1. Dread Delusion
  2. News

Dread Delusion News

The "Cadaver Keep" Update!


[h3]THE CADAVER KEEP UPDATE[/h3]

A new update has been birthed from our gestational sacs. This one will add a ton of new challenges to the Endless Region, including a new main story quest and further improvements to combat and general optimisation.
[hr][/hr]

[h3]THE DUCHESS QUESTLINE[/h3]
The hunt for Vela Callose continues in this update, with Vela's former comrade - known as the Duchess - arriving in the Endless Region.

She inhabits a cluster of islands haunted by skeletons and spectral eyeballs, so finding her will be no easy task. But once you do, this powerful cipher-witch will send you on an even more perilous endeavour - to rescue her daughter from the terrifying Cadaver Keep.
[hr][/hr]

This Keep is a brand new dungeon, teeming with enemies and treasure both. Just like Rustburg in our last update, there will be multiple paths to your goal - allowing you to slip past some of the more daunting combat encounters, if you have the skill.
    [h3] New main story quest: The Duchess
    New island added to the south of the Endless Region, where the Duchess questline begins
    Cadaver Keep now exists at the north of the Endless Region: a brand new multi-challenge dungeon[/h3]
[hr][/hr]

[h3]ENDLESS MINES
[/h3]

But the Endless region is also getting another massive dungeon. The Endless Mines are a vast complex of crystalline caves in which a malign psychic presence has taken root. This entirely optional dungeon will grant a huge amount of crafting materials, but also features an engrossing questline with multiple endings.
    [h3] New dungeon: the Endless Mines
    Rich with crafting materials
    Features new crystalline enemies and a quest with multiple endings[/h3]
[hr][/hr]

[h3]ENEMY ENHANCEMENTS
[/h3]

Humanoid foes can now drink potions to restore health and use shields to deflect attacks. This adds an extra layer of strategy to fights.


[h3]PERFORMANCE OVERHAUL
[/h3]
We've also vastly improved the way the game loads data between regions. This may make inter-region loading times a fraction longer, but it will improve performance all round.
    [h3] Game now loads far fewer assets at once
    Structures in the game have low-poly variants when far away[/h3]
That's it for now! We hope you enjoy the new additions - as always, we're eager to hear your feedback. You can find more extensive patch notes below:
[hr][/hr]
[h2]Patch Notes[/h2]
[h3]Major:[/h3]
  • New Quest: The Duchess, in which the player hunts down Vela's old comrade; an esoteric woman based in the Endless region.
  • New Dungeon: Cadaver Keep, a multi-challenge dungeon teeming with cannibalistic enemies look for new prey.
  • New Dungeon: Endless Mines, a sprawling underground crystalline cave network with a underlying sinister presence.
  • Enemy Enhancements: Certain enemies have been reworked to be able to drink potions and use shields to add a new layer of strategy to combat.
  • Performance Overhaul: Overall performance improvements - Game loads fewer assets at once, in-game structures now have low-poly variants when far away, and loading save data is now more efficient.

[h3]Balance:[/h3]
  • The number of spells a player can have equipped now scales from 1 - 4 based on that player's Spellcast skill.
  • Players were getting confused by the feature that prevented stamina from draining when a weapon was sheathed, so this feature has been reverted.

[h3]Miscellaneous[/h3]
  • The journal map has been updated with new landmarks and landmasses, including Rustburg and the game's new Endless areas.
  • Added a secret passage next to the Wikkan statue in Hallowshire, which was supposed to mark a secret.

[h3]Bugfixes:[/h3]
  • A number of changes have been made to dialogue, correcting small errors etc.
  • Fixed a number of UI bugs that were causing minor glitches in certain menus.
  • Fixed the alchemy screen not being usable with a controller.
  • Fixed a bug that would softlock the game when sheathing weapons while crouched.
  • Made it harder for large enemies to push the player through walls.
  • Fixed the Flesh Door in the Endless region opening too slowly.
  • Fixed a bug that would prevent the Penchant for Dreaming quest from being completed if the journal was picked up too early.
  • Fixed an exploit that was allowing players to craft too many items.
  • Fixed an exploit that was causing sold items to still buff the player.
  • Fixed a bug where the player could attack while drinking a potion.
  • Breakable doors now correctly register spellcasts as hits.
  • Arrow colliders no longer damage the player when they're on the floor.
  • Fixed an issue where the Chained God would repeat dialogue every player death.
  • Fixed bug where levers wouldn't play their animations.


[hr][/hr]
[h2]Don't have Dread Delusion Yet? Pick it up Now![/h2]
https://store.steampowered.com/app/1574240/Dread_Delusion/

[h3]Social Links:[/h3]

Version 0.6.05 Update

[hr][/hr]
[h2]Patch Notes[/h2]
[h3]Miscellaneous:[/h3]
  • Added functionality to detect corrupt save data. Previously the game would crash at the main menu if corrupt save data was present - now it will be listed as corrupt data and can be safely deleted from the save game menu.

[h3]Bug Fixes:[/h3]
  • Fixed a bug when the player was resting in unsafe beds, and a bandits would spawn, but not actually do anything.
  • Fixed a number of animations not loading properly, causing certain characters to have no animations.

[hr][/hr]

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

This dreamlike indie RPG is a dense, perfectly refined bite of Elder Scrolls




Dread Delusion vexes me. It's maybe the perfect game for me, one I really want to keep digging into, but like Gloomwood before it, Dread Delusion might be too good to play unfinished. I've come to the conclusion I can't keep playing it in early access. You play it now if you haven't, precisely once, but then you gotta wait...
Read more.

Version 0.6.04 Update

[hr][/hr]
[h2]Patch Notes[/h2]
[h3]Miscellaneous:[/h3]
  • Saved player quest data now refreshes itself from the database whenever a game loads. This should fix any player questlines that were previously bugged - e.g. if players had Charmed the Emberian before version 0.6.02 and couldn't buy the key.
  • Added a permanent small crosshair to help players feeling motion sickness. In future updates this may be toggle-able in options, rather than always-on.
  • Added a new 'Quick Start' slot when starting the game. If there is no data in a slot, players can now choose to 'Quick Start' a save - that will bypass the tutorial and give players some basic items. This mode will only be available during Early Access.
  • The Weapon Shop in Hallow Town will now restock Iron Ore and Fine Ore in single amounts, giving players a renewable source of ore (this may change later in development, as more finite sources of ore are added to the game).
  • Tweaked shop restock code to prevent items appearing in multiple stacks. Shops will now also restock immediately when a new game is started, instead of after the first day has passed (this was causing certain stock to only appear on day 2).
  • Improved dialogue animations for The Emberian, triggering her to move during dialogue.
  • Some general performance tweaks that should improve framerates.
  • Player must now have started the Emberian quest to ask the Wobbly Noggin barkeep about her.
  • Returning to the Main Menu now clears the Notification queue, preventing a backlog of notes.
  • Adjusted the rope bridge leading to the Wobbly Noggin, where players could get stuck.

[h3]Bug Fixes:[/h3]
  • Possibly fixed a bug that prevented the home spell from being usable on certain players' computers
  • Fixed a bug that was preventing the Endless Queen's throne from appearing, along with other assets in the Castle of Ribs.
  • Fixed a bug that was preventing the player from passing the Charm test for the Emporium of Oddities shopkeep.
  • Fixed a bug causing an early tutorial NPC to T-pose.
  • Fixed a bug that would temporarily prevent players from casting spells if they tried to cast while drinking a potion.
  • Fixed a bug with the Golden Typhos quest, where the player couldn't give the artifact to the merchant.
  • Fixed a bug that was preventing players from dying, getting them stuck in a near-death state.
  • Fixed a bug with the Player House system that was causing Thornwood Manor to load incorrectly on new saves.
  • Fixed a bug that was causing the Vierme in Thornwood Manor from speaking to the player.
  • Fixed a bug that was causing multiple Crystal Save Points to be 'active' at once.
  • Fixed a bug that was causing Jack Basalt in the Wobbly Noggin to only appear after the player had rested in a bed.
  • Fixed a bug that would prevent the Emberian from disappearing from the ruins after she had been recruited.
  • Fixed descriptions that previously indicated that Rustburg was south-west, not south-east.
  • Fixed a small bug with the alchemy system that would cause some errors behind the scenes.
  • Fixed some bad clipping where players could get stuck in Vela's Fortress, The Blinding Light.
  • Fixed an Inquisition Banner that would not move along with the Inquisition Ship it was attached to.

[hr][/hr]

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