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Delver News

Update 1.04 - Bugfixes and more modding support

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

Update 1.04 - Bugfixes and more modding support

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

Update 1.03 - Smarter monsters, more bugfixes!

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

Update 1.03 - Smarter monsters, more bugfixes!

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

Bugfix update 1.02

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.