Guilds of Delenar cover
Guilds of Delenar screenshot
Genre: Role-playing (RPG), Strategy, Indie

Guilds of Delenar

Patch .30: Blacksmith as a room.

Hello Everyone,

Today's patch is adding the blacksmith as a room in the guild after the first level. Next patch the blacksmith in Galic (level 2) will burn down and a new building with a new system will take its place :) (this will only take place on new starts for level 2, if you are on level 2 now, you will still need to use the blacksmith on map).

Im sorry for the slow patching, my health has not been what I wish it was, and I am still dealing with it. But rest assured this project is my focus, and it will continue to grow :)

Please keep me informed on any bugs or crashes and I will work to get them fixed.

Patch Notes:

- The blacksmith is now a room in your guild house after the first level. This is the same process that will be used for other systems going forward...
- When a unit is selected items they can not wear become grayed out.
- Buildings now highlight when hovered.
- Fixed a bug in the achievents for charater levels.
- I believe I have fixed a memory leak from the game. There may be more, please keep me posted...
- Fixed a crash having to do with the game saving.
- Adjusted Zoom speed up a bit.
- Fixed a bug on the guild upgrade screen where buttons were not graying out when you couldnt afford the upgrade.


Lastly,

If you are enjoying the game, please take a second and either write a review of the game or post about it in the forums. If things are bothering you please let me know either on the forums or on Discord:

https://discord.gg/QymG5Ht

Patch .29b: CPU efficiency work.

Hello Everyone,

This is a one part patch, normally I would just leave it as a hot fix and not announce it, but in this case I want to make sure that you all know about it just in case it broke something.

Also IF you are having issues with the performance of the game on your hardware please let me know and I will work with you to make it better.

I hope you all have a great Father's day weekend, and I will get working on the next patch :)

Patch .29: Elves, traits and bug fixes

Hello Everyone,

Sorry it has been so long since the last update, I have been having some health issues... That being said art is still coming in, and I am trying to get to all the things that we have planned. Today as the title say I have Elves in the game, they are a high int race and should make good casters. They also have agility and Dex to make decent rogues.

So the trait system was put in a long time ago, but I added 3 traits and also made it so tavern hires can have traits as well.


- The Elven Race has been added to the game. Elves sacrifice strength for intelligence.
- New Trait: Smart, adds 5% int.
- New Trait: Strong, adds 5% str.
- New Trait: Well Rounded, adds 2% to all stats.
- Tavern Hires can now start with traits (good and bad ones, the bad ones can be removed tho).
- Tavern window now shows traits (if there are any), as well as gender (more female race options coming soon).
- The game now waits on the intro screen until fully loaded (this fixes a race condition) prior to moving on to the main menu.
- Fixed an Engine level issues with dropdowns that allowed tooltips that are under them to be activated.
- Fixed a rare crash when moving characters around in the guild house.
- Fixed a rare crash at the load screen.
- Fixed a bug where the level up indicator would be shown when there was no level gained.

More coming!

Patch .28f bug fixes

Hey Everyone,

With new players from the sale came more bug reports and thus more bug fixes. Here is the list that was fixed this week.

Please keep me posted about bugs, and I will keep working to get them fixed.

Patch Notes:

- Clicking the guild house button now works the same as clicking your guildhouse itself. This is aimed at fixing a bug that was reported but that I have not been able to duplicate yet.
- Fixed a bug where rival guilds were not able to complete some quests.
- Fixed a bug where when losing the game would ask if you wanted to leave items behind.
- Fixed a very rare bug where units could enter a battle with the wrong number of actions points
- Fixed a bug where Dampen Magic could not show up in your spell book.
- Fixed a crash that could occure when losing a battle in a Dungeon.
- Fixed a bug where if you reforged an item with the window that the item came from (party or unit) closed it would lose the item.

Patch .28e Melee range highlighting

Hey Everyone,

This patch is a super small one as I continue working on Vandamir (level 3).

I have done work on trying to make Melee range easier to gauge, and though there has been quite alot of progress on this in the past, there were still issues for new players with this feature. This patch aims to address that once and for all :)

Now when your are choosing where to move, any enemy in melee range will highlight an orangy/yellow color. This should make moving into melee range and exact science, if there are any further issues please let me know and I will continue to try to address them!


Patch Notes:

- In battle, when the move path is showing enemies will now highlight in an orangey/yellow color if they are in melee range.
- In battle, the move range of enemies will now only show when your move path is now showing (it became slightly confusing to see the move distance of the enemy when trying to move to a location behind the enemy).

Patch .28d Quality of Life Stuff

Hey Everyone,

This small patch has a few QoL elements that should make playing more pleasant :)


As for Vandamir, it is coming along, I will probably post dev blog on making it when its done. Its a long process and I am still pushing for Friday, but the closer I get the less likely it seems to be as its a whole new tileset and I am trying to get some new quests in also...

Patch Notes:

- When hovering over an enemy unit in battle it will now show you their movement range for next turn.
- At the end of a battle it now shows your guildies with their exp bar, and lets you know if any of the leveled.
- Fixed a bug where pressing escape in battle would remove the Unit UI.
- The new game screen will now have random skin colors as a starting point as appose to just the uncolored version.
- The highlight shader has be edited a bit to be a bit less rigid.

More to come as always!

Patch .28c Goblin Cold Blood Mob and bug fixes

Hello Everyone,

I am sorry its been so long since a patch, but I had my Hard Drive fail and it set me back quite of bit of time getting everything running correctly again (worry not I only lost about 3-4 hours of work on the game, which I since recreated). I am still working on Vandamir, and I think there is a good chance it will be out late next week.

For this patch I have a new mob for you all. The Goblin Cold Blood is a frost mage type mob, with frost bolt, waterblast and power overwhelming. This mob is a normal scaled mob (not elite) but it will spawn less often than normal mobs due to its strength.

I also found some bugs and crashes that I have since dealt with and I wanted to get out to you all sooner rather than later.

Patch Notes:

- New mob: Goblin Cold Blood, This mob has frostbolt, waterblast, and power overwhelming
- Power Overwhelming now lasts 5 turns.
- Waterblast now as a 2 turn cooldown.
- Fixed a bug where AI would not cast Power Overwhelming.
- Fixed a bug where waterblast was not getting used correctly by the AI.
- Fixed a bug in Power Overwhelming that caused it to not properly add the buff
- Fixed a rare crash.

Please let me know if there is anything wrong with the game running. I tested the upload and everything seemed fine, but with the new setup I do worry that something will be off.

Patch .28b: Another dungeon quest

Hey Everyone,

Just a small one today in order to add a repeatable dungeon quest to both cities. This is in direct response to feedback, and I should have pushed to get a repeatable version of the quest type into the game last patch. None the less its there now :)



Patch Notes:

- Added a Non-Story Dungeon quest called "Recover Relics" to Drom and Galic Churches. These quests have a high base reward rating. Now there is at least 1 repeatable quest for dungeons in each town :)

Patch .28: Story Quests and Dungeon Quest Type

Hello Everyone!

Well this one took me a bit longer than I figured it would, but its pretty major to the game.

Story quests: Will add set quests that add some lore and some solid items to the game. Story quests will not be done by the opposing guilds so you can complete them at your leisure. Story quests will also sometimes unlock new functionality, for instance the story quests in Drom must be done before you can reforge items. There are only 2 so far but having the ability to add these types of quests should give a better experience :)

Dungeon Quests: These types of quest require you to head into the dungeon(s) and find something. Normally this will be either a piece of loot from a fight, or a treasure chest. These types of quests will require you to return that item to the quest giver. The only instance of this currently is the "Find My Hammer" story quests that was added this patch, but I will add more as I really like the potential of this quest type.



Patch Notes:

- Added a quest type that sends you into dungeons in order to find items.
- Added a Story quest called "Find My Hammer" which sends you into Despot Cave to find the Blacksmiths hammer. As of right now this quest is designed to be on the easy side, so the hammer will always be in the first battle.
- Added a Story quest called "Take back my Anvil" which sends you to the forest in order to do a bounty type quest.
- Added a new Unique item to Drom "Scarlet Robes" which is a level 5 blue chest with priest stats. You can get this from the "Find My Hammer" quest.
- Added a new Unique item to Drom "Underhill Dagger" which is a level 5 blue off hand dagger with rogue stats. You can get this from the "Take Back My Anvil" quest.
- Added a confirmation message when you attempt to leave a battle with items still lootable.
- The rogue in Galic has been renamed Daniel
- The blacksmith in Drom is now named Dorin
- Quests Starting Windows now show the objective under the objective area.
- Fixed a bug where the rogues speed training didnt work.
- Unique Items can no longer be reforged. An alert will now mention this if you try.


Whats next:

My focus will be moving to level 3 for now, this one may take awhile so you may see other patches while I work on Vandamir, but rest assured I am going to be mostly focused on that :)


I hope you guys enjoy the new content! Please let me know what you think below!

Patch .27b: Pally Skills and Quality of Life

Hi Everyone!

Today's patch contains 2 more Pally skills, which brings the pally up to the same number as the other classes, some balancing of ultimates, and it also includes some quality of life stuff while dealing with the guild house window and alert messages.


Patch Notes:

- New Paladin Ultimate: Divine Blow, Stuns the target for 1 turn and does heavy Holy damage which is then spread as healing over the entire party.
- New Paladin Talented Skill: Crusader's Fury, The Paladin lashes out with Holy power and strikes 3 random enemies within a small range for moderate damage. This skill counts as a spell, but takes into account both melee and spell power.
- Tank and Spank has had its damage coefficient increased to 1.75 from 1.0.
- Tank and Spank has had its damage coefficient increased to 2.25 from 2.05.
- Holy Nova has had its damage coefficient increased to 1.25 from 1.15.
- Slice and Dice has had its damage coefficient increased to 1.85 from 1.75.
- Prismatic Bolt has had its base cost reduced to 3.0 down from 4.5.
- Tank and Spank has had its base cost reduced to 3.0 down from 4.0.
- Holy Nova has had its base cost reduced to 3.0 down from 5.0.
- Slice and Dice has had its base cost reduced to 3.0 down from 4.0.
- AI parties are a bit less predictable.
- You can now drag and drop from the guild house into your party creation.
- You can now drag and drop from the unit cards in the guild house onto guild items, and also onto the party creation screen.
- Fixed a hover through issues on the Party creation screen.
- Clicking units in the guild screen will no longer automatically have them enter a drag state, you now have to start dragging them in order for them to enter the drag state.
- Fixed the crazy hovers on the units in beds...
- Alert Messages can be canceled by Press ESC.
- Alert Messages can be confirmed by pressing Enter (this is very helpful for dropping items).
- ESC will now close windows.
- Started setting up "Story Quests". Right now the only one is the first quest in the game. Story quests will appear with a green "!". AI parties/guilds will not take these quests.


Whats next?

Well I am still waiting on art for Vandamir, so I decided to start working on Story quests (you can see in the patch notes that they will have a green quest marker).

the story quests will come with pretty decent rewards, and will also open up new features all while guiding you through different parts of each town and adding a bit to the lore.

In Drom this will mean finding the blacksmiths hammer and anvil prior to him being able to reforge your items.

In Galic this will mean getting some tasks done for Keys.

In Vandamir (still to come) it will involve doing quests for the enchanter prior to her being able to enchant your gear.

I know its changing up the order a bit but I think this is for the best while I wait on art...

Lastly,

If you are enjoying the game, please consider taking a minute to review the game. The game could really use the boost at this point, and I would really appreciate it.