Added the Endless Player House in Sepulchre. The player can buy the deed from the Mouldy Cauldron shop in town, and upgrade it just like Thornwood Manor, albeit at a much lower cost.
Balancing:
When attacking high-armour targets, a blue "armour buff" icon will now appear on the enemy health bar. This indicator is relative and will only display if the player's damage is reduced by a certain percentage.
When attacking high-armour targets, raised the minimum possible damage to 30% of the unmodified attack damage (was previously 1 damage).
Miscellaneous:
Updated and improved the Property Station model.
Entirely new look for the map. It's got a brand new illustrated style, and should prove to be much more comprehensible.
Added a very minor character to the starting island, who advises the player on how to get a map.
Added a new Endless Cartographer in the Endless region. This character can give the player a Cartography Notebook, just like their counterpart in Hallowshire.
The tilde key ( ` ) now brings up the console, regardless of whether the player is in Debug / Cheat mode. (Note: This is to help narrow down issues that players are facing that are difficult to repro on our end.)
Bug Fixes:
Fixed some missing dialogue for the Hallowshire Cartographer.
When completing the quest "A Morbid Appetite", the Urns of Anguish will now be removed from the player's inventory.
Fixed an issue with "barred" doors getting stuck in their "unbarred" animation, preventing the player from fully opening them.
Fixed a bug with dialogue showing incorrectly, related to the "Perchance to Dream" quest on the starting island.
And as always, please post any issues you come across or feedback you may have in the Discussion Forums.
The "Welcome Home" Update!
PLAYER HOUSING UPDATE
Once again, the pulsating mass of flesh we keep in the basement has birthed a Dread Delusion update from its unseemly orifice - and this one's a biggun.
The Player Housing Update adds a whole new island, with a manor that can be purchased and upgraded - along with a whole new quest chain. We've also added blocking and parrying to add an extra oomph to combat.
THORNWOOD MANOR
Past the gnarled trees of southern Hallowshire is a rotting husk of a structure: Thornwood Manor. It's currently for sale, with the promise it could be restored to its former glory.
But there are rumours that something is amiss with the manor - that there are reasons it has been abandoned for so long, and that it may harbour secrets better left undisturbed...
New player housing property: Thornwood Manor
Four upgradeable sections: including a Workshop, Library and Garden
Customisable furnishings and trophies
A unique quest chain to uncover the manor's dark secrets
CUSTOMISABLE HOUSING
Thornwood Manor is the first player house to be added to Dread Delusion, and while it will certainly be the largest and most impressive - it won't be the last. It utilises a new set of mechanics for upgrading and customising properties that you'll be seeing more of in future updates.
When a section of a property has been fully upgraded, it can be furnished with different decorative themes and adorned with trophies. As you pass certain milestones you may find you unlock more trophy types to be displayed around your properties!
BLOCKING AND PARRYING
Another significant new feature is the Block and Parry systems. Now, with any melee weapon you can press the Block action to negate incoming enemy damage, provided you have enough stamina.
Time it just right, though - and you'll Parry an enemy attack: completely catching them off-guard and rendering them defenceless for a precious few moments.
As with everything in the Early Access build, the Block and Parry systems are still being tweaked and we'd love to hear your feedback.
And as always, please post any issues you come across or feedback you may have in the Discussion Forums.
Patch Notes
Major:
Player Housing has been added. Furnish and create your own piece of the Oneiric Isles
Player can now Block & Parry attacks, further fleshing out physical combat.
A New Quest Line has been added
Miscellaneous:
Library system: allows players to re-read any book they've previously read, at a certain library trigger
Revamped Music System has been added (will be expanded in the future)
Door animations will now reset when switching areas, meaning they will always start "closed".
Changed the minimum time between footsteps while sprinting; making faster sounds
Bug Fixes:
Fixed an issue where the player could not select the night rest option while in the dawn phase of the day.
Fixed an Issue causing the lore interactable above the bed in the mini lore dungeon in the Hallow zone to be invisible
Fixed bug that would cause spells to get stuck in "cancelling" state if they spammed the cast key
Weapons will no longer cause damage when unsheathed
Fixed an issue causing both low-def and high def versions of a tree to show simultaneously
Fixed Various Prop Placement issues such as floating trees, vases, chests, and ground clipping through building floors
Fixed an Issue causing the lore interactable above the bed in the mini lore dungeon in the Hallow zone to be invisible
Fixed an issue causing the Player Fortress's trees not to switch to the higher detail version
Dread Delusion will be on sale for 25% off it's base price during the duration of Realms Deep 2022. So pick it up now and start your journey in the Oneiric Isles!
Carve Your Own Path and Take Your Adventures on the Go!
Dread Delusion is now Steam Deck Verified!
Experience the Oneiric Isles in a portable form-factor with Valve's new portable gaming device! Explore the floating masses of land populated by denizens from all shapes of morality, bloodthirsty creatures, hazardous ruins to plunder, and more!
Dread Delusion is still in Early Access, and we love hearing from our community about their experience with the game, as well as showing what's currently in the works. Folks who've played through these latest updates might have an idea already, but we've got a lot of interesting plans for the near future, so keep an eye out for those as well!
All spell missiles (Fireball, Missile, Flechette) are now slightly faster, but deal slightly less damage.
Miscellaneous:
Map Marker - only appears when the player has a compass. Map now also says "You have not found any map charts" if the player has no map yet.
Allied NPCs will now scale their speed according to the player's agility stat.
In the Status Tab of the player's Journal, buffs will now be displayed. These can be moused over to reveal contextual info.
Added a rebindable map button to take players straight to the map screen (M on KB/M & BACK on Gamepad by default).
Bug Fixes:
Fixed the Godlet pickup animation playing in slow-motion.
Fixed the Senechal having placeholder dialogue (regarding the Dark Star Mercs).
Fixed an issue causing the Inventory key not to be rebound when the player set it in the controls menu.
Fixed Outlaw faction collector - was previously giving union reputation. Also fixed prop cage moving when the NPC moved.
Fixed Emberian weapons occasionally clipping through scenery
The player's weapon no longer instantly holsters when switching regions.
Fixed the duke's son having the wrong dialogue when the quest was complete.
Fixed some 2D effects sometimes not playing. "sprint" was setting the 'constant audio source' to 0 volume, then if a clip was passed in with no AudioClipBox class, it would inherit the 0 volume.
Fixed a bug that would cause the game to get stuck on a black screen if the player pressed MENU while dying / fading to black.
And as always, please post any issues you come across or feedback you may have in the Discussion Forums.
Dreadful Dev Diaries: James Wragg #06
In his 6th Dreadful Dev Diary, lead developer James Wragg explores the inner workings and early versions of Dread Delusion!
Step into the shoes of Rebecca, an apprentice at the River Fields Mortuary. You've spent months learning the ropes of the embalming process and how to treat the bodies of the dearly departed. During your time in the office, you've heard rumors and murmurs of possessions and hauntings taking place behind the brick walls of the mortuary. But, with such a stigma around death and what happens when we die, it’s no surprise people make up stories around the dead.
That is, until, you receive a phone call to come into work one stormy night...
There are multiple endings and plenty of secrets to uncover in The Mortuary Assistant, so keep on embalming after your first go around!
Perform embalmings, handle the various jobs around the mortuary, and exorcise demonic forces. All in a day’s work.
Added a new island to the Hallowshire Region. This island contains a dilapidated manor, and while it can be explored, its secrets will be fully unlocked in a forthcoming update.
Added armor values to enemies, adding another layer to combat encounters and equipment choices for the player
Bug Fixes:
Fixed an issue where the Shield Potion wasn't operating as intended
Fixed an issue with how the player's defense was calculated during combat
Fixed a collider issue with one of the buildings on Wikkan Isle
Fixed an issue with players getting dropped on the way up the Wikkan Lift (Though there is a known issue of players becoming disconnected from the lift while it's going down if they're hugging the edges)
Fixed geometry mesh not meeting on Wikkan Isle
Fixed odd bridge collision on Wikkan Isle
Fixed clipping floor of mushroom wine merchant's house
Fixed texture flickering on Mausoleum windows
Fixed a small ditch on the isle of the Endless that would leave players trapped
Fixed an issue where certain traps weren't dealing any damage to the player
Minor geometry and model fixes
And as always, please post any issues you come across or feedback you may have in the Discussion Forums.
Dreadful Dev Diaries: James Wragg #05
In his 5th Dreadful Dev Diary, lead developer James Wragg talks about Dread Delusion after launching in early access and what's to come.