Talebench

What’s new

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

Change your email on the account page: a link goes to the new address, and your old address is told once it switched. · 1 change

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

Other

  • Change your email on the account page: a link goes to the new address, and your old address is told once it switched.

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. · 2 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

Other

  • The gamebook prints the parts of a made thing as tables to roll on.
  • Your account page can now sign you out of every game at once, on every device; your saves stay.

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. · 1 change

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

Other

  • The sign-in and sign-up forms wait until the page is fully loaded before they send, so a quick press never puts what you typed into the address bar.

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. · 5 changes

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

Other

  • Behind the scenes: an add-on’s pages and steps now take your game’s own buttons and fit a phone’s screen. Nothing changes in your games yet.
  • Behind the scenes: the collections’ pages in the menu are now drawn from what Collections itself describes, the way add-ons will show theirs. They look and work as before.
  • Behind the scenes: an add-on can now show a step of its own in the story, waiting until the player goes on. Nothing changes in your games yet.
  • Behind the scenes: an add-on can now show players a page of its own in the game’s menu, drawn by Talebench in your game’s look. Nothing changes in your games yet.
  • Behind the scenes: add-ons can now bring changes and events of their own, carried out only by the add-on they belong to. Nothing changes in your games yet.

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. · 7 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

Other

  • Behind the scenes: a feature delivered as an add-on now brings a small test story, played twice before it is accepted, so that it always gives the same result.
  • Behind the scenes: a saved game now notes the versions of the features it was played with, so that a save is never opened by a version of Talebench that cannot understand it.
  • Behind the scenes: a published game now notes which features it uses and in which version, so that future versions of Talebench keep playing it as it was made.
  • Behind the scenes: the player can now run game features delivered as separate add-on files, safely shut off from everything else. Nothing changes in your games yet; this prepares features you will be able to add to a game later.
  • Behind the scenes: collections now run as a module of their own, the first step towards features you can add to a game. Your games play exactly as before.
  • Behind the scenes: games, saves and progress across playthroughs are now written in the next file format, where collections keep their progress as a module of their own. Everything stored before still loads; nothing changes in your games.
  • Behind the scenes: games, saves and progress across playthroughs from the next file format can already be read, so that the move to it later loses nothing. Nothing changes in your games.

Dice battles that throw for who starts show it on the table: before the throw, then both sums and who starts. · 1 change

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

Other

  • The book export loads faster: it no longer fetches the battle engine it never runs.

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. · 3 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

Other

  • Dice checks, documents, levels and equipment now work as modules of their own too. Your games play exactly as before.
  • World maps and decks now work as modules of their own too, and every module now joins the game in the same few ways. Your games play exactly as before and download a little less.
  • Collections, shops, camp, and time and weather now work as modules of their own, as dungeons and dice battles already do. Your games play exactly as before; this prepares the way for modules you can add to your games yourself.

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

Other

  • A harmless notice some browsers give while a page resizes is no longer reported as an error, so real errors stand out.

New for dice battles with defence throws: Like answers like. · 1 change

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

Other

  • The library has painted boots and gloves for things, free to use. In Dice Duel, Wren’s Road Boots and Leather Gloves wear them, on her coins at the dice lanes too.