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

Guilds of Delenar

Patch .19b: Game Optimization

Hi Everyone!

This one is pretty straight forward, I woke up this morning and found that some people where still having issues with the game's optimization... So i spent the entire day working on it.

As far as I have been told, by quite a few people that were still having issues, the game now runs rather smoothly, with only minor hiccups here and there.

I can now get back to adding content and systems while continuing to crush bugs and crashes as the come up.

Please let me know if you are still having optimization issues...

Patch .19: Runtime Character Customization, and game Optimization

Hello Everyone!

The vast majority of my day was spent on Optimization for the game. For my 2 rigs the game no longer slows down after 20+ minutes of playing the game (the game ran for over 2 hours with no issues). On top of that, I also did work on the hover related lockups that occur infrequently but are still annoying, I would estimate these are reduced by 50% or more both in frequency and CPU usage.

I really hope that these improvements help you guys out. I also know of other areas I can work on, SO if it does not help you guys out, or you are still getting the horrible lock down lag every ~10 seconds please let me know and I will dig even further into my engine and work to get it solved... Also there is a decent chance of bugs related to these changes, I tried to test the heck out of them, but let me know if you find issues with hovering or stuff not loading, or not loading right, or anything really...

What I did get done content wise today is only kinda content... You can how click the "edit" button on a character window to change the names and skin colors of your characters while in game. The exception to this is that "Home Town Hero"s will not allow you to change their names or skin colors, this is because home town heroes are part of the lore of the world...

Patch Notes:

- Added the ability to change any characters (that is not a Home Town Hero) name and skin tone while in game. This will allow you to edit those that you already created, but also those that you hire later.
- Massive changes to game optimization. I really hope this helps you guys!
- Hover detection has been heavily fine tuned.
- Hard and Very Hard modes (these probably still need tuned, so let me know what you think).
- Fixed a bug with traits not recalculating in after gear is equipped.
- Fixed a bug while trying to select guild characters while the game is zoomed in or out.
- Meteor has had its spell power coefficient reduced to 2.25 down from 2.35.
- Meteor's damage now falls off faster the further the target is from the center of the meteor.
- fixed some text typoes.
- Fixed a bug that made buildings disappear. If for some reason this happens again please let me know and I will work more on this.

All right everyone, I am gonna work on Autocalc and the blacksmith tomorrow, im not sure how far I will get but those are my goals as of right now! As always let me know of everything you find and I will do my best to get the game fixed up! I hope you all have a great night!

Patch .18: Infirmary, Frame Rate work, and Bug squishing

Hi Everyone!

So I have been telling you the Infirmary was coming, and today its here. you can use the upgrade button at the top center of the guild house window and that will open up the guild house upgrade window. From there it will show all possible rooms, and will show the infirmary with a button that says "Build". It costs 500g, and the bed in that room will remove debuff traits.

I also put time over the last few days into dealing with the Frame Rate loss (and even locking up at times). Today has a first part of that, there is more that I can do but I want to do it piece by piece so that I dont introduce to many bugs into the system. So please let me know how it goes, and I will continue to work on this issue as needed.

Patch Notes:


- New Room: Infirmary, this room will remove debuff traits over time. Right now there is just 1 bed, but upgrades to this room will be added.
- I worked on the lag, at the very least this should push off the lag for longer, and it may solve the issue completely. I have more things I can try, but I dont want to do to much all at once and then cause bugs.
- Fixed an inventory bug that cleared your inventory when you finished an option quest.
- Fixed a training bug that happened on new games after the last patch.
- Fixed an animation bug where your parties acted funny when the guildhouse window was also open.
- Fixed a bug where you could use the hotkeys for skills to ignore cooldowns.
- Bash now has a 3 turn cooldown (it was always meant to have a cooldown).
- Force of Light now has a 3 turn cooldown (it was always meant to have a cooldown).
- Fixed a crash associated with Battle Cry.
- Battle cry now show an effect for each unit it is cast on rather than just the first one.
- Shield Wall is now self cast as it should have been.
- Increased training speed by 20% (meaning you train 20% faster).


I got tones more coming, but this should deal with the biggest of the issues I have been presented with :)

Patch .17c: More scroll controls, and bug fixes.

Hi Everyone,

If you cant tell by the title I did not get to the infirmary in today. The reason for that is that I am trying to make sure that I crush any game breaking bug that you guys come across, and Im also trying to fill out changes to the feedback you guys are giving.

That being said I am about 1/2 done with it, and baring some crazy bugs flowing in tomorrow I should get it done. I am sorry it didnt make it today...

I do hope that you can all see that I am working as hard as I can to get the game to the best state I can, and that I will continue to do so!

Patch Notes:


- ASDW now work to scroll on the city screen (has always worked in battle scene).
- Arrow keys now also scroll on both the city screen and the battle screen.
- R and F keys will now zoom in and out (I put them here becasue the are right next to ASDW keys), but keybindings will be out soon and you can change them to whatever you want soon... these keys work in both the cities and the battles.
- The city screen will no longer scroll to far and thus show black areas around the edges of the map.
- Added a sell all button the the item shops. This option will work even if the item shop is full.
- If you have a party at an item shop and you click on the item shop the game will now automatically pause.
- If you have a party at a tavern and you click on the item shop the game will now automatically pause.
- Fixed a crash when trying to replay Drom after first completion, creating a party caused a crash.
- Added a button to leave a city that you have already completed (this my change to leave any city but for now this serves the purpose).
- Fixed a bug where Home Town heroes didnt show up on the 2nd play of Drom
- Added 2 home town heroes to Galic (1 Paladin, and 1 Rogue)
- Priest's Heal has had its spell power coefficient reduced to 2.0 from 2.15
- fixed a bug where you could select a dead unit to heal (even though it didnt do anything).
- Raised skeletons now scale properly.
- Fixed a bug where stacking buffs were not removing properly, causing character scaling that was not intended.
- Fixed Zepton the boss of King's Crypt
- Fixed the mob achievements as they were not triggering properly (they should now trigger when you load your game again).
- Fixed a bug where heroes were not being saved to the room items they were using when the game saved. this will not work on your next load, but it will work there after.
- I changed the pause Icon location, and gave it a throb animation.


Also there have been questions about the blacksmith. To answer those best, I am planning to allow you to reforge items changing 1 stat to any other base stat not already on the item. This should allow you to exchange gold for more specific gearing. I am planning to work on this as the next


Lastly,

We are 1 review away from having an official steam rating, if anyone is enjoying the game and wants to put the game over the top I would very much appreciate it!

Patch .17b: Lots of bug fixes.

Hello Everyone,

Today I tried to say focused on bugs that were preventing people from playing the game properly. Unfortunately I did not get a chance to get to content today but I likely can tomorrow. Also I spent some time on the Lag spikes that happen, but I have not yet gotten it fixed. I do expect to be able to spend more time on it tomorrow.

I also want to note that I am sorry for the issues that some of you are experiencing with the game. But I do hope you can see that I am actively addressing them as quickly as I can. It wont take long (hopefully a week or 2) to get the vast majority of them ironed out!

Patch Notes:


- Health and Mana bars now show actual numbers rather than percentages.
- Fixed some misspelled text.
- I removed the mouse screen lock as it seemed to be causing quite a few problems with alt+tabing and the cursor not being where you can find it... I will put screen locked mouses back in after I fix the issue in the future.
- Fixed a load issue while in the dungeon where you could lose your quest progress.
- fixed a bug where exiting a game via the game menu and them loading any game would result in the game loading with the game menu open.
- Fixed an offset bug on the "go home" button in the party screen.
- Fixed a bug where the 2nd level (Galic) would auto complete
- Should see a bit more caster items now.
- Fixed a bug where losing a collection quest would result in the game now finishing the battle properly.
- Fixed some grammar and spelling issues.
- The new pathing was causing some lag is some instances, that should be fixed now.
- fixed a window height bug when recieving option quest loot.
- fixed a bug that could allow you to loot a optional quest item a 2nd time upon loading the game.
- fixed the quest difficulty indicator again :) It seems to work well now.
- Fixed a few UI issues.
- fixed the tooltip for spell power to say the right things :)


More coming tomorrow, but I want to get these things out now so that people affected people can enjoy the game again...

Lastly,

If you are enjoying the game, please take a minute and toss up a review for it. Your review will help let steam's algorithm know that this game is worth showing to more people. Thank you in advance!

Patch .17: Fleeing, new battle movement, Pally Stuff

Hey Everyone,

First off thank you all for the feedback you are giving. it is super helpful. The new battle movement is a direct result of said feedback. It was a good idea, it tested it, and I think it is much better than the click and drag. Now the path is on all the time, and you just click where you want to to move.

Fleeing: This is one of the most requested bits, and so I put in a basic version of it for this patch. it will probably become more nuanced over time, and take into consideration your parties stats, but for now at least you can choose not to fight a battle that you dont want to.

I will try to get another patch out tomorrow as well, so keep the feedback coming!

Patch Notes:


- New Paladin Talented Skill: Divine Will, heals the target for a small amount, and adds a buff the causes the target to recieve 35% more healing for 4 turns.
- Added a few paladin talents.
- Added the ability to "Flee" a fight with other guild parties. This will come a cost of 20% health and 20% mana for each charater in the party. Also it will cost you 20% of the fame you would loose if you lost the fight.
- Battle pathing no longer requires you to hold left click and drag, it is automatically showing your path from the get go now. This is direct from feedback, and I have been testing it since. I think its overall better than what I had before...
- Regenerate now has a 1.85 spell power coefficient up from 1.75
- Prismatic bolt has had its mana cost reduced
- Frostbolt now has a 1.6 spell power coefficient up from 1.5
- Tavern turn over rate should be much higher now.
- health/mana bar tool tips should be rounded and not have 10 decimals after it.
- projectiles travel a bit faster now.
- Adjusted the mana costs of most skills, almost all that were adjusted now cost less.
- Paladin's Generous Light talent now does 7% per point up from 5% per point.
- Fixed the Kill Redrum achievment as it was not working.
- Fixed a crash with Retaliate (I think). Please let me know if you crash after a basic attack again...
- Fixed a crash when pathing in dungeons (again I think as I could not actually duplicate the issue, but found some code that may have caused it).
- Fixed a file load bug that could cause a corrupted save file
- Fixed the text for the option quests on lower resolutions.


Lastly,

If you are enjoying the game please take a second to review the game. Doing so will let steam know to show the game to more people. Thank you in advance, as it really helps the process out!

EA Release!

Hello Everyone!

I am proud to announce that Guilds of Delenar is now out in Early Access!

I want to thank everyone that helped me test the game, the game would not be where it is without you all! the game is in a pretty good place right now, and I am really starting to be able to ramp up the content!

Feedback:

Please keep the feedback coming! I am all ears, and and I will respond to it all when I see it. Lets make this game great!


Discord:

Join up, im over there chatting pretty much all day most days!

https://discord.gg/t4YDByx


Hotfixes (you will need to restart steam to get these):
- Quest achievements were not working, this is now fixed.
- Worked on the level spawn points so that units should no longer get trapped in the back. I will work on a better fix later, but this should end that frustration point for the time being.

Patch .16: EA Build, and Achievements

Hey Everyone!

Thank you for all the testing you all did, it was an amazing help to me! This will be the final build prior to Early Access on Friday March 22 :)

The game is coming along, and it should be quite stable, from here I should be able to consistently add content to the game and really flesh out and add systems.


Patch Notes:

- Achievements! Then again steam has to enable them... But they are there for whenever steam decides to enable them...
- AI is now a bit better.
- Added a story chunk has been added when you enter Despot Cave.
- Added a story chunk telling you about the optional quests.
- Redrum now has Cleave
- Redrum now starts with warrior Skill weaving stacks.
- Fixed some text and unit scaling issues with resolutions above 1080p (even tho these resolutions are not officially supported).
- slightly increased battle walk speeds
- Slightly increased town walk speeds
- Walk speed now scales to resolution better.
- Fixed a bug in the tavern that allowed you to go below 0 gold.
- Upkeep costs have gone up slightly.
- Iron Bear Blacksmith will work as an item shop until I get the intended Blacksmith functionality in.
- Item shops will now leave more spaces open to sell to.
- A level up indicator has been added to various places to show that a character has talent points to spend.
- I did some optimization work, my tests indicated that it has freed up about 10% resources at some critical points.

I look forward to seeing you all playing the game! Happy questing!

Patch .15: Galic and more!

Hey Everyone!

So this patch contains a first version of Galic. Im am still adding to it, but at least at this point it works and the dungeon works etc... Just 1 more day for bug hunting and fixes, plus with any time left I will put more work into Galic...

- New Level: Galic. Galic is a much larger map, and will likely need more than 1 party to accomplish the goals. I am still fleshing out the quests and unique items but it is ready to be played.
- New Dungeon: King's Crypt, There are bound to be some bones in here...
- New Mob: Skeleton Cultist. Skills are Fireball, Flameblast, and raise skeletonmage.
- Spirit is now more effective.
- fixed a bug where you could get away from a guild fight by opening the main menu and then closing it.
- Edited the spirit and regen tooltips to be more accurate.
- Fixed a bug where you could get negative money for fighting a dungeon guild.
- reduced rewards for guild fights
- Removed "Go Home" button from the party window while in the dungeons.
- Added text to the leaving dungeon message letting you know that it will reset if you leave.
- Mobs have received a minor damage buff.
- Mob skills Raise Skeleton Warrior & Raise Skeleton Mage have had their cooldowns reduced to 7 turns down from 8.
- Fixed a bug with head hover when selected a party.
- Dungeon battles now give slightly less gold/fame.
- 2-handers now compare with main hands
- Fixed a bug where the compare tooltip could overflow.
- Fixed a bug causing Shield Wall not to appear when you had the talent for it.
- Indicator values for quest difficulty have been adjusted.
- Slightly reduced Exp requirements.
- Meteor's mana cost has increased.
- Added a new load screen!

Patch .14 Rogue Savage Tree, and lots of fixes.

Ok here is the last of the round 1 Rogue Stuff. As well as more fixes and changes that should make the game better for you all :)

- New Rogue Skill Weaving: Savage, This buff adds .5% life steal per stack times the number of bleeds on the target (this can get quite large)
- New Talented Rogue Skill: Twin Slash, does moderate direct damage adds a debuff to the target, and to 1 other random enemy in melee range.
- New Talented Rogue Skill: Blood Thinner, Does minor poison damage over 3 turns, and doubles the duration of bleeds on the target.
- New Talented Rogue Skill: Slice and Dice, Does Substantial direct damage and adds a large bleed to the target, Slice And Dice does 5% more damage per bleed and poison on the target. Gains all bonuses to Precision Strike and Lacerate.
- Fixed a bug where it was possible to become scroll locked.
- Fixed a bug where mob stats where not being added correctly.
- Fixed a bug where mobs could enter an infinite loop error state.
- Fixed a click though issue with items in all menus that contain items.
- Added a tutorial about the pause button...
- Fixed a bug where a unit drag in the guild menu was focusing on building nodes...
- The stash now has a treasure chest image for its art
- The create party button now says "create party"
- Fixed an engine level, game wide bug where text over text buttons could sometimes be slightly blurry.
- You can now right click the slot in the party creation window to remove a unit.
- Slightly expanded the melee attack range of all characters.
- your party's health bars will now be green, this should help to make it easier to see who is on which team.
- Fixed a bug where attack power rating was not being calculated in properly.