Apr 22, 2020


It's been almost a week since DicTater released, and it's been a crazy journey filled with panic and hotfixes. I'm appreciative of the support and praise and even criticism that I've recieved, which brings me to talk about some of the issues and future updates for DicTater.

Update 1.1.5

I’ve been sending out a bunch of updates/hotfixes recently because the release version wasn’t as perfect as I’d like it to be. That’s all fine and dandy though, as long as people are willing to play the game despite the bugs!

Most recently, I’ve released version 1.1.5 for Android and iOS. It’s still pending on iOS, but it should be out soon. Here’s a few relevant issues:


Version 1.1.5 (& 1.1.4)

  • Fixed a bug that caused all assassinations to turn an enemy’s province to 0 troops.
  • Added an event
  • Added a button that lets the player switch in between the raids that the player has.
  • Increased overall stability for Hex_Info


Of course, other bug fixes have been addressed but they’re less concrete fixes. There’s still a lot to address, which brings me to my next point:

DicTater has a couple of issues...


This image looks both disheartening and scary, but in reality there are only 50 or so issues, one of which is major enough to cause this situation (causes 99% of the exceptions). It happens when loading or creating a new game, and you know when it happens because no information gets updated or the numbers look really off.

It’s been relatively difficult to debug some of these issues, especially because cross-platform builds are in c++ instead of the c# code that I use to develop. This means that I don’t know where in a function issues take place. 

As more updates come out, I’ll be adding more debug lines and techniques throughout the game to really figure out what’s going on.

But, I will be slowing down updates to save people their data as well as to make releases more meaningful. This is a live game after all, not an alpha.


Future Content & Balancing

There’s a lot that needs to be balanced after release, but I think that most people in the audience think that the game is fun. If anyone has any ideas on balancing, I’d love to hear it. That being said, I do have a few things that I have my eye on:

  • Upgrades
    • Currently, most people tend to build the initial building, wait until the stability tree is finished, then immediately go to level 4 of the building.
    • I think that what I’m going to do is lock upgrades so that if you have a level 1 building you can only build to level 2.
    • I’ll also decrease build times across the board so that upgrading isn’t too much of a hassle.
    • The AI has a greater capacity to upgrade and colonize than you do at the start, so I’ll be replacing the “Tough Rope” technology effect with another builder, instead of the +4 development.
      • Hopefully this will let the player focus more on development at the start of the game instead of letting the instant land grab.
  • AI
    • The AI is pretty basic, I know. It abides to different rules than the player, but the player is also able to do things that they can’t.
    • In the skills update, I’ll aim to add extra capabilities to the AI so that they:
      • Siege the player’s cities & capital at multiple stages.
      • Produce and fire potomic bombs.
      • (ROE) Ask for truces, insult the player, and admit defeat.


Speaking of the next major update, it’s time for me to start thinking about it. I plan to add skills and incidents (located in the main menu). Skills will be small unlockable bonuses that you can get by purchasing via prestige and ONLY prestige. Incidents will be somewhat special events that occur, but only occur if you purchase the incident. You’ll be able to purchase the incidents with gold or prestige. 


If you bought the $100 or $300 package in the kickstarter, you’ll get all the incidents for free. The incidents don’t count as an expansion pack.


That’s all for today. Thanks for playing, and I hope to bring more updates and fixes soon.