Delver - Priority Interrupt
Update v1.08 - Fireflies Fix

Howdy folks! Turns out the fireflies are charming little critters that when angry will destroy the world. Turns out that the hang on launch some players are experiencing is due to the fireflies on the splash screen speeding up to extremely high levels of velocity and zipping off into infinity. Thanks to help from the community this has been fixed! Additionally some comfort options have been added for folks who experience motion sickness.

TL;DR
The hang on launch some folks have been getting has been fixed.

Features:
  • Option for always show crosshair
  • Make player hand lag optional
  • Adding Discord button to main menu

Modding Changes:
  • Adding a status effect that can speed up or slow down time for the world or for the player or both
  • Adding spell support to guns
  • Making when a monster flees configurable
  • Delay for breakables
  • Updating inkle to v1.0.0
  • Adding an ambush flag for monsters

Fixes:
  • Bug fix for critters moving too far away from their start positions
  • Adjusting pause menu layout + fixing incorrect string table usage
  • Some levels crash the editor
  • Doors not updating mesh orientation in editor when turning right
  • Mods button on main menu now translatable
  • Fixing resizing of properties panel
  • Bumping year on splash screen

If you want to join in on the fun, join us on the Priority Interrupt Discord server.

For news as it happens, follow us on Twitter!
@DelverGame
@InterruptGames
Delver - Priority Interrupt
Update v1.07 - Keybinds Hotfix

Hey folks! Turns out the last update broke the loading of custom keybinds for many players. This hotfix corrects that. A big thanks to all the players who let us know this was broken and to our community members who helped test the fix.

TLDR
Q. Does this have any gameplay changes?
A. Nope. It only addresses the keybinding issue.

Bugfixes:
  • Saved keybinds correctly load on launch of game.


If you want to join in on the fun, the Priority Interrupt Discord server is where you want to be.

For news as it happens, follow us on Twitter!
@DelverGame
@InterruptGames
Delver - Priority Interrupt
Hey everyone! We have a fresh batch of bug fixes and new engine features. A big thank you to our community engine contributors, players, testers, and modders! ♥

TLDR
Q. Does this have any gameplay changes?
A. Yes! Monsters now properly navigate the level. Arrows no longer go right through monsters. And bombs now have a chance to be lit when they drop.

Bugfixes
  • Monsters pathing has been fixed and they will more intelligently navigate the level.
  • Bombs have chance to spawn lit. There was a bug that prevented this from happening.
  • Fix arrows passing through enemies when enemies are close to a wall.
  • Broken shaders will now show as magenta.
  • Cleaned up JSON of data files.
  • Fix npc/group entities not showing correctly in levels generated in editor.
  • Adding missing translation strings.
  • Fixing sprite scales when using scaled atlases.
  • Attached entities show correctly in editor.
  • Fixed cases where monsters with custom projectiles could shoot themselves.
  • Fix for not being able to select water surfaces in the editor.
  • Editor defaults to `.bin` extension when saving.
  • Editor hides selection outline when out-of-bounds.
  • Emissive shader emission driven correctly by alpha channel.
  • Pasting in editor places entity on floor.
  • Editor right click menu will close when it loses focus.
  • Fixed animated vertex shader for Mac.
  • Fixed crash when no texture atlas can be loaded.

Modding Changes
  • Editor can now generate levels from custom mod levels.
  • Items can be marked as pickup items and will behave like traditional FPS pickups.
  • Editor live reload now watches subdirectories.
  • Made halo configurable for MagicMissileProjectile.
  • Added an animation action that can spawn projectiles.
  • Put monsters in the right-click Entities menu for placement and visualization.
  • Editor supports copy + paste of plain text JSON.
  • Tile elevators.
  • Breakable entities can now be marked as pushable.
  • Physics force area entity.
  • Text entity re-written to support unicode.
  • Text entities can be triggered.
  • Entites are now rotated with ctrl + left/right arrow key.
  • Editor load legacy map formats are now behind a toggle.
  • Editor camera can now be panned with shift + right click.

If you want to join in on the fun, the Priority Interrupt Discord server is where you want to be.

For news as it happens, follow us on Twitter!
@DelverGame
@InterruptGames
Delver - Priority Interrupt
Hey everyone! The Delver release was pretty tiring, but I think we've finally...

TWO YEARS?!

It's been two years since release? Geez. During that time we released the Delver Engine as open source software (OSS) under the zlib license and have been working on fixes, performance improvements, and even new features. This release updates Delver to use the latest version of the open source Delver Engine.

TLDR
Q. Does this have gameplay changes?
A. No. This update doesn't change Delver gameplay.

Q. What if I don't like change? What if I want to stay on v1.04 forever?
A. No worries, we got you. The public beta branch v1.04 is just for you.

Bugfixes
  • Improved mesh picking in editor.
  • Prevent player from repeatedly bouncing on spikes.
  • Fixed bug where dropped items would spin forever.
  • Fixed how hitscan guns select their targets.
  • Fix for platform discrepancies for setting cursor position in editor.
  • Dynamic lights in editor now respect whether lighting is enabled or not.
  • Fixing broken hotkeys after Ctrl+N to create a new level.
  • Don't show Mac editor shortcuts on non-Mac environments.
  • Fixed skybox placeholder texture showing for some levels.
  • Fixing some cases of static meshes not updating in the editor.
  • Fix flatten tiles and control points not refreshing.
  • Fixed simulation toggle camera.
  • Don't show upper walls for skyboxes in editor.
  • Fix incorrect X-axis movement in editor.
  • Don't make a dynamic light for the player if their torch color is black.
  • Fix for attack animations not resetting when done.
  • Fixed word wrap problem in tooltips.
  • Fix for static meshes not drawing sometimes.
  • Fix for the character and inventory screen buttons disappearing when interacted with.
  • Fixed position bug for teleport.
  • Adjusted the padding of UI elements to make sure they fit within the window when not in full-screen mode.
  • Fix for fire causing a crash if a particle emitter can't be spawned.
  • Fixing monster spawner check offset when looking for room to spawn.

Modding Changes
  • Basic Inkle Ink scripting language integration.
  • Textures can now be emissive. (Driven through alpha channel).
  • Added LevelSwapTrigger. Dynamically replace level geometry with triggers.
  • Added Elevator trigger. Dynamically raise and lower level geometry with triggers.
  • Player eye height and head bob are now properties on the player now ("eyeHeight", "headBobSpeed", and "headBobHeight" properties).
  • Wall textures can spread over multiple tiles. ("scale" property).
  • Texture atlases can use a different height scale now. ("rowScale" property).
  • Improved lighting for outdoor areas at higher graphics detail levels.
  • Upgraded to the latest version of libGdx.
  • Texture atlases can specify a shader by name now.
  • Support for working with larger levels in editor.
  • Added a live reload feature. Changes to assets will be detected and refreshed.
  • Support for hierarchical categories. No more crazy long right click menu. Use slashes for categories. ("Example/my/prefab")
  • You can scrub float values by their label.
  • Editor will prompt to save the level when dirty.
  • Added flood fill feature for painting tiles.
  • Lights in groups and prefabs preview correctly.
  • Editor camera can focus on current selection (press spacebar).
  • Editor camera can orbit around selection (ctrl + alt + drag right mouse).
  • Support for copy and paste between multiple editor windows.
  • UI has been reordered to a more standard layout.
  • Added a Gizmo system for drawing relevant info about entities.
  • File menu tracks recently opened files.
  • Delete key now actually deletes.
  • Fixes to surface painter.
  • Added shortcuts for move tiles up and down. (shift + Q and E).
  • Added shortcuts for moving selected tiles / entities (arrow keys with an active selection).
  • Correctly update lights when a light is deleted.
  • Add change texture option to right-click menu.
  • Escape button closes right-click menu.
  • Update camera controls to first person fly through.
  • Display Engine version on main menu screen.

If you want to join in on the fun, the Priority Interrupt Discord server is where you want to be.

For news as it happens, follow us on Twitter!
@DelverGame
@InterruptGames
Delver - cuddigan
Hey everyone! I've been working on supporting the mod community lately so this update mainly includes bugfixes, performance optimizations, and opening up new features to modding.

There are some people working on crazy awesome mods and I'd like to support them as much as I can, hence a lot of these changes which were based on community suggestions. Watch the workshop, because some neat stuff will be coming soon! (There's even a jumping mod out there lately!)

Gameplay Changes:
  • Added a levitate scroll.
  • Cursed items no longer sell for negative gold.

Bugfixes:
  • Fixed cases where the game could crash on level load.
  • Clearing more memory on level transitions.
  • Fixed strange flickering artifacts on edges of fire / dust.
  • More assets are loaded as needed now, instead of up-front.
  • Game starts at a bit lower resolution in windowed mode.
  • Jumping works at high framerates now.
  • Put a max cap on the number of particles.
  • Editor is easier on memory useage now.
  • Mods overlay is scrollable now.

Modding Changes:
  • Support for directional sprites.
  • Particles can use blending.
  • Editor has per-pixel picking support.
  • Prefabs in the editor no longer draw their attachments way off in space!
  • Holding Tab in the editor makes picking ignore entities.
  • The game data file properties are merged with other mods now.
  • Support for walking critters that can be squished
  • New trigger types for scripting - Damage, Look, Item checks, and Deleters.
  • Main triggers support failure branching now.
  • Notes can have custom backgrounds and text color.
  • Messages, including Notes, can display images.
  • Wands can have infinite charges now.
  • Warp triggers can set music now.

If you want to join in on the modding fun, the best place to start learning would be over on the Delver Community Discord. Join us and check it out!

For news as it happens, follow us on Twitter!
Chad Cuddigan
Joshua Skelton
Delver - cuddigan
Hey everyone! I've been working on supporting the mod community lately so this update mainly includes bugfixes, performance optimizations, and opening up new features to modding.

There are some people working on crazy awesome mods and I'd like to support them as much as I can, hence a lot of these changes which were based on community suggestions. Watch the workshop, because some neat stuff will be coming soon! (There's even a jumping mod out there lately!)

Gameplay Changes:
  • Added a levitate scroll.
  • Cursed items no longer sell for negative gold.

Bugfixes:
  • Fixed cases where the game could crash on level load.
  • Clearing more memory on level transitions.
  • Fixed strange flickering artifacts on edges of fire / dust.
  • More assets are loaded as needed now, instead of up-front.
  • Game starts at a bit lower resolution in windowed mode.
  • Jumping works at high framerates now.
  • Put a max cap on the number of particles.
  • Editor is easier on memory useage now.
  • Mods overlay is scrollable now.

Modding Changes:
  • Support for directional sprites.
  • Particles can use blending.
  • Editor has per-pixel picking support.
  • Prefabs in the editor no longer draw their attachments way off in space!
  • Holding Tab in the editor makes picking ignore entities.
  • The game data file properties are merged with other mods now.
  • Support for walking critters that can be squished
  • New trigger types for scripting - Damage, Look, Item checks, and Deleters.
  • Main triggers support failure branching now.
  • Notes can have custom backgrounds and text color.
  • Messages, including Notes, can display images.
  • Wands can have infinite charges now.
  • Warp triggers can set music now.

If you want to join in on the modding fun, the best place to start learning would be over on the Delver Community Discord. Join us and check it out!

For news as it happens, follow us on Twitter!
Chad Cuddigan
Joshua Skelton
Delver - cuddigan
It's Delver update time again! Since last time we've completely rewritten our monster pathfinding system to make them smarter, and we've been getting a TON of good feedback from modders on what would be useful for them so there has been work on opening up more of the game to customization.

The new monster pathfinding system is super exciting, monsters will be more able to chase the player in areas like the sewers and ruins with small objects that need to be navigated around, and they've also learned how to navigate bridges and beams as well opening up more support in terms of levels that can be designed.

We've also been watching the support and bugfix threads, there are bugfixes aimed at issues we've been seeing in them as well. Thanks for pointing out the bugs that you see!

And now, onto the changes:

Changes
  • Brand new pathfinding system, monsters should be much smarter about getting to the player especially in places like the Sewers.
  • Monsters that fall in pits no longer leave corpses or spawn loot.
  • Mod file loading errors are written to the errorlog.txt file now.
  • Monsters can use spells and projectiles now
  • Conditional triggers can be used for counting in a new 'Increment when Triggered' mode
  • Food items have more exposed properties to modders now
  • Adjusted some scroll costs
  • Tweaks in the Lost City area to blend better with the caves and sewers
  • Something secret for bunnies and modders

Bugfixes
  • Fixed a generation bug in the sewers where bars in water could trap players behind them
  • Fixed some strange glowing areas near pits in the caves
  • The Forgotten no longer has a chance to dissapear again when thrown
  • Fixed how secret areas are tracked for an achievement
  • Fixed some cases where monsters and items wouldn't cause a splash when falling in water
  • Reduced player splash volume
  • Weapons honor the yOffset property now
  • Fixes for a rare level loading crash
  • Player footsteps will play when walking on bridges now
  • Some more performance tweaking related to memory usage
  • Spawned item spawners will spawn items now

Finally, we've given our blessing for the Unofficial Delver Discord to become the Official Delver Community Discord! It has become a great place for modders to hang out and get help, you can find us hanging out there and helping out as well.

You should drop by and hang out with us!


Still here? I've also been streaming some on Twitch to show modders how to use DelvEdit and put their levels in the game, you can find archives of the streams on Youtube.

For news as it happens, follow us on Twitter!
Chad Cuddigan
Joshua Skelton
Delver - cuddigan
It's Delver update time again! Since last time we've completely rewritten our monster pathfinding system to make them smarter, and we've been getting a TON of good feedback from modders on what would be useful for them so there has been work on opening up more of the game to customization.

The new monster pathfinding system is super exciting, monsters will be more able to chase the player in areas like the sewers and ruins with small objects that need to be navigated around, and they've also learned how to navigate bridges and beams as well opening up more support in terms of levels that can be designed.

We've also been watching the support and bugfix threads, there are bugfixes aimed at issues we've been seeing in them as well. Thanks for pointing out the bugs that you see!

And now, onto the changes:

Changes
  • Brand new pathfinding system, monsters should be much smarter about getting to the player especially in places like the Sewers.
  • Monsters that fall in pits no longer leave corpses or spawn loot.
  • Mod file loading errors are written to the errorlog.txt file now.
  • Monsters can use spells and projectiles now
  • Conditional triggers can be used for counting in a new 'Increment when Triggered' mode
  • Food items have more exposed properties to modders now
  • Adjusted some scroll costs
  • Tweaks in the Lost City area to blend better with the caves and sewers
  • Something secret for bunnies and modders

Bugfixes
  • Fixed a generation bug in the sewers where bars in water could trap players behind them
  • Fixed some strange glowing areas near pits in the caves
  • The Forgotten no longer has a chance to dissapear again when thrown
  • Fixed how secret areas are tracked for an achievement
  • Fixed some cases where monsters and items wouldn't cause a splash when falling in water
  • Reduced player splash volume
  • Weapons honor the yOffset property now
  • Fixes for a rare level loading crash
  • Player footsteps will play when walking on bridges now
  • Some more performance tweaking related to memory usage
  • Spawned item spawners will spawn items now

Finally, we've given our blessing for the Unofficial Delver Discord to become the Official Delver Community Discord! It has become a great place for modders to hang out and get help, you can find us hanging out there and helping out as well.

You should drop by and hang out with us!


Still here? I've also been streaming some on Twitch to show modders how to use DelvEdit and put their levels in the game, you can find archives of the streams on Youtube.

For news as it happens, follow us on Twitter!
Chad Cuddigan
Joshua Skelton
Feb 17, 2018
Delver - cuddigan
Hey Delvers! We just pushed a new bugfix update based on feedback we've been getting from our awesome community. This update is mostly focused on fixing bugs, but there are also some extra changes aimed at balancing the endgame, and making the game easier to mod.

For speedrunners: playtime is now a tracked stat that will display both at a savegame and run level to make tracking easier. We can't wait to see your crazy runs!

For modders: you can now give shaders custom textures and levels can now easily override their textures via a new `textureAtlasOverrides` list. Drop by the Unofficial Delver Discord for more information!

Give this update a shot, and as always let us know what you think of these changes.

Bug Fixes
  • Fixed a savegame loading issue that could occur after picking up the Orb.
  • Collision tweaks for arrows to fix cases where fast moving arrows wouldn't connect sometimes.
  • Fixed some cases where player HP could drop when healing if they had health buff items equipped.
  • Fixed cases where entities like Monsters could spawn inside other entities.
  • Fixed monster stacks spawning in the Temple (even though it was cool!)
  • Items no longer play weird item drop sounds when on fire.
  • Fixed not being able to rotate projected decals in the editor.
  • Added more text to the translatable strings.dat file.
  • Monsters can now properly apply Vampyric and Paralyzing damage.
  • Achievements can no longer unlock in debug mode.

Other Changes
  • The lich has a chance to spawn and harass you during the chase sequence.
  • Playtime is now a tracked stat, both at the run and save levels, to make speedrunning easier.
  • Added a 'Dark' filter.
  • Shaders, including filters, can now use custom textures.
  • All potions now can apply their status effects when exploded.
  • Levels can now use alternate texture themes.
  • Jeff bought a new shirt.
Feb 17, 2018
Delver - cuddigan
Hey Delvers! We just pushed a new bugfix update based on feedback we've been getting from our awesome community. This update is mostly focused on fixing bugs, but there are also some extra changes aimed at balancing the endgame, and making the game easier to mod.

For speedrunners: playtime is now a tracked stat that will display both at a savegame and run level to make tracking easier. We can't wait to see your crazy runs!

For modders: you can now give shaders custom textures and levels can now easily override their textures via a new `textureAtlasOverrides` list. Drop by the Unofficial Delver Discord for more information!

Give this update a shot, and as always let us know what you think of these changes.

Bug Fixes
  • Fixed a savegame loading issue that could occur after picking up the Orb.
  • Collision tweaks for arrows to fix cases where fast moving arrows wouldn't connect sometimes.
  • Fixed some cases where player HP could drop when healing if they had health buff items equipped.
  • Fixed cases where entities like Monsters could spawn inside other entities.
  • Fixed monster stacks spawning in the Temple (even though it was cool!)
  • Items no longer play weird item drop sounds when on fire.
  • Fixed not being able to rotate projected decals in the editor.
  • Added more text to the translatable strings.dat file.
  • Monsters can now properly apply Vampyric and Paralyzing damage.
  • Achievements can no longer unlock in debug mode.

Other Changes
  • The lich has a chance to spawn and harass you during the chase sequence.
  • Playtime is now a tracked stat, both at the run and save levels, to make speedrunning easier.
  • Added a 'Dark' filter.
  • Shaders, including filters, can now use custom textures.
  • All potions now can apply their status effects when exploded.
  • Levels can now use alternate texture themes.
  • Jeff bought a new shirt.
...

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