1.10 - It's been a while!


Hey there!

Can you believe it's been more than a year since the last update for this mod came out? A lot has changed since then, including the addition of a full DLC campaign for Dicey Dungeons called Reunion. An item from this mod actually makes a guest appearance in one of the Reunion episodes, so go check it out if you somehow haven't yet!

Now let's talk about the update. This one has been developed off and on for the past year. The biggest addition this time is the inclusion of a whole ton of items made for compatibility with other mods. If you play The Grab Bag with ncrmod or Yet More Episodes installed, there are now a ton of new versions of this mod's items that can be found when you encounter certain remix rules. Some of them have even been added to the generators for regular Grab Bag runs! Big thanks to the creators of these mods for contributing many of these!

Aside from that, this update is mostly a bunch of under-the-hood changes to make this mod's scripts easier to work with. I originally planned to include modded equipment for the Bear character as well, but that proved to be a bit too janky and tough to do. Maybe some day?

All said and done, this will probably end up being the last major content update I make for The Grab Bag. It's been more than three years since I started working on this mod, and I've honestly grown past this game in that time. I feel like I no longer have the passion or big ideas to take this mod any further. Any further updates from me will probably just be bug fixes.

Regardless, thanks for the support over the years, and have fun playing!

Here's the changelog:

  • Updated for Dicey Dungeons 2.1
  • New equipment and gadgets!
  • Added "fade" status effect from ncrmod/Reunion
  • Implemented a ton of item variants for increased mod compatibility
  • Added shock/weaken and drain/poison swaps from Yet More Episodes (thanks not mario for contributing most of these!)
  • New fire/fade swaps for ncrmod compatibility (thanks Diane & Tiktu for contributing a lot of these!)
  • Renamed "Sleight of Hand" to Steal the Show
  • Removed Magical Mould from Jester's episodes, as it did not work with Jester's deck
  • Added Zeus Dagger back to Witch's spell list
  • Taunt status effect now ignores certain equipment, such as Keymaster's keys
  • Adjusted wording on a few equipment
  • Cleaned up a whole bunch of code
  • Balance changes:
    • Changed upgrades for various equipment
      • Steal the Show becomes a NORMAL slot instead of stealing more gold
      • Snake Bite becomes REQUIRE2 instead of adding 1 more poison
      • Batch Copy becomes size 1 with 3 slots instead of being usable every turn
      • Jammed Gun deals 9 damage (up from 7)
    • Reworked Fast Charging
      • Grants +1 extra limit charge when you take damage, stackable
    • Reworked Set the Pace
      • Now deals 3 damage and grants 1 momentum at the start of each turn
    • Reworked Threepeat
      • Now deals 2 damage, becomes 6 damage every 3 uses
    • Changed base form and downgrade of Shim
      • Now MAX3/FREE1 with 3 uses
      • Downgrade is single use
    • Vita Saw is now size 1
    • Psybeam status infliction is now based on chance instead of dice value
    • Helm Splitter now gives the player extra damage on all attacks instead of inflicting weaken
    • Nausea no longer depletes poison
    • Reduced countdown on Curse of Nausea
    • Dogwood Spear now deals 7 damage instead of 8
  • Bug fixes:
    • Catch Cold is now a witch spell
    • Fixed Instant Replay+ sometimes returning the incorrect dice
    • Fixed Zeus Dagger not shocking itself when used after being cast by Witch
    • Fixed Faraday Cage not shocking equipment in specific situations
    • Fixed Discharge not dealing shock-type damage
    • Fixed Nausea? not dealing poison-type damage
    • Fixed Pierce Shooter not doing additional damage when Rose rule is active
    • Fixed some AI crashes related to some of Inventor's items

Files

grabbag.zip 200 kB
May 02, 2023

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