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(3 edits)

Glad I downloaded this, balance isn't the best but it's clear you put a love into this and the concept of non-Witch characters heavily utilizing mana intrigues me.

So far I've only played Warrior, but I think Gather Life and Powered Poisoner are pretty overpowered - life drain and poison are both very strong statuses, and to be able to drain 3 health (with any dice!) or inflict 3 poison for just 1 power is really strong. (Maybe that was your intention, though? Warrior usually feels like a power romp.)

Here's what my fight against Madison looked like on the final turn: https://i.frogbox.es/m8h

I also recommend you make it more clear what Funny Dungeons is about to anyone just scrolling by on the Dicey Dungeons mod page, perhaps something like "Every character gets new episodes heavily focused on a mana substitute"

One last thing: to fix the crashing on the end of the episode (I think), just create a text file named progresssettings.txt in funnydungeons\data\text\ , write "funnydungeons" in it, and save.

There's still some ways to go with this mod, but keep it up!

Great mod, but the game crashes whenever I finish an episode. I hope the following crash log will help you fix this.

--------------------------------------
filename: diceydungeons
package: com.terrycavanaghgames.diceydungeons
version: v1.7.2 / 0.13.0 (mod API)
sess. ID: dicey_dungeons_2020-04-26_09'07'06
started: 2020-04-26 09:07:06
--------------------------------------
crashed: 2020-04-26 09:50:54
duration: 00:43:47
error: ERROR in callscenemethod(GameComplete,update) static : Null Object Reference, stack = 
Called from states.GameComplete.showscorecard (states/GameComplete.hx line 340)
Called from states.GameComplete.update (states/GameComplete.hx line 220)
Called from Reflect.callMethod (C:\coding\haxe\haxe\std/cpp/_std/Reflect.hx line 55)
stack:
haxegon.Scene.callscenemethod (haxegon/Scene.hx line 93)
haxegon.Scene.update (haxegon/Scene.hx line 53)
haxegon.Core.doupdate (haxegon/Core.hx line 268)
haxegon.Core.onEnterFrame (haxegon/Core.hx line 182)
starling.events.EventDispatcher.__invokeEvent (starling/events/EventDispatcher.hx line 184)
starling.events.EventDispatcher.dispatchEvent (starling/events/EventDispatcher.hx line 144)
starling.display.DisplayObject.dispatchEvent (starling/display/DisplayObject.hx line 778)
starling.display.DisplayObjectContainer.broadcastEvent (starling/display/DisplayObjectContainer.hx line 449)
starling.display.Stage.advanceTime (starling/display/Stage.hx line 108)
starling.core.Starling.advanceTime (starling/core/Starling.hx line 469)
starling.core.Starling.nextFrame (starling/core/Starling.hx line 455)
starling.core.Starling.onEnterFrame (starling/core/Starling.hx line 682)
openfl.events.EventDispatcher.__dispatchEvent (openfl/events/EventDispatcher.hx line 443)
openfl.display.DisplayObject.__dispatch (openfl/display/DisplayObject.hx line 1236)

I think this means it's crashing because it can't find the cutscene it's supposed to play when you finish an episode, but I don't know for sure because I can't tell what anything after that first bit means.