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Dwelvers News

Dwelvers Beta v0.18.11.0 released - Improved production chain and bug fixing

Dear Dwelvers community,

It is getting closer to the full release and the game is getting more and more stable for each day! This week I've been trying to prioritize the bugs focusing on those that affect the game play the most. But the biggest change to this version is the way materials are getting delivered to the production site. Now the workers tries to collect all the materials before going to the construction site, instead of taking smaller amounts at a time.

This makes a huge difference to the speed constructions can be built when they are farther away from the storage room.

Improvements and bug fixes

All solved bugs have been moved to the sub forum "Solved bugs"



Once again, thank you for all your support and hope you enjoy this new version :)

Sincerely,

Rasmus Ljunggren
(The only developer of Dwelvers)

Dwelvers Beta v0.18.10.0 released - Bugfix version

Dear Dwelvers community,

Thank you all for the support you have been given me and helping me making Dwelvers as stable as it can be. As you all know my goal is to make a full release before the end of the year and the more bugs you can find until then the more I can solve.

So this week I have been focusing on fixing bugs :)

[h2]Bugs solved[/h2]
All solved bugs have been moved to the sub forum "Solved bugs"



Once again, thank you for all your support and hope you enjoy this new version :)

Sincerely,

Rasmus Ljunggren
(The only developer of Dwelvers)

Dwelvers Beta v0.18.9.0 released - Improved Fight or Flight

Dear Dwelvers community,

This week I've not been able to work as much as I normally would because one of my children has been sick. She is better now and I've taken the time I got to focus on creatures fight or flight behavior. There are many small things the creatures does that can affect the outcome of a battle, such as when they should be scared, what enemy they should prioritize, where they flee, and how fast they can return to battle.

By making improvements and tweaks to these behaviors the battle gets much more interesting and less frustrating. Read more about it below.

[h2]Improvements[/h2]


[h2]Bug fixes[/h2]


Thank you all for playing Dwelvers and coming with feedback, it is really helpful! And please don't forget to leave a review if you like the game ;)

Sincerely,

Rasmus Ljunggren
(The only developer of Dwelvers)

Dwelvers Beta v0.18.8.0 released - Improved fleeing and increased stability

Dear Dwelvers community,

This week I've fixed something I think many of you have been longing for. There have been a lot of comments on the suicidal Imps out there and that some of you want to slap them! Well, I feel for you! I noticed that instead of actually fleeing from battle they seemed to enjoy running straight into them.

[h2]Improved Fleeing[/h2]
So I sat down and tried to figure out what was actually wrong here and came up with the following.
  • Imps could actually be called for help into battle (which is a big bug).
  • When imps are fleeing they try to go straight to the Dark Mother room (meaning they could run straight through enemies wanting to get there).
  • If the enemy is close to the location they are fleeing they flee to other rooms (still could flee straight through the enemies).
  • If there are task like digging or transporting wounded they didn't care if there was enemies nearby or in their path.


So the improvements I've made is the following
  • Imps have their own pathfinding when doing jobs, this pathfinding avoid enemies and is also used by scared creatures in general)
  • Imps will not do a job that is close to an enemy or where the path to the job is blocked by an enemy.
  • If the imps starts to flee it will use a pathfinding algorithm that seeks the safest location to flee to and at the same time avoid as many enemies as possible getting there.


The fleeing pathfinding algorithm to find the safest place is prioritized in the following order
  1. Find a location that are out of sight from all nearby enemies.
  2. Find a location that are as far away from the enemy that is chasing you as possible.
  3. Find a location that is as close to the nearest player owned room as possible.
  4. If all these criteria's are meet, then stay there until you are not afraid anymore.


So hopefully you will enjoy these smarter imps and if you'd like you can comment on the their new behavior here.

But I also know that big changes like this always brings some unexpected behavior, so please report any abnormality you may find here at the forum.

[h2]Bugfixes[/h2]


Thank you all once again for playing and helping me make Dwelvers better than ever before!

Sincerely,

Rasmus Ljunggren
(The only developer of Dwelvers)

Dwelvers Beta v0.18.7.0 released - Bugfixes and Wave-tweaks

Dear Dwelvers community,

Thank you once again for all your support with playtesting and coming with suggestions. I really love the discussions on the forums on how to complete the campaign at impossible. You are way better at playing Dwelvers than me :D

So another week another update, here we go!

I've mainly been focusing on balancing the waves and doing some tweaks with how the creatures battle each other. You can read more about it below!

Improvements


Bugfixes


Thank you all for playing Dwelvers and please do a review if you like the game :)

Sincerely,

Rasmus Ljunggren
(The only developer of Dwelvers)