The latest update made the dungeons quite a bit darker for most people, this latest bugfix update is to bring the light levels back up to where they were before.
Update #6 is here!
We've been busy here at the Delver HQ putting together this new update, and I'm happy to announce that it's available right now!
The main focus for this update was to start making use of the offhand item slot and to that end we've added shields, held light sources, and added support in for two handed items. Alongside that work, Joshua started on adding clutter items to fill out the dungeons more and to make things look more lived in.
On the dungeon generator side, there is a new unique dungeon area feature that keeps track of what dungeon chunks have been spawned during a run, and let specially marked areas spawn only once. This system will allow us to make more interesting special event or puzzle areas, and we've added a couple of these as a test of the system.
Lastly, some armor has speed modifiers now so that an adventurer loaded up with full plate mail and a kite shield doesn't move as fast as one wearing leather armor, this is a baby step toward more interesting player choices regarding armor.
Features
Shields as offhand items
Two handed weapons
Speed modifiers for Armor (plate mail is slower than leather)
Held light sources like candles and lanterns
Junk clutter items spread throughout the dungeon
Tiny chance for monsters and boxes to drop junk loot
New special dungeon areas
A shadowy figure
Bugfix update 5.5!
This latest update to Delver fixes some collision issues, players were getting stuck in some parts of our new caves and this aims to fix those issues. Let us know if you still have issues!
Changelist
FIxed some cases where players and mosters could climb into small areas, but not out of them
Fix for players getting stuck in static meshes when stepping up onto more than one
Fixed an issue where Movers wouldn't properly fire their triggers when placed by the dungeon generator
Update #5 is out!
A wild update appeared! This has a little bit of everything: the first version of our story system, caves have gotten a complete overhaul, much better traps, a live preview mode for the map editor, and a whole slough of engine updates and bug fixes to finish things off.
Like always let us know if you encounter any issues, enjoy!
Features
Out with the old caves, in with the new caves
Traps are physical objects now
Story notes will be spawned inside the dungeon now
Added a lowercase font
Engine support for movers now, like elevators and buttons
The editor has a live preview mode now, no more leaving the editor to test something out
Faster level saving / loading (3x faster at least!)
Added a graphics detail mode, that should speed up performance on slower systems
The Yithidian Orb is Orbier now
Fixes
Monsters no longer jump headfirst into pits and lava
Performance fixes with emitter visiblity
Fixed crash when a looping sound doesn't load
Entity groups in the editor rotate properly when placed in levels
Triggers on Dungeon tiles now only look within that tile for matching IDs
Editor now uses the same renderer as the game does
Skyboxes are pulled properly from dungeons.dat now
Fixed some weirdly rotated doors. Door, why you do that?
We've been hard at work on Delver lately, and things are now stable enough to put out as a proper update. This update includes a ton of new dungeon areas, a new lighting model, lots of bug fixes, exploding potions, and some editor improvements to boot.
New Features
Potions are now volatile, don't shake them up too hard
Crates are breakable, have a chance to contain loot
Level up stats are now randomly chosen, start of a new skill system
Doors can now be stuck closed, these can be bashed open
Better support for static meshes, engine supports much more detail now
New lighting model to make the dungeon look better and spookier
A bunch of rendering bug fixes
Lots of new dungeon content
Like always, if you encounter any issues or want to let us know what you think, post in the forum!
Update #3 available now
Our work from November is now available, just in time for the holidays. This update includes a bunch of things aimed at improving the game 'feel', and to that end we've added new combat animations, new blunt weapons like maces and hammers, added some screen shake to spice things up, and added sounds to the flying skull and druid monsters.
We also took a big step towards full gamepad support. XBox 360 controllers should work out of the box now, Dual Shock also should be well supported, your mileage will vary with other controllers.
The sewers also got a few more dungeon areas aimed at opening up the battlegrounds a bit to keep things from getting too claustrophobic. Shop prices also got some significant tweaks, most prices doubled and the skill in a jar jumped way up in price to 250 gold to reflect better the impact it has on a run.
New features
Weapon subgroups have unique animations
Added hammers
And maces!
Screenshake!
Using a potion has a chance of remembering the effect
Testing out hit animations for a few monsters
Flying skull sounds
Druidess sounds
Gave the orb a creepy ambient sound
Ambient waterfall and lava sounds
Some ui sounds for maps and dialogue
Gamepad support for Xbox 360 and Dual Shock controllers
Added some lag to the held weapon rotation
Balance tweaks
Tweaked weapon attack speeds
Upped price of items in shops
Skill in a jar now costs 250 gold not 20
Traps now can be activated by things going further above them
Projectiles can now trigger traps
Bug fixes
Fix for blank win screen
Fixed potion colors forgetting effect between levels
Fixed particles getting stuck / teleporting into walls
Fixed getting stuck in flying mobs
Fixed friction for mobs walking on bridges / furniture
Some performance fixes related to level loading
Entities not moving can put their physics to sleep
Fixed goblin idle sounds not playing
Fix for storm wand beam missing enemies
Stuff that may break your mod
Some house cleaning in the entities.png file
You may have issues loading save files from earlier versions, if you encounter issues, like invisible monsters, start up a new game.
October Update now available!
The October Update for Delver is now available!
This is a big one, there's a ton of new stuff to find, I'll keep some secret for you to find yourselves.