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AgentCucco

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A member registered May 19, 2016 · View creator page →

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This is most likely because the mod is outdated, I pushed a couple of updates to regular Dicey Wastelands after taking over which caused a couple conflicts with my prior mods, I might eventually update my old DW addons, but I doubt that's gonna be the case.

If I had to guess, the reason why loading the addon externally to DW works, is because it might be overriding some of the original mod's behavior, which is what also causes the errors to appear.

For now, assuming your current setup has issues, I'd recommend you go back to the last update posted by MysticSword (instead of mine) on DW if you wanna use my addons.

I dunno if I triggered a flag at one point that does not reset, but I can't seem to be able to get any other ending than the pest ending now, which is a bummer.

I'm not exactly sure as to how NTT works on Epic, but if you can load DiceyWastelands properly, I see no reason as to why it wouldn't load its mods too. I might've screwed up something about mod loading on my last update, I don't exactly recall how mods actually work on dw.

You should extract the folder itself (not the contents) inside diceywastelands/mods, but make sure to extract the folder and not the files. Then just loading the entire diceywastelands mod as per usual, should load the mods as well.

Neat

Oh totally, dice is technically not incorrect as a singular form, in some parts, however the word 'dices' doesn't really exist, as dice is the plural version by defauly, it being used as a singular version is just a minority of those cases

I'm confident the singular version of dice is Die and the plural is Dice, lmao.

(1 edit)

We already got the source of the error, it has to do with some stuff that doesn't quite work on the cvs

I may just fix it on my Character Rebalance mod soon enough, already got it fixed on my build so it shouldn't take long.

Check "Softlock (Explofreak)" for more info on the error.

(1 edit)

I made a new mod that intends to extend the game's overall quality of life, by making the endgame a bit more fun instead of bland and repetitive.

The mod in question adds new mutations you can choose from after each loop you perform.

Check the itch.io page for more info: https://agentcucco.itch.io/post-loop-mutations-dicey-wastelands-mod


So not so long ago I posted a table with some changes I would've liked for characters, but I decided that it would be a better idea overall to implement them myself rather than waiting to see if MysticSword liked them or wanted to add them in.

Here's a link to the official mod page in case you are interested: https://agentcucco.itch.io/rebalance-pack-dw

Download: https://agentcucco.itch.io/more-vivid-colors-dw

So I was wondering, what could I do to make the mod look much nicer without necessarily adding or removing content, and I got struck with the idea of adding a lot of color to the game!

Character selection screen: https://imgur.com/a/GIGh2wm
Cards: https://imgur.com/a/JAC2rxR

Some examples for you not to enter the albums:

(2 edits)

I just realised there's a typo with Melting's description, it says DESRTOY instead of DESTROY :P

To avoid flooding I'll just edit this one.
I don't really know how much work would this take (rather than hard, it being tedious), but it'd be nice if we would use the two lines of description, and then have an extra argument in the csv file for the code to say the amount of uses left on the item, or if it's reusable or once per battle and so. Right now I'm struggling with a couple of descriptions for some items since I require both lines of description, but I can't tell the player that the item is reusable then and so.

Edit: I know I can do #@s(Reusable)@w at the second line, but it looks kinda unfitting. I'm willing to help reorganizing stuff if needed be, I really like this mod and I want it to become the very best it can be.

(4 edits)

Thanks, it works perfectly, although one thing I don't really get, even after checking the area setup code, is how to randomize the positions of my custom pickups, like make them appear in a random tile within the floor layout, without overlapping with enemies or other pickups.
Also how exactly do I define what my status effect does on the start of an enemy's/my turn? I really don't see a way on how I could interact with that code without having to modify it from the source, which isn't a big deal, but I want to eventually release the mod without actually replacing yours :P

Edit: I think I figured out how to do the status effect thingy, I could basically just replicate the setup I used for some of the stuff I did on my rebalance pack like regenerating Frog's hp. 

Yep:

Edit2: Still haven't figured out the floor generation thing though, the chest setup I have on that mod is far from ideal.

(2 edits)

Another quality of life thing (I played several runs until I realised I could interact with this.)

#define draw
for (var p1 = 0; p1 < instance_number(Player); p1++) {
    for (var p2 = 0; p2 < maxp; p2++) draw_set_visible(p2, p1 == p2);
    var p = player_find(p1);
    // Your other stuff
    with instances_matching(CustomObject, "name", "DungeonUpgrade") if (image_alpha > 0 && "usefloor" in self) {
        if (place_meeting(p.x, p.y, usefloor) && (inuse == 0)) {
            draw_set_halign(1);
            draw_set_valign(1);
            draw_set_font(fntChat);
            draw_text_nt(x, y - 24, "Press @y [ Pick ] @wto#upgrade equipment");
            draw_set_halign(0);
            draw_set_valign(0);
            draw_set_font(fntM);
        }
    }
}

I was wondering, is there a way for me to add new status effects, or add new elements to the area (such as medkits or wep chests) without necessarily modifying the source code, like via a mod.
I was thinking on adding a custom character that required for you to get stuff through the level or something like that, as a test, but I don't know if there's a way of doing it without having to edit the main code for the mod.

Also, it would be kinda better overall if the dice grabboxes were a little bit bigger, and so the placeboxes for the cards. It's kinda fine as it is, but it bothers me a bit to have to be more precise than usual for that, I think just making the dice easier to grab and place would be a nice quality of life change.

(5 edits)

UPDATE: I've already made a modpack adding these into the game; https://agentcucco.itch.io/rebalance-pack-dw.

There's many other characters that feel kinda overwhelming too, I'll just post a table listing some of the stuff:

CharacterSkill issuesHow to improve without being overly complicated (imo)
FishFish is perfect as he is right now.N/A
CrystalCrystal is perfect as she is right now.N/A
EyesEyes is perfect as he is right now, maybe even the best in the roster.N/A
MeltingI think Melting is great, the only "issue" I have with him is the fact that I can't reuse his skill, I know having the option to destroy every die but one may be a bit too op, but still.This one is hard for me, I'd say it could be nice if you were able to reuse his skill, with the downside that every time you use it that turn, it takes one extra hp from you per use.
I don't really know, as I said he is great as it is, this one's just on me, not really need to change anything.
PlantHis skill is not really worth using at all, since just stunning one piece of equipment is usually not better than using 2 dice for rather anything else.Maybe if his skill required just one die, but with more restrictions I'd see myself using it more, but right now I just don't see his skill useful, even if it shocked 2 pieces of equipment it would still be pretty niche.
YVHis ability is more often than ever, rendered useless, since it basically just allows you to use an ability one more time, but in most cases you don't even have the dice to do so.My idea would be to make this ability similar to Fury on Dicey, in the way that when you use it, your next card gets used twice, you could even go as far as to call it Pop!
Aside from this nitpick, I think the skill's cost is fine as it is.
SteroidsSteroids is fine when you are starting, since you can deal more damage, but it often ends up turning underwhelming around the third floor, since he lacks any sort of special ability.My idea would be, instead of granting him a second revolver, being able to hold two more columns of equipment (with the revolver being in one of them), but having to use your dice to unlock those extra spacesfor the rest of the battle (maybe 10 points).
This could give place to more interesting setups in which you could place more supportive items on those colums in case you require more assistance, or just expanding your total possibilities by quite a lot.
RobotI haven't messed much around with robot yet, so I wouldn't be able to tell.N/A
ChickenI think chicken is pretty good at the start, like steroids, but in the later game, her skill ends up rendering useless in the same way, as she'll be using all of her dice most of the time, and when she doesn't, the chances of her having doubles left are slim to none.I don't really know how to change this, her ability is good but pretty much useless by floor 3-4.
RebelI have a tough spot for Rebel, she has a pretty cool skill but I almost never end up using it, the fact that it takes so much hp and also requires 4+ makes it pretty hard for me.
I get it is an actual extra die and it can come really handy in the later game, so I don't think it needs any changes, but I still won't use it as much, or ever.
Changes are unnecessary, but if it was up to me, I'd lower the amount of hp it takes from you or just completely remove the Min4.
This is just me nitpicking though, I think it's balanced as it is.
HorrorHorror is weird, I like his gimmick but it's pretty hard to use right, like most of the time you just have to play as if you didn't have a skill, and just save it for the times in which you really need it, which I guess might be intended, but not precisely as fun.I'd say it would be more fun if you did Rads*2 dmg to the enemy, or something like that, it would be tough to change it.
Another idea would be for it to have something to do with radiation, maybe you could inflict radiation to yourself depending on the [ ] die, with the plus that you would deal more damage, but of course get damaged over time, similar to poison.
This one is tough to change.
RogueI haven't actually played as Rogue yet, at least not a full run, but for the little I saw I think she is a great and pretty gimmicky character, I like how she's designed and I woudln't change a thing.I'd just change her starting weapon for something a bit more unique, rather than a revolver.
SkeletonSkelly seems good, but the fact that you don't get to keep the die for the rest of the battle bugs me, and I get it's meant to replicate the 'blood' effect from weapons, meaning you can use it one and stuff, but still, after gambling hp away, just getting one extra die for a turn seems underwhelming.First, please make him faster, it's a pain to move around the map, lmao.
Second, I'd say it would be more fun and more rewarding if the die stayed for the rest of the battle and not just the turn, but that's up to you.
FrogI've already ranted enough about frog.Read the post above this one.

Overall I think that most of these skills could get a neat redisign to make characters more enjoyable, I think for example you did a great job with the first four characters, since the majority of their gameplay revolves around their unique abilities, however for the rest of the roster I couldn't say the same.

Still, even if this seems a little bit ranty, I want to congratulate you on the mod, it is pretty great and it's just the sort of mod I love for any game, basically creating an entire different game within another game :P
Keep up the good work!

(2 edits)

I've been trying frog lately and I can't help it but feel as if the character was really underwhelming, so I decided to change his revolver with something a little bit more unique:

Frog Pistol,Do [] damage,@s(Reusable)@w,2,-1,attack:d|sfx:sndFrogPistol,,,,EVEN,,RED,upgrade,noreusable,1,-1,0
Frog Pistol_upgraded,Do [] damage,@s(2 uses this turn)@w,2,-1,attack:d|sfx:sndFrogPistol,,,,NORMAL,,RED,,,1,3,0

Also I noticed the poison is not really worth even trying, I mean at the end it's just a max of 6 damage when you have to spend 9 points on it, and if you try and stack it up you'll get a max potential of 21 damage I think, but you'd have to wait 6 turns for that to happen, it's just not really useful at all and more often than ever I just ignore the ability entirely.
Maybe increasing the amount of poison, or lowering the amount of points you need to use the ability could make it somewhat more reliable, even if the amount just increased by 1 it would make a tremendous difference.

So I decided to open this discussion in case someone (most likely me) wants to suggest some QoL thing without flooding the discussions.

(3 edits)

Well after checking the equipment.csv, I came to the conclusion that there is no item called Bush in the game, maybe you made a typo but buhs isn't there either and that sort of stuff. 

This should be a nice placeholder for the time being:

Bush,4,5,sprJungleAssassinHide,sndJungleAssassinHurt,30,4,Camouflage:0&0|Medkit:1&0|Pipe:0&1|Bandage:0&2|Bandage:1&2,*leaf noises*,burnweak
(5 edits)

After looking at the csv files and stuff, I think the issue has something to do with trying to create a new piece of equipment out of thin air. It appears to work fine on the player, but enemies don't take it the same way.

Edit: The problem are not the enemies, I tried giving Kaboom! to myself and using it, and the error was the exact same.

Edit2: I think I know what's going on, after reading the docs thoroughly, I realised that Kaboom and Fly Bite are the only 2 items in the entire game with the tag 'giveeqtarget', which according to the docs, replaces the bottom middle item with something else. Now, the issue is that more often than ever, the middle bottom slot is already occupied by another piece of equipment, and if I had to guess I'd say it doesn't delete the piece of equipment in that slot either, thus creating the error.

Edit3: Maybe it's just the fact that 'giveeqtarget' is the only script that destroys an instance, neither 'giveeq' or 'replaceeq' do this, and they still manage to normally replace the equiment that originated the new one.

Edit4: Yeah I created my own item using 'giveeqtarget' and the error was the same, it must be an error with that script.

Long story short I was fighting an explofreak and he used the Place Bomb card, then my game softlocked.Same error as with the Fly instant death:
myeq.canuse = 0;

(4 edits)

I was having one of my best runs ever with eyes, and I proceeded to fight the final enemy of the level (A level 4 fly) with full hp, I broke 1 of his dice and burnt the other (don't know if this had anything to do with it), then the fly used his third card (didn't get to read what it was) and basically used it like 20 times due to an error and instant killed me.

This line of code, apparently: 
myeq.canuse = 0;

Edit: The card was one that said "Attempts to Poison", and there's no need for status effects in order for him to just end you in one hit.

Edit2: For more in-depth stuff check 'Softlock (Explofreak)'

I was thinking, I don't think it's possible to see what cards do the enemies have unless it's their turn, right? At least I haven't found a way and it's not listed on the How To Play discussion.

I don't really know how hard would it be to do so, but it'd be great if there was a way to see the enemy cards on your turn, similar to dicey.

So, I was playing a normal dicey run and proceeded to fight a Bush, and well this happened:I was unable to flee or do anything afterward, I had to exit the game and basically lose all of my progress.

This mod is nice, but there should be a more straightforward way of leaving the house.

Nevermind, I just had an outdated version.

Apparently this mod doesn't work on 9940, it says something about not being able to use <= with strings and numbers.

with CharSelect if race <= 16{

I am on version 1.5 of GEL and the latest version of NTT

(1 edit)

mods/GEL.mod.gml[1072:13] '113562' (GmlMod) does not have a variable 'current_time_scale'

That error constantly loops and actually covers the entire screen when I load this mod, even if I haven't loaded anything before.

Yes, but when I turn it off (stop the update search) and hit the launch button it says that Custom Throne most update in order to run.

But it says that custom throne must update in order to run correctly, well in order to run, because I can't open custom throne until the launcher updates.

(2 edits)

I've been waiting for 18 hours for custom throne to check for updates