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Dread Delusion News

Version 0.5.023 Update

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[h2]Patch Notes[/h2]
[h3]Miscellaneous:[/h3]
  • Added more cardinal signs to the world to help player navigation
  • Altered tree and flora prefabs to allow for better AI navigation

[h3]Bug Fixes:[/h3]
  • Fixed issue where the mine by the main city yielded 3 tacks of ore instead of 1
  • Fixed issue where player could fall through the inactive lift outside hollow city. Also fixed an issue where the lifts’ clipping meshes were being visualized as ugly brown things.
  • Fixed issue where pressure lates for axe traps pressed from far away
  • Fixed object placements in one of the main dungeons in the Endless zone
  • Recolored and fixed opacity on the “NESW” letters on cardinal signs so that they are more legible against the background. The new blue color palette matches the Apostatic Union better too.
  • Fixed missing collider on the fences on the sides of the inter-island drawbridges
  • Fixed issue where the LOD trigger area around the castle was too small, causing a jitterseed pickup to deactivate and become inaccessible when approached
  • Fixed an issue where the braziers in the Queen of Silver’s chamber had no colliders
  • Added smoke trail visual effect to braziers
  • Fixed missing collision model on open flesh door
  • Fixed issue where the water in a small lake near the bridge to the endless realm was clipping through the adjacent cliff
  • Fixed z-fighting issue on the terrain near the path to the duke’s castle
  • Fixed an issue where certain chests were not leveled on the ground
  • Fixed fencing around the pub area and leading into the city. Previously the fencing clipped through the bridge, and had some messy gaps & texture placement
  • Fixed geometry of the city’s sewer so it no longer clips through the wall just above the river

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And as always, please post any issues you come across or feedback you may have in the Discussion Forums.

Version 0.5.022 Update

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[h2]Patch Notes[/h2]
[h3]Balancing:[/h3]
  • Massively changed how fast players' Stamina Threshold depletes. It will now take significantly longer to become Fatigued, and the Stamina Threshold will decrease based on a fixed timer instead of when the player performs certain actions.
  • Improved damage of the fireball spell.
  • Very minor tweaks to how Stamina Potions and Elixirs of Restoration affect the Stamina Threshold.

[h3]Miscellaneous:[/h3]
  • Tweaked the Paeguth questline to make it less likely the player will not notice Paeguth at Hallow Town, if they chose to side with them.

[h3]Bug Fixes:[/h3]
  • Fixed an bug where players would respawn in the Endless area before they had unlocked its gatebridge.
  • Fixed an issue where some items were not giving their correct stat bonuses, including the clothes at the Hallow Town tailor. These items have now been re-spawned with their correct stats, though they will have to be collected again.
  • Fixed a bug that would stop the 'Lost Purse' secret entrance from working after a player had left and re-entered the area.
  • Fixed a Charm test when speaking to a guild member of the Order of Three and One.
  • Fixed some dialogue in the Paeguth questline, which would point players in the wrong direction when they need to find the belltower.

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And as always, please post any issues you come across or feedback you may have in the Discussion Forums.

Rob the town blind and cheat gods in Dread Delusion's Early Access




Dread Delusion's first town of Hallow, built into an asteroid suspended above an unforgiving countryside, fulfilled a craving I wasn't even fully aware I'd had: one for the dense, multilayered urban areas of Deus Ex and Vampire: the Masquerade—Bloodlines. Elder Scrolls towns come close for me, but don't quite have the intricacy and depth of their more immersive sim-y cousins. Hallow, with its secret tunnels, hidden doors, and vertical exploration, gives a bite-sized reprisal of Deus Ex and VtMB's game-long exercises in breaking into peoples' apartments and reading their emails...
Read more.

Version 0.5.021 Hotfix Update

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[h2]Patch Notes[/h2]
[h3]Bug Fixes:[/h3]
  • Changed a few things that was preventing the compass from pointing where it should

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And as always, please post any issues you come across or feedback you may have in the Discussion Forums.

Version 0.5.020 Update

Greetings Prisoners,

We hope you're enjoying your journey at the Oneiric Isles! This is the first in a series of post-launch updates focused on fixing reported issues, among other minor alterations based on feedback.

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[h2]Patch Notes[/h2]
[h3]Miscellaneous:[/h3]
  • New scenery and item placements throughout the Endless Realm
  • Changed music colliders in intro scene, making the 'intense' music fade out when you leave the battle, and fade back in when you return to the battle (previously it would only end when you met Vela).

[h3]Bug Fixes:[/h3]
  • Fixed issue where wrecked war machines in the opening battlefield were playing their "stand up" animation and clipping through the ground in an ugly way
  • Fixed some misc scenery placements (mostly floating trees) on the starting island
  • Fixed a bug where an enemy's animator reference wasn't being assigned properly (this may address some of the issues players reported)
  • Fixed issue where you could uncrouch in some places you shouldn’t be able to, effectively allowing the player to get outside the map
  • Applied several minor performance optimizations to the player character's movement code
  • Fixed issue where players could get stuck in the windows of the prison-ship in the starting area.
  • Removed rubble piles in the first area which could trap the player if they backtracked and jumped over a railing.
  • Fixed hole in the level geometry in the corner of the fort on the starting island, which allowed players to fall and become trapped in the cavern below.
  • Fixed bug that was preventing the compass from pointing where it should

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And as always, please post any issues you come across or feedback you may have in the Discussion Forums.