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
- 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
[ 2018-03-09 02:50:09 CET ] [ Original post ]
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
- 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
[ 2018-03-09 02:50:09 CET ] [ Original post ]
- Delver Linux [179.23 M]
Take the role of an adventurer that tries their fate in the dark dungeons (and probably dies horribly). Fight monsters, grab loot, hoard potions, and level up!
Quest for the Yithidian orb at the darkest depths of the dungeon and attempt to bring it back to the surface - getting to it may be the easy part.
Levels are randomly generated in each playthrough so you'll never know quite what's around the corner.
Delver is in an unfinished beta state at the moment and has it's share of bugs and rough edges that need filed down, but it's very playable even in this unfinished state. Help us guide the direction of the game with your early access help and feedback. Our future plans are to revamp all of the art and sound, increase the depth of the RPG system, add special events and minibosses to the random dungeon generator, implement full gamepad support, and add a ton of new content. Help make Delver the best game it can be!
Key Features
- Fast paced action rpg gameplay
- Permadeath - once you're dead, you're dead
- Randomized levels - never the same game twice
- Loot hoarding
- Chunky pixels!
- Modding support - the desktop version lets you make and share your own monsters, items, and texture packs
- Level editor included!
- OS: Ubuntu preferred. others may work
- Processor: 2.0 Ghz CPUMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGL 2.0 Compatible
- Storage: 200 MB available space
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