Dee-6: Dice Defenders cover
Dee-6: Dice Defenders screenshot
Genre: Simulator, Strategy, Turn-based strategy (TBS), Tactical, Indie, Card & Board Game

Dee-6: Dice Defenders

Update 1.5.6


Bug fixes:
- threats with self-copying sometimes received an incorrect description
- container type threat actions were sometimes not recorded in the log
- fixed bug due to fast re-applying acceleration on Knivex
- the daily battle calendar can no longer be scrolled endlessly forward
- optimized data storage of daily battles
- fixed another opportunity for jumping that lead to negative fuel in the hold (thanks to stone.exe for the report)
- a random small container now contains 1 threat, and a regular container now contains more than 1
- Sirius guards no longer talk in other game modes besides the campaign
Other changes:
- a small delay in dice when sending them to research modules has been removed (except for the Nanomucus pilot)
- requirements for achieving “Elite” have been reduced 10000 -> 3000
- requirements for the “Good Game” achievement have been reduced: 500 -> 100
- requirements for the “Last Throw” achievement have been reduced 10000 -> 5000

Update 1.5.5


Added:
- added the ability to copy/paste/exchange codes for assembling Frankenstein ships
- added pilots' remarks when sending on missions
- the boss Hive now shows an increase in its damage when activating modules (now it is more obvious how Hive calculates it)
Bug fixes:
- fixed the threat scanner in daily missions when the score goal is reached and threats will no longer appear
- when opening a container with a room module, sometimes the light for the signatures of the wire colors was on, but there were no signatures themselves
- the hint did not remind the player if he forgot to shoot the vipers
- procedural threats that were healed by assigning certain types of dice erroneously did not have their own dice to attack
- the Ascetic threat did not mistakenly block the operation of the “biotic laboratory” and “shield regenerator” modules
- "Oracle", dice ban threats, and "Lesser Evil" did not interact correctly with each other
- the prediction of defeat due to loss of crew did not take into account the “biotic laboratory” module (which in fact does not allow you to lose in this way)
- The Scout did not take into account damage from triggering Asteroids, as well as any other damage that the player could inflict on the ship when distributing his dice
- fixed a bug that reset ship's shield color to standard
- container traders could offer the player a container for which he did not have enough coins, and this purchase would lead to a minus in coins
- added missing text in the window with merchants
- if the player unlocked a new ship, having completed all the achievements of the previous one, and then lost and pressed restart, an erroneous restart occurred on the new unlocked ship
- ship start in the main menu has been made smoother
- added some missing sounds to the menu
Balance changes:
- reduced the number of random threats that ignore shields
Other changes:
- ion storm now rotates
- the star now has a glow animation
- the Halloween cat has been repaired
- added entries to the Recruiter's journal
- the grid at the beginning of the battle no longer covers the player’s ship

Update 1.5.4


Added:
- new Frankenstein rooms: Shield Converter, Autocannon, Pilot room Mk5
- new mechanics: dice poisoning (2 new threats + threats in random battles); ability to send poisoned dice to the Infirmary
- new threat "Eye of Terror"
Bug fixes:
- fixed translation for the diversion selection button
- fixed radio screen at higher resolutions
- it was possible to repurchase the Oracle in the store, even with the Oracle already active
- Infirmary hitbox did not match its image
- the redirection effect did not work with dice moving to the module panel
- Stasis shot sometimes did not disable the threat ability that provided protection
Balance changes:
- "Finisher" requires 8 -> 4 tactics
- "Living Crystal" requires 6 -> 5 repairmen
- the maximum dice roll for away missions has been reduced from 10 -> 5 (in random battles)
Other changes:
- background objects now appear better on screen
- the effect of the curse has become clearer

Update 1.5.3


Added:
- new mechanics for projectile penetration through a certain number of shields; added to random battles, as well as at the end of the second campaign
- new setting - now you can choose a specific or random type of diversion
Bug fixes:
- weakest and tired necromancers no longer summon internal threats
- it was impossible to use active modules like "minefield", "gravibomb" and others on Frankenstein
- cloaking on Frankenstein caused the game to freeze
- Frankenstein mines used to fly out of the screen center, and not from one of the rooms
- dice from the module panel did not return to the roll zone at the end of the round on Frankenstein
- fixed a bug in the "micro-discharge" ability of the Frankenstein's room
- fixed an issue that caused a new game to start with the infirmary covered in blood from the previous game
- fixed a bug in Frankenstein's room that could re-roll or return a discarded die
- fixed a bug that allowed the player to spend jump fuel to negative values
- profile reset did not work correctly
- fixed a bug in the interface of a ship with 1 sensor cell and a diversion damaging the compensator wiring
- fixed a rare bug with highlighting icons on the modules panel when a hint about available actions appears
- fixed a bug where the armor level of threats was incorrectly determined
Balance changes:
- asteroids no longer spawn smaller asteroids when destroyed while in stasis
Other changes:
- some explanatory hints added; ship name bases expanded
- Nemesis threat (and others with the same attack mechanic) now highlights the number of threats killed in the last round while attacking
- optimization of the dice movement mechanism
- text on rooms at the beginning of the battle now appears smoothly
- cloaking animation was improved
- diversion that distorts threat descriptions now also distorts the names of standard cards
- added a mine trigger icon on threat cards when detonated in a minefield

Update 1.5.2


Bug fixes:
- fixed bipolar bug where dice that should be locked would only lock after a while
- cards that deal damage on spawn did not trigger the effect of gaining armor for dealing that damage
- fixed a rare freeze when something on the player's computer temporarily blocked access to editing the game's save files
Other changes:
- added a monitor icon and an explanation at the first launch for cases when the player has a resolution lower than the minimum 1280x720
- triggering a short circuit of the compensator now always has an animation

Update 1.5.1


Added:
- +1 buff module for Frankenstein
- +5 weapons for Frankenstein
Bug fixes:
- fixed description of two cards (CHN*ENG*ESP*...)
- it is no longer possible to start a search for a pilot on the Frankenstein ship
- sometimes cursed dice did not restore their color
- sometimes destroying the "Cursed Caravel" did not remove the visual effect of the curse
- "Cursed Caravel" didn't surrender if it couldn't deal damage
- fixed bug when placing module "Compensator+"
- orange shields did not cover threats completely at high screen resolution
- solar system planets no longer spawn outside campaign 2
- text edits in container mini-game
- using the "Safe Environment" bonus and quickly pressing "End Turn" resulted in the "Nothing happened" card hanging in the middle of the screen
- in rare cases, a single harmless explosion could occur after a victory
- "Scouting Ship" threat no longer triggers due to hull regenerator
Balance changes:
- internal reactor "Frankenstein" 1200 -> 1400
- pilot room mk4 energy 100 -> 150
- Repair shield rooms Mk1 and Mk2 are swapped
- sensors overload takes 1 armor and 1 hull, if the lowest hull cell was armored
- sensors overload can now cause a nuclear reactor to explode (ignoring armor)
- the opening of containers is more difficult, now the correct option will be less likely to come across among the top lines
Other changes:
- Frankenstein's weapon modules now have their own names
- improved pipe connection on Frankenstein
- added animation after reinforcing the ship's hull by the pilot "Object No. 8"
- on special days of the year, the radio and container/hologram in the main menu no longer overlap with other visual effects
- graphics optimization of some interface elements

Update 1.5.0


Added:
- new campaign! Return home with the stolen technology of the people of Sirius. This also includes:
- more than 30(!) new game mechanics (they now also apply to procedural threats)
- new constructor ship. Choose what you will fly!
- more than 40 modular rooms for the new ship, and mini-game to obtain them
- high-quality translation into French - thanks to the player Zipinoglou152!
Bug fixes:
- fixed a bug due to which it was possible to use the compensator batteries indefinitely
- fixed a bug due to which the not yet found first pilot or ship Titanius could have the status "on quest"
- fixed a bug due to which 3 different player profiles used a single battle save file and overwritten it
- fixed a bug due to which it was possible to get stuck in the profile selection menu if you select any profile too quickly
- profile change no longer changes language settings
- fixed reddish tint to main menu dialogs
- fixed graphical distortions when moving for some background objects
- double entries about shields/hulls in the battle history have been fixed
- you can no longer add unknown cards to your decks
- it is no longer possible to send the ship on which the player is currently playing to the pilot's quest
- the mechanics of shooting at the player's ship has been reworked: hit marks will no longer hang outside the ship
- fixed save backup system (look for it in "Documents\My Games\Dee-6 Dice Defenders\Backup_info" folder)
Balance changes:
- pilots on research quest find other pilots lost in quests with a 20% chance (was 100%)
- cards with the property "comes at the beginning" now come after the first two random threats, and not before them
- Knivex will no longer encounter external blockers of commanders or repairers with more than 2 hp
- quantum shot now restores the state of the threat to its original value (previously memorized)
Other changes:
- added protection against accidental clicks to the "Tutorial" button in the main menu if the tutorial has been completed already
- background added to the profile change menu
- updated mission buttons in campaign mission selection menu
- more dialogue lines for pilots
- alpaca now has its own unique dialogue voice acting
- changed animation of Vampirators
- added animation of treatment to the "First aid" bonus
- fixed a number of cases with too long descriptions of procedural threats
- added new icons to shorten threat descriptions
- now in the score menu, ship icons instead of text
- optimization of code for accessing threat properties
- clarified non-obvious description of unlocking ships
- now the ship shield becomes more transparent when the shield takes damage
- changed the smoke from hitting the player's ship
- natural threats like nebulae are no longer shown protected by other cards (if protection is meaningless)
- a sabotage that distorts threat descriptions has a chance to use any in-game text as a description
- added grid effect at the beginning of your battle, tutorial and daily missions

Update 1.4.0


Added:
- pilot quests! Get 7 stars in daily missions and unlock the long range radio. Send your pilots on dangerous (or almost none) quests to mine coins, fuel, and batteries to charge the compensator (new consumable)
- now you can have 3 different game profiles; you can change them in settings
- added the ability to change your name in the main menu; also supports different colors Captain
- procedural threats can have the property "spawns a threat when appears"
- +1 appearance for random internal threat
- alpaca now interferes with the creation of random threats! (this didn't work before due to a bug)
Bug fixes:
- on a large screen resolution, you can no longer see what should not be seen
- optimized blocker threat algorithm
- optimized the work of the loading scale when starting the game
- Viper can no longer be directed back into a room or rolling area
- it is no longer possible to attack the Hive while the Virus Bomb is being destroyed
- Hive lines up correctly on large screen resolutions
- level progress bar no longer works in endless mode (yes, there is a progress bar inside the threat tracker on the right)
- Epsilon squad no longer arrives in endless mode if its option is disabled
- it is no longer possible to spawn a threat that heals by attacking the shield and attacks ignoring the shield at the same time
- fixed errors with damage discrepancy in the description of threats and their actual damage
- optimized loading of games with a large number of past rounds
Balance changes:
- random external threats that cause the tactics die to roll now have a damage bonus
- Interfector commander's ability to "copy someone from the last roll" no longer takes into account the re-rolls of observers by the "Mind Control" module and the ability of the pilot Dr. M
- the "Reusable" store item can no longer issue an observer die
- each compensator ability can now only be used once per round (yes, you can now charge the compensator multiple times per round if you have enough batteries)
Other changes:
- boss cards are now different from the usual ones, the big boss star icon has been removed (as it sometimes interfered with reading the description of the card)
- male and female characters got their own text typing sounds during dialogues
- improved animations of sabotage at the beginning of the battle
- tips for building your deck are now always shown, and not only when there is no deck built
- names of random threats can now contain characters "Ĥ","Ŝ","Š","Ĉ","Ž","Č","Ƶ"
- now "Saving ..." is displayed when exiting the main menu and exiting the game

Update 1.3.2


Added:
- +3 variants of images for random internal threats, +10 for external

Bug fixes:
- fixed infirmary and Dee-6 graphics artifacts
- it is no longer possible to interrupt the firing of guns by activating the compensator
- fixed errors in the damage description of some procedural cards
- fixed another bug where single mission threat could get OR
- damage-hiding diversion no longer hides information about sun damage reduction in the nebula
- fixed a rare bug with the disappearance of the compensator missiles during the flight
- fixed bugs related to reflecting damage and quickly destroying threats
- "Oracle" bonus now works in conjunction with the "Lesser evil" bonus (shows both dice)
- "Safe environment" bonus removed from infinite deck mode
- "Titanium Plating" module was sometimes erroneously highlighted with a red frame
- fixed a bug that caused a delay in the explosion of the ship when it was defeated
- the button to turn on the endless deck mode remembers its pressing

Balance changes:
- increased the rate of difficulty in random mode with an endless deck
- gauss cannon in two-tactics shot mode has increased accuracy 80%->90%, increased damage 4->6 in both shooting modes (makes sense when shooting at armored targets)
- procedural threats no longer create tacticians (commanders for the Knivex ship) on a roll at the start of a round
- changed the sabotage that hides the description of threats: the description can be hidden, not real or real
- sabotage that adds armor to external threats does so with less chance (100% -> 50%)

Other changes:
- the module replacement button no longer disappears after activation, but becomes inactive
- wounded dice now leave blood trails in the infirmary
- you can now switch the game speed with the 1-2-3 buttons on the numeric keypad as well
- hotkeys added to the hints menu about available actions: space bar/middle mouse button - skip the current hint; Esc - return to actions with the crew
- changed some icons to the left of the sensor panel; clicking on them shows their description.
- information about the number of destroyed threats is added to the statistics window after an endless battle
- added a note at the end of the battle about unlocking the endless deck mode for the current ship
- in endless deck mode, the number of killed threats is now shown to the right of the sensors
- you can no longer reset your turn after a threat has reflected damage
- camera shake from hits and powerful shots now works better
- the screen no longer blinks when defeated; win text appears smoothly

Update 1.3.1


Added:
- option "Sabotage", available from rank 3, complicates the gameplay: at the beginning of the battle on your ship, a secret hostile organization will commit sabotage (as compensation for the difficulty, you will receive +3 points for each threat)
- diversions will also be included in some daily battles
- added "Endless Deck" option in random battle mode
Bug fixes:
- fixed a bug that caused the main menu to disappear if the player reset the previous run by starting a new daily battle
- it was impossible to update the store in the daily battle mode
- the "Shield Regenerator" module no longer shows animation if the ship's shield was full
- fixed a rare bug where drones or vipers were discarded while quickly clicking their abilities
- damage dealt to a threat with armor did not always remove the armor icon
- fixed a bug on Dronate, due to which it was impossible to reprogram drones if they all had "X" (were used in this round), also fixed a related bug in the tip of available actions
- pilot Kurt's shots were erroneously considered hits on the player's ship, which distorted the statistics, and for the Smuggler ship, it led to the loss of all vipers after Kurt's shot at a threat (!)
- the description of the ship in the daily battle did not match the current ship
- fixed a bug due to which the Knivex ship could not appear in the daily battle
- fixed a bug due to which scrolling available modules with the mouse wheel worked in mixed order, and not from left to right or vice versa
Balance changes:
- reduced chance of triggering a minefield (100% -> 50%)
Other changes:
- added smooth transitions and screen fades in some places in the menu
- the red frame flashing on the last 5 seconds of the timer has become clearer and better distinguishable, especially against the red space background
- added a list of leaders for the "Daily missions completed" parameter to the Steam statistics
- fixed graphical bugs in some cards
- added some sounds to the menu in daily missions
- names of random threats can now include non-standard characters like "Ä", "Û", Roman numerals and some others
- an entry about the current campaign has been added to the mission selection menu
- ongoing work to optimize performance and graphics
- now you can send dice to missions not only from the roll area, but also directly from the ship
- reduced the delay in shooting during the threat elimination animation (except in some rare cases when this delay is necessary for fair play)
- added star to boot screen
- fixed brightness on statistics screen