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Dice Legacy (Switch): Software updates (latest: A Storm is Coming Update)

On this page, you will find all there is to know about the various Software updates for Dice Legacy on Nintendo Switch (originally released on September 9th 2021 in Europe, North America, and Japan)!

Click here for more Software updates!

Dice Legacy – Ver. ??? (A Storm is Coming Update)

  • Release date: TBA
  • Patch notes:
Weather System

One aspect of the game we’re trying to improve is providing new challenges for experienced players and increase the variety of games. Today we are introducing a whole new Weather System that brings a whole new layer of challenges to the game.

  • Added a new Weather System that is present in all game modes. From Rains to Droughts, from Ice Storms to Strong winds, face a whole new set of challenges!
  • Occasionally a particular Weather Phenomena might occur. Weather Phenomena is forecasted at the beginning of the season and occurs in the middle portion of a season. Weather Phenomena bring with them various effects that can make the game easier or harder.
  • Experience 8 Different Weather Phenomena for the Summer and 8 for the Winter.
Forging a Realm: New Demands

We were happy with the response to the new game mode, but we knew we wanted to expand on it further. Today we’re introducing 4 new “rare” demand types to increase the variety of Forging a Realm even further.

  • Added some more rare demands for Forging a Realm, with the intent of increasing variety.
  • Added a “Construct a specific building” Demand.
  • Added a “Research a specific technology” Demand.
  • Added a “Research a certain number of technologies” Demand.
  • Added a “Control a certain number of Class District Halls” Demand.

 

Forging a Realm: New Scenarios

One feedback we got from players on the original Scenarios was that some of them were not providing enough of a different experience from the regular Escaping Fate gameplay. Scenarios were a relatively easy way for us to offer more content for the game, however with Forging a Realm we wanted to really push them into a different direction that could really offer a new – perhaps a bit wilder – way of playing the game.

  • Bizzarre Demands Scenario

    – The cost of Buildings and Technologies is randomized at the start of the game. Dice and Resource requirements for each Building, Location Structure and Threat are also randomized. Megarandom! Throw your assumptions out of the window.

  • Building a Following Scenario

    – House is disabled. Receive a random Die when completing a Demand. Gone are the super optimized builds, earn dice by completing demands.

Balancing
  • Revised all of the Encampments requirements in order to make them more viable. Generally speaking now interacting with the various Encampments should provide more interesting opportunities for trade.
  • Minor balancing adjustments done to Forging a Realm.
Miscellaneous
  • Demands that are about to expire in Forging a Realm now automatically open the Demands Panel.
  • Various bug fixes and improvements

Dice Legacy – Ver. ??? (Forging a Realm Update)

  • Release date: TBA
  • Patch notes:
New Game Mode: Forging a Realm
  • Added a new Game Mode called “Forging a Realm” which unlocks after surviving the first winter (the mode is already unlocked for people who already finished the game at least once).
  • In Forging a Realm, the Player is a newly appointed leader that has to deal with the various Demands from the people.
  • Demands have a timer associated with them. Succeeding in solving the various Demands before their timer expires will build Confidence. Failing will mean getting overthrown.
  • Demands can be completed from a new Demands Panel, available on the top left of the screen.
  • Completing a Demand rapidly will generate more Confidence.
  • The various difficulty levels control how many times the player can fail in meeting Demands, the difficulty of Demands and how much Confidence is needed to win.
  • The map generation algorithm is unique for this map. Opportunities have less durability. The Others are absent. Bandit Encampments offer some resistance.
  • Memories unlock in this mode after completing it at least once.
  • We are considering adding more Demand types for future updates.
  • Only one Scenario is currently available. More Scenarios for “Forging a Realm” will come in a future update.
  • The “previous” Game Mode is now called “Escaping Fate”.
  • Anything revolving around the “True Ending” of the game is absent in the Forging a Realm mode.
Camera Improvements
  • Added “Camera Bookmarks” akin to some RTS games.
  • By default you can press CTRL+F1-F5 to save up to 5 camera locations and recall them by pressing F1-F5.
  • Camera Bookmarks are shown on the Minimap and can be removed by right-clicking on them.
  • Added a “Camera Lean” feature which trucks the camera left or right by pressing either A or D.
  • The intensity of the Camera Lean can be controlled in the options.
Dice Shells
  • Construct Dice can now have different kinds of Dice Shells.
  • Each Dice Shell has a requirement to be available for a certain Die.
  • Dice Shells can change in-game as a result of using the Forge or the Laboratory. Each Shell has a different probability of appearing in-game.
  • When a die is Ascended, its Shell can be customized in the Ascended Dice screen.
  • We are kicking things off with 10 shells.
  • The “Royal” Shell unlocks after completing the game at least once.
Balancing
  • Altered The Market to require a Trade % Face. The Market has now a chance to provide 1 or 2 extra gold based on the power of the Trade face used. Technologies now reflect this change and increase the chance of extra gold. Additionally, the Market now changes its required resource at the change of every season if the market wasn’t used recently.
  • The Theater has been completely re-designed. Now it consumes 3 gold to increase the Happiness of all classes that have a Class District Hall nearby.
  • The Tower no longer affects enemy structures, making it effectively just a defensive building.
  • Scholars technology has been removed from the game.
  • Block Printing technology has been moved to the fourth technology level.
These changes will be present in any new game created after the update. Any game that was in progress before will still have the old buildings and technologies.

 

Miscellaneous
  • Improved the readability of Meadows by removing the tree in favor of bushes.
  • In the Metropolis Scenario, The Others will now react sooner if the player starts building near their city.
  • Various Improvements and Bugfixes

Dice Legacy – Ver. ??? (Memories Update)

  • Release date: TBA
  • Patch notes:
Memories
  • Memories are a new “horizontal” system that involves all the other mechanics present in the game.
  • Memories are unlocked after finishing the game at least once.
  • Memories can be enabled or disabled by the player in a game.
  • Memories are modifiers composed of a randomly chosen Positive and Negative effect.
  • Memories can be retrieved from certain Locations or by defeating certain Threats.
  • When a Memory is retrieved the player can choose between 3 different memory combinations.
  • When the player already has 3 memories, one will have to be discarded.
  • If the player manages to win the game, all 3 memories will be “Collected” and added to the memories collection.
  • If the player loses the game, only one memory – chosen by the player – can be collected and added to the memories collection.
  • When starting a new game, the player can select up to 3 memories to start with.
Pause
  • Pause has been decoupled from difficulties and can be turned on or off by the user.
  • The game has now 3 different pause settings:
    – Disabled: Pause is not available.
    – Classic: Pause as it was present in the game at launch (no dice manipulation is allowed while the game is paused.
    – Tabletop: Dice can be rolled, locked and placed freely while the game is in pause. This is the new default option.
Accessibility
  • Added various Colorblind options and an intensity value.
  • Added an option to draw class icons on dice. While this is not super readable but it should help certain players with worse colorblindness to better tell apart dice classes.
  • Added an option to scale the dice pool.
Traits

Added several new traits to the game:

  • Claustrophobic

    – Cannot be employed in Mines.

  • Coward

    – Can’t be employed to fight Threats.

  • Farmer

    – Provides 2 Wheat every time it is employed to harvest Wheat in Wheat Farm.

  • Popular

    – When employed with other Dice it increases the happiness of the Classes they belong.

  • Lucky

    – Double the chance of finding Gold in Mines.

  • Genius

    – When employed it has a small chance to provide 1 Knowledge.

  • Fast Learner

    – When Empowered gain 1 extra power.

  • Talented

    – When employed it has a small chance to Empower the face used.

  • Twin Genes

    – When employed in a House it provides an extra dice.

  • Firefighter

    – When employed it extinguishes all Fires around it.

Balancing
  • Reworked the wounds system so that power and differences in power vs requirement from the threat are taken into account when accounting for wounds.
  • Scaled the amount of Fight and Raid faces required by the buildings of The Others depending on the difficulty.
  • Raiding the buildings of The Others now correctly provides resources.
  • The Others will react faster if the player has reached their city.
  • Stone Mines have higher durability.
Readability
  • Fire and smoke are now correctly hidden by the hovered effect (this especially applies to the Steam Generator).
  • Added appropriate visual feedback when resources are obtained from destroying a Structure of The Others or when defeating a Threat (depending on Policies).
  • Made more clear when a class is Angry.
  • Changed the visual effect of a Wounded die to be more readable.
  • Improved the readability of Sickness.
  • The die tooltip now indicates which face is currently being shown in a die.
Stability
  • Fixed a potential crash when loading a game with Construct Dice on older hardware and OSes.
  • Fixed a potential crash when ascending a die on older hardware and OSes.
Misc
  • Added an alert window when a game is started using Ascended Dice that tells the user that Ascended Dice are removed from the Player’s collection and need to be re-ascended.
  • Added a dice counter in the “Dice Limit Reached” modal window.
  • Previously selected difficulty and pause settings are now retained when creating a new game.
  • Dice replacement is now handled via a modal window.
  • Various bugfixes.

How to download updates for Dice Legacy for the Nintendo Switch?

To download the updates for Dice Legacy, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.