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

Guilds of Delenar

Patch .13: Rogue Shadow Tree and lots of improvements and fixes.

Hi Everyone!

Lots of small things this weekend, and a bit more Rogue stuff... Im pretty sure I forgot to write some stuff down, but more of the small things are stuff I noticed while watching gameplay videos from people... The UI is starting to get more smooth (still has a ways to go, but I am trying to round off the sharp edges the best I can).

- Rogue Shadow Tree is expanded now.
- New Skill Weaving Resource: Conceal, This reduces all damage taken by 2% per stack.
- New Rogue Talented Skill: Blind, Blind causes all abilities with a chance to hit (meaning not heals or buffs), to have a 35% chance to miss or resist.
- New Rogue Talented Skill: Slowing Poison, This skill reduces actions points by 1 (minimum 1), and does moderate damage over 3 seconds. This can stack up to 3 times.
- Fixed a bug where music volume was not adjustable.
- The tavern in Drom will now also attract Rogues and Paladins.
- Fixed a bug with the displayed path in dungeon.
- Fixed a bug with treasure chests gold and fame transfers.
- Fixed a 1080p sizing issue in the party menu.
- Fixed a bug where a defeated dungeon party could becomes dislodged from the draw manager.
- Added some text below the party slots that tell you to click the slots to select party members.
- Changed the tutorial that tells you to go to Cletus' house, to now require that you have a path there before going away... This should prevent users from dismissing the tutorial without reading it, and then having no idea what to do...
- Added a tutorial that describes how to move and use abilities in combat.
- fixed a bug where upon the first load, the Home Town Heroes had incorrect health/mana values.
- Fixed a bug with background music being to quiet.
- Guild members in the barracks are not much easier to select
- The tavern should no longer generate lag when creating new heroes.
- Now if you drag a party over a building it will lock to the node point. This is in direct response to videos of the game being played by others :)
- The screen centering now detects if the active unit is within a range rather than the exact middle, the scroll speed is also much faster.

Anyways I hope you all can see that I am gonna be patching a lot (thats kinda my MO for those that dont know me), and that things will get fixed, improved and expanded pretty rapidly as the days/weeks go by.

Game comes out in under 5 days, I hope to see you all on the 22nd!

Patch .12 Paladin base and tons of tweaks

Hello Everyone,

This one does a lot to get the game ready to go. It adds the base of the Paladin as well as a ton of fixes and tweaks for the game. I am pushing as hard as I can to get as much as I can in by EA launch, I should have 2-3 more lists like this prior to that point...

Patch notes:

- New Class: Paladin, The paladin is a hybrid warrior/healer. This class in not meant to be 100% warrior and 100% healer, but rather some combinaiton of the 2 that adds up tho 100% something (this is how hybrid classes with be treated in this game).
- New Skill: Holy Strike, This is a melee strike that does holy damage. This skill can be enhanced to also heal the paladin when used.
- New Skill: Holy Light, This is a moderate heal spell.
- New Skill: Force Of Light, This is a ranged stun.
- Despot Cave now has a boss named Redrum. Those that have played Zavix Tower may be familiar with him :)
- Winning non-knocked out units now get 1 tick of regen after battle.
- The game will now save while in dungeons
- Added 2 more Premade items. These items are dropped the first time that you win the Redrum fight.
- Fixed a bug where the rouge class icon showed up as the warrior one...
- Fame and gold rewards have been reduced slightly (this will be in flux for awhile).
- Chance to hit is slightly easier to aquire.
- Fixed a bug where equiping an off hand did not unequip a Two Hander.
- Item Shops now generate items more often.
- Add a tutorial chunk to tell the user about despot cave, this chunk also introduces Lord Tharsus
- Tutorials can now show the head of the person talking.
- Adjusted buff/debuff icon size
- Fixed some issues drawing both frames of a skill icon.
- Fixed a crash while pathing in dungeons.
- When you close the Party Creation Screen the hero selecion screen will now also close.
- Exp requirement per level has been reduced slightly.
- Paladins have been added to the tavern Spawns.
- Paladins have been added to the new game options.
- The Priest skill Fortify now does 20% increased health, up from 10%, and also lasts 6 turns up from 5.
- Fixed a bug where new games would not show up in the game list untill the game was restarted.
- The exit menu is now accessable from both the world map, and dungeons.
- Fixed a bug that had to do with dropping heroes in guild rooms.
- Fixed a bug where units in the training room sometimes did not gain Exp.
- Fixed a bug where the training dummy would continue to animate after a unit was removed.
- Training room now gives more exp
- Fixed a bug with taunt that did not release the taunted unit from taunt even after the caster of taunt died...
- pause indicator is now smaller.
- Fixed a bug where cooldowns were not reseting after battle.

Patch .11 Dungeons and Skin Tones

Hello Everyone,

Well we are approaching an Early Access Release so I figured I would start posting updates to the steam page now (as they are becoming more and more user relevant). That way anyone who wants to can keep up with the game.

For past updates:

https://discord.gg/NcSJTv5

I also want to mention that the game is really starting to take shape even prior to Early Access, but there is still much to do and feedback is super helpful. So if you have any feedback for me please either come to discord and let me know, or post it in the community area of steam and I will get back to you as soon as I can.

Patch notes:

Not a huge update list but I have a few big items. You can now choose the skin color of your starting characters, I will eventually let you change the skin color's at any time but I dont have that yet. Also other than the first boss and some more art, the first dungeon is now working. Both of these are huge steps for the game.

- Despot Cave is now working in a basic manor. I have not put the boss fight in, but you can go in and fight (blue nodes are fights and green nodes are tresure while I wait for more art to denote them better). The next stage for the dungeon is to add the boss fight and quest to kill the boss.
- Skin Tones are now in. There are 7 different tones so that people can start customizing their charaters... More customization is coming but at least there is something in now :)
- Fixed a crash that had to do with offhand maces being created.
- Fixed a bug in the the green outcast cloth set.
- Corrected some issues with the AI, they should now act a bit smarter :)
- Slightly Adjusted item drop rates.

Discord Server Up

Hey Everyone,

The game is making strides at this point, but nothing quite locked down for a launch date yet.

I figured I would post this here and anyone who wants to can join up.

https://discord.gg/t4YDByx

The Beta will probably require joining up on discord in the future as well.