TalebenchWhat’s new
What changed in Talebench, a section per day, newest first.
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. · 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
Testing and publishing
- While you test a game in the editor, + Option under the options adds one in your words (to a new passage named after them), and → beside an option leads it to another passage. Both can be undone, and the game goes on where it was.
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
Testing and publishing
- An exported replay now carries the game’s add-ons, so it plays back the same run on its own. The book says when it leaves out an add-on’s step.
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. · 2 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
Testing and publishing
- Where your dice battles swap weapons, a test state can give each hero a second set to swap to: a choice per weapon slot, next to what they wear.
- In test runs and the fight check, a hero who swaps weapons really takes up the second set.
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
Testing and publishing
- Restarting or loading the test play right after the game saved your place no longer leaves an error behind now and then.