Full notes
Full Tome of Talis: A Dice Conquest Game update
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What changed
- Fixes
- Events
- Gameplay
- Compatibility
- Balance
- UI and audio
Tome of Talis: A Dice Conquest Game changes
Another update has come for Tome of Talis! Admittedly, this one is a bit more "raw" in terms of the new content, but I didn't want to wait any longer since it fixed a lot of bugs people were having.
For those with early access to the full game, the final boss Commander Talis is now reachable! The ending and such isn't ready yet though. Additionally, once you have beaten him, you can enjoy 3 new ascension levels for added challenge.
Improvements
Enemies now talk before battles! This feature is very beta, and better art will follow soon.
Quick Attack has been removed from the game, as it was very confusing to new players. In its place is True Strike, which is a melee attack that bypasses defense, dodges, and spectral. While there are minor differences, this is very similar in play to Quick Attack and much easier to understand
Dice are now sorted by rarity, with rarer dice at the top
Attack effects have been enhanced look a bit nicer
Defense shields now visually splatter when taking damage to make it more clear they are working, as well as a small scaling animation to draw attention to it
Healers now prioritize dice in more danger over low health dice. Let me know what you guys think of this change. Essentially now healers might choose to heal a lightly injured unit over a heavily injured unit if the lightly injured might take damage.
Mana Generation now has an effect to make it more obvious when it occurs
The intro is a bit better
New enemy: Blood Mage. An early enemy that hits fairly hard for his tier, but loses two health every time he activates.
New Enemy: Giant Beetle. An early enemy that has a lot of defend sidesbut not a lot of health.
New Enemy: Twisted Cleric. An enemy unit that has a high amount of cleansing
Several new fights have been added to the first dungeon.
Balance Changes
A huge rebalance across the board has been done on many units. It is too comprehensive to list out all units exactly, but lots of math and calculations were used to hopefully make units more balanced within their rarity.
Giant has 45 health now (was 30). Ganking him was a little too easy!
Quick setup is now much stronger. At level one it now also rolls the die as well. At level two, it gives two stacks of Rally. Quick Setup can only be cast on a die that hasn't been setup yet.
Reworked Lightning Mage into a new unit, he now casts lightning at the start of each round, and when deployed and no longer has multi-strike
Drill has been nerfed, it was way too good!
Robin's lily is now a rare Relic
Fixes Cult Leader now properly spawns cultists as intended
Dice no longer shake when activating unless it is an action emitting from them (i.e. defense)
Fixed the visual for the flank effect
Rewrote some stunning/dazing logic
Wildlings now attack immediately
Fixed a bug causing multistrike to not display its rally damage properly
Reworked the way instant abilities execute so they are more intuitive without being spammable
Fixed minor bugs involving the dice tray
Selling Dice now has a sound effect
Fixed a bug where dice incorrectly sold for way more than they should
Fixed a bug where certain parts of the dice tray couldn't be selected.
Fixed a bug allowing you to game replays to change the past and by extension the future (Note: It is currently possible to inception style enter replays inside replays. It doesn't cause any real issues afaik, so I'm leaving it alone for now.)
Fixed a bug where healers prioritized overhealed units
Fixed several bugs with quick setup that made it confusing to use, as well as a rewording for it.
Giant is recolored to a green
Reworded Rally ability
Fireball attacks no longer can cause issues/crashes
Fixed a bug allowing you to cheat the spells cast unlock requirement
Fixed a bug that made buyable dice look different than they really are.
Fixed a bug where enemy arrows flew backwards
Fixed a bug where wild strike dice would sometimes not retarget if their target died in a weird way.
Fixed a bug where jesters ability caused errors
Fixed a bug where protection made defenses not work (ironic)
Fixed several bugs related to particles and other pieces being above/below elements they shouldn't
Fixed many bugs related to passives appearing wrong
Reworked tutorial to explain true strike better
Source
Changelog.gg summarizes and formats this update. How we read updates.
