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Delver News

Update v1.08 - Fireflies Fix

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

Update v1.07 - Keybinds Hotfix

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

Update v1.06 - Pathfinding fix

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! ♥

[h2]TLDR[/h2]
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.

[h2]Bugfixes[/h2]

  • 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.


[h2]Modding Changes[/h2]

  • 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

First person dungeon-crawler 'Delver' properly open source again, pulls in lots of updates

After only recently being released on itch.io, it seems the team behind the chunky-pixel first-person dungeon crawler Delver aren't done.

Read the full article here: https://www.gamingonlinux.com/2020/09/first-person-dungeon-crawler-delver-properly-open-source-again-pulls-in-lots-of-updates

Update v1.05 - Maintenance update

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.

[h2]TLDR[/h2]
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.

[h2]Bugfixes[/h2]

  • 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.


[h2]Modding Changes[/h2]

  • 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