Community Announcements - cuddigan
It's time for another Delver update, and this is a fun one!

Our dungeon generation so far has worked by piecing together hand built level chunks, which has gotten us a long way and let us make spaces that are fun to explore. That also means that you may see the same areas repeat themselves between playthroughs which can be not so fun over time.

This update includes our work making a full procedural dungeon generator. This system lets the game create rooms from scratch when you play instead of relying on us to hand build everything.

This means we can let the game make spaces to explore, but still let us mix in our hand built pieces to make really unique places - the best of both worlds!

We built the rules to create these new dungeon rooms, but what comes out of the other side can still be truly exciting. Take some screenshots when you see an interesting place, because you may be the only person to ever see it :D

To finish things off, we've been working with the super talented Derris-Kharlan to add more tunes to the dungeon. We think they're great, and he's been a pleasure to work with so far. Check out more of his stuff on Soundcloud.

Features
  • New dungeon room generator used in dungeon floors 1 & 2 to start with
  • Some new music, and random track picker system
  • More stuff, for you to find on your own

Bug Fixes
  • Shooting a wand on a moving platform no longer teleports you to the floor below
Community Announcements - cuddigan
After a long, but hopefully worthwhile, absence while we were digging around in the guts of Delver, we're back with some great new stuff under the hood to make modding more of a primary engine feature and includes a revamp of the level editor to make it much easier to use.

I mean, look how pretty the editor is now:



Mod Merging!

My favorite new feature in this update is the mod merging support, which replaces the old way of only being able to ship one new version of a data file around.

In this new system we can load many mods at the same time and have all of their new content pulled into the game. This will let mod makers share new monsters, level pieces, and texture packs and have them seamlessly blend with other content of the same kind from other mods in the style of how games like Skyrim do modding.

I'm really excited to see how this feature can be used to add tons of new content into Delver, all from different authors working on different things. If anyone wants more information on this system, check out the pinned discussion forum post in the Modding subforum for Delver.

Features!

  • Many mods active at the same time.
  • Revamped level editor!
  • Spike traps, and spike pits.
  • New puzzle dungeon tiles.
  • Flies have found the dungeon a good place to hang out.

As always, let us know if you have any issues or questions about this update.
Community Announcements - cuddigan
A small bugfix update just went live, it fixes issues with arrows not always hitting mobs when shot from a bow.

As a fun addition, via popular demand here on the forums, it also adds a new Field of View slider to the Options menu.

Thanks for letting us know about these issues!
Community Announcements - cuddigan
The September update of Delver is here, just in the nick of time. This is a fun update for us, since we had the chance to work with the awesome character artist Hunter Russel to redo all of our monster animations and the results shine.

We also updated to the latest version of the libGdx engine, fixed some collision issues that were causing people to get stuck in the mines, and got in some decent performance fixes that should stop the hitching some people have been experiencing. There's also a super fancy new menu background, to replace the boring image that was there before.

Features
  • Redid ALL monster animations
  • Monsters leave corpses now
  • Some new NPC animations
  • Bats have a lunge attack now
  • The druid and worm monsters have jumping attacks
  • Mages now have a windup before their magic attacks to give themselves away
  • Fancy in engine menu background
  • Player starts with some gold now, instead of 0
  • Player and mobs can no longer stand on eachother
  • Overlay text is now smaller by default

Bug Fixes
  • Redid the stepping up physics code, should no longer get stuck in small spaces or step up onto columns
  • Showing a win message instead of 'Dead' after finishing the game on the main menu now
  • Fixed dragging and dropping items from the inventory not throwing them as expected always
Aug 27, 2014
Community Announcements - cuddigan
This bugfix update has the latest version of the editor, with the following changes:
  • Full support for custom spritesheets, sprite entities can now pick any sheet defined in the data/spritesheets.dat file.
  • Can now open some dungeon tiles from Update 6 that couldn't be opened previously
Aug 18, 2014
Community Announcements - cuddigan
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.
Aug 16, 2014
Community Announcements - cuddigan
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
Jun 24, 2014
Community Announcements - cuddigan
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
Jun 18, 2014
Community Announcements - cuddigan


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?

Also, have you seen prol3's lets plays of Delver yet? They're super cool. Like, super, amazingly cool.
Community Announcements - cuddigan
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!
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