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Dungeons & Degenerate Gamblers News

v1.2.3-??? now live

v1.2.3-??? testing…… 3 / 52 tasks failed:
> generate starting decks...... error found at deck 15: ?????????????...... fail.
> stabilise portrait image...... fail.
> pre-seed mystery card options...... fail.

Multiple tasks failed, DO NOT UPLOAD!!!

......

Upload complete!

Putting the 'S' at the end of Purple Moss Collectors!

Hi there Tavern Dwellers! I've got two pieces of exciting news for you today:
- The v1.3 update is just around the corner, we're putting the finishing touches on it at the moment!
- The full time team here at Purple Moss Collectors has DOUBLED in size! That's right, we've hired one person!

Having another developer on the team means that future updates to Dungeons & Degenerate Gamblers and also future games from Purple Moss Collectors can be more ambitious and higher quality, so for those reasons I'm really excited to have another Moss Collector around. We've been working together getting the v1.3 update ready and it's been amazing having someone to collaborate with - I really missed that when I was the only one working on the code!

I thought this would be a good chance for you all to get to know the newest Moss Collector, so please enjoy this Q&A and sneak peek at something from v1.3.

See you in the tavern,
Mike




Can you please introduce yourself and say what you do?
Hey, I’m Gray, and mostly I drink coffee and think about games.


Why did you want to work on games?
I love games as artistic creations, as interactive worlds, as pieces of their creators that I’ve been invited to squish around like clay and shape into a new experience. I’ve always enjoyed the consumption side of that process; discussing with friends the differences in what we saw and how we felt about a game, hearing about what games had the biggest impact on them and why, and in turn sharing the games that have been most important to me. There’s nothing I’d rather do than participate in the creative process as well, and put my pieces of clay into the world for people to squish around and turn into their own experiences.

What is your favourite game and why?
I can say this now that the remaster bundled them all into one game! The Mass Effect trilogy. The characters and story of Mass Effect demolished my poor teenager emotions and I have honestly never recovered, it was formative for me.

What’s the best card you've ever had?
An entry card to the Polynesian Spa in Rotorua, which got me discounted access to the hot pools that look out over the blue lake.

What’s the best part of working at Purple Moss Collectors?
The best part of working at Purple Moss Collectors is getting to put creative energy into making something I love in a medium that has had such a huge impact on my life. There’s also getting to spend all day every day thinking about video games (which is something I already did), but now it’s something I’m putting to productive use instead of something I’m getting distracted by when I should be working…

What’s something you thought you knew about game development before but you were wrong about?
I actually didn’t expect it to be this fun! I thought it would feel more tedious, more like a job, but every day after I wrap up I can’t wait to get started again the next morning!

Any leaks? Can you share something that’s in the upcoming update? At this casino, everyone is welcome.

What’s something you’re excited about for the future of Dungeons & Degenerate Gamblers?
We’ve been working hard on the next update and it’s almost ready to release, I’m really excited to share the improvements and additions we’ve made. But I actually couldn’t wait for the v1.3 release, and I already put out a small patch that has me in the credits!

Oh cool! Uhhhh wait, isn’t this version from your experimental branch?
Uh oh…

🎲 Gamble for Less: D&DG on Sale + Two New Yogscast Games Adventures!

Hey there gamers! In case you missed it, Dungeons & Degenerate Gamblers is 25% off as a part of the Yogscast x Gamersky Publisher Sale, the perfect time for you to risk it all at a lower price! The sale runs until 20th February and is a great time for you to collect some more of the Yogscast Games portfolio, as well as check out Gamersky Games!

[h3]While you're here, check out our TWO new releases![/h3]

Border Pioneer lets you chart unexplored territories and build thriving settlements, while Stray Path takes you on a mesmerizing journey through enchanting landscapes. Both available now, with a 10% launch discount as well - or bundle them and save an extra 20%!

https://store.steampowered.com/app/2346410/Border_Pioneer/

https://store.steampowered.com/app/2531940/Stray_Path/

v1.2.3 is now live

In this update, the next of the series of smaller patches since the big v1.2 update, I've added a back up system to make sure no one else has their progress file wiped. This had affected a few players who had the game crash or had a power outage during the save operation. I'm sincerely sorry to those players who were affected and took this very seriously, spending the time to create a very robust back up and restore system.

There are also a ton of performance optimisations (too many to list!) so the game will run much better and use less memory.

Finally, there are a heap of minor improvements and bug fixes.

The update after this one will improve the controller support and navigation, so please look out for that one if you play with a controller or on a Steam Deck!


Patch notes: Progress file back up system:
- adds a system for automatically backing up and restoring progress files if the progress file gets corrupted
- adds a system for making local daily backups

Performance optimisation:
- a lot of performance optimisation changes that will make the game faster, especially with large decks or many cards in play at the same time

Card changes:
- changes Old Baseball Card's suit to Clubs (was Spades)
- removes Old Baseball Card from the Crown & Anchor reward pool

Other improvements:
- the deck selection screen now has a nice animation of the deck growing in size as the cards are added to it
- makes ID Card customiser randomisation better handles a changing number of possible customisations (importantly: Santa hat was not selectable by the randomiser)
- makes flying suit icons that come from card effects respect animation speed setting
- let draw pile be taller when deck is large
- increase both damage cap and damage multiplier cap to 999999 (was 9999)
- improves XVIII The Moon and The Moon XVIII to show the final scores during the damage comparison "clash" animation

Bug fixes:
- fixes the following Kings not counting Glitched Card as a King/Face card if it had rolled a King/Face card:
King of the Hill
King of Kings
King Cobra
King of the World
- fixes a bug where damage dealt at the end of a round could visually appear to be higher than the max possible damage able to be dealt in one hit (damage would still be dealt correctly capped)
- fixes The Chariot VII not being set to the correct value if it already had a value
- fixes a bug where exploiting The High Priestess II while it is on your foe's side would shuffle your discard pile into draw pile, not your foe's discard pile into their draw pile
- fixes a bug where the "no valid targets" error would not show on The Hanged Man XII if there were no cards in discard pile after burning the first one
- fixes a bug where Glitched Cards rolling a card with no exploit effect could be interacted, showing a "Null" error message
- fixes a bug where the card tooltip could go offscreen to the left if the card title was extremely long
- fixes a bug where XV The Devil or The Devil XV damage triggering The Victim Card leading to a bust would still use the score from before the damage was dealt
- fixes a bug where a tie caused by XV The Devil damage triggering The Victim Card would not trigger rDevil's damage
- fixes a bug where the busted cross would briefly flash back onto the score card after damage comparison while busted
- fixes a bug where the score card would briefly show foe pips during discard phase
- fixes a bug where cards could become invisible when under the effect of a Moon card and then swapped to the other play pile (e.g. Jumping Jack)
- fixes a softlock when moving a card into another play pile while XVIII The Moon or Moon XVIII effect active
- fixes a bug where "not enough chips" error message wouldn't correctly show when foe played Official Trump Card without enough chips to choose any value
- fixes the bottom 1px of the difficulty chip highlights being cut off
- fixes a bug where the boot image would display incorrectly when starting in windowed mode, and on Steam Deck
- fixes a bug where VIP Area Collector event was showing the wrong value for cards like Birthday Card and Baseball Card
- fixes a bug where the Trade Offer event wouldn't show the progress on cards like Birthday Card and Loyalty Card
- fixes a bug where clicking the leave button on the tavern counterfeiter event while dialogue was still open would leave that dialogue onscreen after the event
- fixes a bug where a Glitched Card that has previously copied a random card's effect and then was put into hand would not have an effect when played from hand
- fixes a bug where The Tower XVI could lock foe's cards in some cases
- fixes a bug where lock/unlock animation would not respect animation speed setting if it had been changed since last locked/unlocked

v1.2.2 is now live

Less wasteful exploitation
- overhauls the system for exploiting cards so that the game will check if the card can be exploited before exploiting it, meaning that Advantage is not wasted if the card's condition is not met. e.g. exploiting a Time Card while having no 9 or 5 in play will not cost 1 Advantage anymore. This improves:
Time Card
King of Kings
Hall Pass
Credit Card Knife
Insurance Card
Fingerprint Card
Lockpicking Card
Transit Card
Leaving Card
Suit Yourself
Big 2
Bounce Card
XI Strength
The High Priestess II
Wheel of Fortune X
The Hanged Man XII

Card changes
- changes Insurance Card to not allow going into debt (will not burn a card and reduce chips if you don't have enough chips to do so)
- changes Bounce Card to not be able to select itself when played from hand
Explanation:
In v1.1 if you played Bounce Card from hand it would ensure that it would not select itself since it felt bad to play it from hand and have it immediately bounce back. In v1.2 I added "or exploit" to Bounce Card, so at the same time I made it so that it can select itself. Otherwise when exploiting you can reliably use all Advantage to clear all your played cards. Now I have changed it so that these are treated slightly differently, so the card will use the v1.1 behaviour when played and the v1.2 behaviour when exploited. This means you still don't feel bad when playing from hand but you can't abuse via exploit. Best of both worlds!
- changes Magic Trick Card base value to 10

Other improvements
- adds a Santa hat and a Snowy border to the id card portrait customisation components
- reorganises the Dungeon Collector event layout to be more intuitive
- reduces hold R to restart time to 2.5s (was 5.5s)
- improves performance of flying suit icons that cards create, like diamonds created by Time Card

Bug fixes
- fixes a bug where the Dealer origin would not be correctly displayed on the Scratches created as part of the Dealer's softlock prevention
- fixes a bug where a Foil card that had foil keyword in its description would show the foil tooltip twice
- fixes a bug where the Score Card was interactable in some states where it shouldn't have been
- fixes a bug where the draw pile preview from II The High Priestess was not able to be cleared by clicking on the darkened area if the card that was played was a card that required a choice to be made
- fixes a bug where changing the volume of the music while outside of an encounter would bring back the encounter-specific track of the previous encounter
- fixes a bug where it was possible to click on Dungeon Collector choices more than once
- fixes a bug where Bounce Card didn't have the Handy keyword tooltip
- fixes a bug where flying suit icons would be spawned behind the card that created them if that card was hovered
- fixes a bug with XIII Death where it would not ever select cards for shredding that were in the player's hand
- fixes a bug where Chipotle Pepper could be activated multiple times very quickly leading to strange interactions with "on damage taken" cards
- fixes a bug where Chipmunk was setting Advantage to the wrong starting number when rolled by Chip Off the Old Block
- fixes a bug where a Fingerprint Card exploiting a Big 2 turning that Fingerprint Card into a Big 2 while the Fingerprint Card (now a Big 2) had at least one more card left to exploit during its exploit effect would cause a softlock
- fixes a bug where Fingerprint Card would appear to try to exploit a Glitched Card that did not have Exploit in its new description
- fixes a bug where using an external controller on Steam Deck with Steam Input on would lead to double inputs (note this bug is still present on MacOS, so you may need to experiment with Steam Input for this game if you are using a controller with MacOS)
- fixes a bug where the red exclamation marks for unused/unseen elements would not work on very first time launching the game
- fixes a bug where if you swapped between mouse and keyboard/controller navigation a card could get stuck as hovered after clicking on it
- fixes a bug where the discard pile tutorialisation exclamation mark icon would stay where the discard pile was even after the discard pile was shuffled back into the draw pile