back. On a phone, six commands now always stay inside the lane, and a duel no longer slides up out of the window at its first turn.
  • In a dice duel your dice tricks are round coins next to your circles under your dice: each shows what it does as an icon and how often it is left, its name when you point at it. The duel no longer grows a row for them, so it fits a 1280 × 720 window and a phone with every trick.
  • On a tall window a dice duel keeps the fighters’ cards right at their dice lanes, the whole duel in the middle of its frame, instead of the cards at the frame’s edges, and the near-miss hint stands right under the sum.
  • In a dice duel the Attack button stays right over the table’s crest however many commands stand beside it, and dice tricks like Steady Hand look like the table’s coins instead of plain light buttons.
  • In a dice duel what your attack would do now stands as a small number on the Attack button, red with its damage or grey 0 when it would be blocked, so the line under the dice is shorter. A near miss is still said in words.
  • A dice duel with defence throws now fits a 1280 × 720 screen at every moment: what gets through each die stands on the lane’s edge, the total in the line under the lanes, and the duel stays at the same place under the top bar at each decision.
  • On a phone the line over a dice duel’s lanes, who attacks and what to do, now shows whole on two lines instead of being cut off.
  • In a dice duel with hit zones your lane now shows what your attack adds while you aim, one coin for your strength and one for each worn thing with its picture. The glow of a combination lights its own dice in the aimed order, its name stands above the dice’s +1 badges, and a wide foe like the Wyvern shows whole on its card. In Dice Duel, Strength now counts against the Wyvern.
  • In a dice duel nothing moves any more between the opening throw and the first turn: the lanes, the buttons and the hero’s card keep their places on a phone and on a large screen, and the line over the lanes says what to do first.

New for dice battles with defence throws: Like answers like. · 40 changes

Updates that day: Combinations that shake the table · Five more dice tables · The dice duel fits a laptop window · A dice battle stays in view · Painted boots and gloves · Dice duels: your gear on the table · Dice duels: portraits in frames, the right pair in the right lane · Dice tables: the duel on iron and wood · The real sum under the dice, readable results, the defence’s steps told apart · A dice duel fits a phone · A pair: its two dice count +1 · An action lane between the dice lanes; zones as circles · Dice lanes: the foe’s dice above, yours below, your commands beside them · A run counts as its highest die; the top bar in icons · Your defence thrown once, a quieter dice battle, the Grand Champion · Four zones fit on a phone · Momentum over the dice · The Attack button names the foe, one line says the moment · A pair stops a pair · Dice blows you can hear · A duel reads top to bottom · Four hit zones, die against die · Combinations that beat the defence

Battles

  • New for dice battles with defence throws: Like answers like. Set your own pair under the attacker’s pair and it holds, whatever the numbers, and the pair’s effects are gone. The attacker’s combination is marked while you pair your dice.
  • In dice battles every blow that gets through now lands with a thump, louder the more it deals, and a held blow knocks against the guard. Dice Duel plays the sound library’s hit and block on top.
  • In a dice battle of one against one, the foe stands at the top and your hero at the bottom, the dice between them, so every exchange reads from top to bottom. The buttons stay where they are while the dice land.
  • Dice battles can aim at four zones: head, torso, legs and feet, one die for each and none set aside. Switch on Four zones in the battle rules; boots can guard the feet.
  • New dice effects for fights with defence throws: Feint swaps two of your dice once the defence is set, Shatter takes away the defence die that blocks most, Breakthrough lets no defence die count. Choose them for any combination in the battle rules.
  • A dice combination can now shake the battle and make a phone rumble when the dice show it: a pair a little, a run more, four of a kind most. Set it with Shake the screen under the combination’s colour and sound. In Dice Duel every run shakes the table.
  • A dice duel fits a 1280 × 720 window with both fighters whole: the round’s line is said once over the dice, the Log sits in the battle’s corner, the cards and the action lane are a little smaller, and the hint to keep dice shows once a battle (then as the dice’s tooltip).
  • A pair you hold shows its +1 badges at once, and the momentum is a short ⚡+1 beside the moment’s line.
  • A dice battle could stand above the window with only its last card showing and the page empty below. It now comes back under the top bar when your next move is due.
  • The circles at the dice lanes are round coins with their number written over them. What you wear shows as coins of its own: each thing that adds to your armour or your attack with its picture (or its slot’s icon: helmet, armour, boots, gloves …) and its +1 or −2; what is your own one plain coin.
  • In Dice Duel, Wren now wears Road Boots, Leather Gloves and a Sealed Ember: her Armour and Strength are the same as before, part of them now from her gear.
  • A foe’s pair showed beside your previous throw as if you had one too: an attack now clears the other lane of the exchange before, and a pair’s +1 badges stay once its dice land.
  • Throw again carries a small die, like the throw for who starts.
  • In a dice duel an attack shows the target’s armour as a circle in its lane and what the thrower added in the thrower’s, and the line under the lanes the real sum: “14 + 3 − 5 = 12 damage”.
  • When you set your defence die against die, what gets through shows as a readable badge under each die (✕ held).
  • Throw to defend is a die and Defend, which sends your dice as set, a shield with a check, so the two steps no longer look alike.
  • Each exchange starts with the defender’s lane empty: your last attack no longer stands under the foe’s blow as if it were your defence.
  • On a phone a one-against-one dice battle now fits the screen: smaller fighters’ pictures, the Log beside the round’s line and a shorter preview line.
  • Dragging a defence die onto another counts the column you drop it over, even a little above or below the lane.
  • In dice battles a pair no longer cannot be blocked: its two dice count one more each, shown as a +1 badge on the faces they fell on. New dice battles use it, and so do Dice Duel’s fights.
  • A foe’s attack that waits for your defence shows its dice as they will count (a run turned, a pair raised), so you set your shield and your dice against the real ones.
  • With hit zones, keeping a die for Throw again marks the die you tapped.
  • In a one-against-one dice battle all your commands are round buttons in an action lane between the foe’s dice lane and yours; the lanes stay where they are, and the throw for who starts lands in them too.
  • With hit zones your dice stay in your lane in the zones’ order: drag a die to another zone, tap one to keep it for Throw again. Each zone is a circle at its place showing its armour; the zone and its gear are in the tooltip, and a tap on your own circle moves your shield there.
  • In a one-against-one dice battle the dice stand in two lanes between the fighters: the foe’s above, yours below. Each side’s dice stay in their lane; your defence lines up under the attack it answers.
  • Attack, Throw again, Defend, Skills and more are round icons beside your dice; their names are the tooltips.
  • In dice battles a run now counts as its highest die: 3 · 4 · 5 counts 5 · 5 · 5, and you see the dice turn. New dice battles use it for runs, and so does Dice Duel.
  • Defending die against die: your defence dice roll once, right under the attack’s dice on the same table, and after Defend they stay as you set them with the outcome under them. They are no longer thrown a second time.
  • The battle’s lines under the foe are folded into a small Log button in dice battles; the story so far still keeps every line.
  • On a phone, nothing in a dice battle runs past the screen’s right edge any more.
  • Dice Duel has a new fight, the Grand Champion, with every dice rule at once: four zones, gear, defence by hand, like answers like, hidden dice, tricks and every combination.
  • In dice battles with four hit zones the feet were cut off at the right edge of a phone; the four columns now share the screen’s width.
  • In dice battles your momentum now stands right over your dice, beside the line that says whose turn it is, instead of under the buttons.
  • In dice battles the Attack button says whom it strikes: “Attack Pip the Cinder Imp”, or the foe you tapped when there are several.
  • One line over the dice says what is happening: your turn, the foe’s turn, its attack waiting for your defence, its defence against your throw.
  • Captain Aldric fights with it, on both sides.
  • The Combinations table of a duel is under ⋯, so nothing but your turn stands under the dice.
  • With four zones the zones stand side by side, your die against the other’s in each, so you see at a glance how the foe defended your attack.
  • Captain Aldric now fights on four zones with four defence dice.
  • Captain Aldric now fights with them: a pair grazes, two pairs feint, three of a kind shatters, four of a kind breaks through. The log tells you when it happens.