TalebenchWhat’s new
What changed in Talebench, a section per day, newest first.
Look → How the game sounds offers Table sounds as a pictured choice: wood, leather and paper for every click, the sounds a new game starts with. · 2 changes
Updates that day: First steps counted once known · Table sounds to pick · Your last matches · Back to your match
Look
- Look → How the game sounds offers Table sounds as a pictured choice: wood, leather and paper for every click, the sounds a new game starts with.
- A new game’s Look opens with its main choices again: More no longer opens by itself because of the game’s sound set.
Eleven more interface sounds a look can set: picking something, a switch, a tab, a slider, picking up and laying down, “not now”, your move, a link copied, someone joining and a reward. · 6 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
Look
- Eleven more interface sounds a look can set: picking something, a switch, a tab, a slider, picking up and laying down, “not now”, your move, a link copied, someone joining and a reward. The chip set has its own for each.
- A new game is heard from the start: it takes the Table sounds (wood, leather, paper), which Look → Sounds changes or turns off. Games made before keep what they have.
- The text in a box that fades from one colour to another is chosen to read at both ends, and the check names the end that reads worse.
- A new sound set for the look: table sounds of wood, leather, paper and coins for every interface sound you leave empty, with a Listen button. Dice Duel and Lantern Keeper use it.
- The library has the dice sounds of picking up, laying down and sliding a die, and the table sounds one by one.
- A battle’s look can give the dice their own sounds (shaken, rolled, landing, picked up, laid down, slid, hovered); each one you leave out keeps the built-in sound.
Extras on the title screen: a gallery of the pictures seen, a music room, chapter select after an ending and the credits on a screen of their own. · 1 change
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
Look
- Extras on the title screen: a gallery of the pictures seen, a music room, chapter select after an ending and the credits on a screen of their own. Each is off until you switch it on in Settings (full view); what players saw and heard is kept across playthroughs.
A dungeon told in words in a look that fills the screen, such as the gamebook page, now says what is around you in the story’s own box instead of alone above it. · 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
Look
- A dungeon told in words in a look that fills the screen, such as the gamebook page, now says what is around you in the story’s own box instead of alone above it.
Title screens look less alike: a band lays the cover picture from edge to edge across the top, and a title at the left now stands beside its picture on a wide window. · 4 changes
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
Look
- Title screens look less alike: a band lays the cover picture from edge to edge across the top, and a title at the left now stands beside its picture on a wide window. Deepwatch and the Dice Duel show the two.
- On a wide screen a picture in the story now fills the window behind the text, like a stage, instead of standing small in the column with a blurred copy behind it. Phones are unchanged.
- A dialogue box at the bottom of the screen grows its text with the window, so a line on a big screen is as easy to read as on a laptop.
- Looks that read like a book or a chat keep their pictures on the page; any look can do so with Keep pictures on the page on wide screens (full view).
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. · 1 change
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
Look
- On a wide window each dice table has ornaments beside the duel — chains, dragon wings, gothic iron, rune stones, brass gears or elven vines — and the runes on its crest glow gently (still with Reduce motion).
New for dice battles with defence throws: Like answers like. · 3 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
Look
- A game’s look can now set its dice duels on five more tables: Dragon scale and brimstone, Gothic cathedral and iron, Ancient runic stone, Steampunk and scrap metal, and Elven forest and ironwood. Each brings its own surface, band and crest, and the fighters’ cards, commands and coins take its metal and glow. Their pictures are in the library too.
- In a one-against-one dice battle both fighters stand in the same frame as the dice lanes and show a portrait (the character’s portrait frame, else head and shoulders), all the same size whatever the picture.
- A game’s look can set the table its dice duels stand on. The first is Iron and wood: oak planks in iron bands with rivets, the commands as iron rims on an iron bar under a crest with glowing runes, the circles as iron coins, in a darkened scene. Dice Duel uses it.