1. Dwelvers
  2. News

Dwelvers News

Dwelvers v1.1.5 is now ready for beta testing

[h3]Hi all,[/h3][p]Dwelvers V1.1.5 beta testing version is now released. Improved pathfinding, optimization and AI bugfixing have been the goal for this release.[/p][p]I have a date in mind for leaving the Dark Sister beta mode and join the Dark Mother for real: June 26th – just two weeks away. If you have time, please report any bugs you encounter so I can prioritize fixes before the release.[/p][p][/p][h2]How to Access the Beta[/h2][p]To opt into the beta, use this code: [/p]
[p]tuK82JR1JgNsK1OC[/p]
  1. [p] Right-click on Dwelvers in your Steam Library [/p]
  2. [p] Choose Properties → Betas [/p]
  3. [p] Enter the code and select the beta branch [/p]
[p][/p]
Improved Pathfinding
[p]I took the time to scrap the old system where the pathfinding relied on rooms and replaced it with a pathfinding system that instantly find the shortest path from any point on the map to any other point on the map. This is an improvement from the old system because it is faster, and that the old system could take some detours. The backside is that the memory the game uses have increased with about 1 GB, bringing the games total memory usage to something around 5 GB (unless you play a 100x100 map). But I find that acceptable with todays standard.[/p][p][/p]
Optimization
[p]Since a long time ago I have been using threading in Dwelvers, but something has always bothered me, it never felt like the threads were using the computers max processing power. The loading phase always brings the CPU usage up to 80% - 90% for faster loading. But in game only 5% were used. Which for my computer is about using 2 processors. for my computer.[/p][p]This made me look closer into how I handled the threading, and one big clue was that I could reload the same level over and over again and get different CPU usage each time - It seemed like different threads were using different processing power.[/p][p]After some research I found that each thread were assigned a specific processors, meaning that if I had 6 threads running simultaniously could all be assigned to the same processor, and what is even worse, they could be assigned to the same processor that the OS was using.[/p][p]So the solution was that I assigned the threads manually to different processors - and the result was HUGE. I was able to bring the framerate up from 50 fps to 70 fps. And if we compare with the 1.0 release I have more than doubled the fps. [/p][p][/p]
Solved bugs

[p][/p][p]Thank you all for playing and supporting the game![/p][p]/ Rasmus[/p]

Dwelvers v1.1.4 is now ready for beta testing

[h3]Hi all,[/h3][p]Dwelvers V1.1.4 beta testing version is now released. In this version we have focused on bug fixing, achievements, improving upon features and of course the Dark Sister campaign. We also have a release date for when the Dark Sister leaves the Beta stage and becomes a full worthy member of the Dwelvers family.[/p][p][/p][h2]How to Access the Beta[/h2][p]To opt into the beta, use this code: [/p]
[p]tuK82JR1JgNsK1OC[/p]
  1. [p] Right-click on Dwelvers in your Steam Library [/p]
  2. [p] Choose Properties → Betas [/p]
  3. [p] Enter the code and select the beta branch [/p]
[p][/p]
Dark Sister Campaign
[p]We thank you for all the feedback we have got about the Dark Sister campaign. All campaign levels have now been balanced with more enemies and cave-ins to make the game play more interesting between all the points of interest.[/p][p][/p]
Achievements
[p]We have now added 14 more achievements connected to the first Dark Mother campaign. These are not added in Steam yet, just locally in game.[/p][p][/p]
Improved Reinforced Walls and Roads
[p]As you may have noticed there have been some changes to how the reinforcing and road building works. Now I have improved upon it even more.[/p][h3]Roads[/h3][p]We can now build roads on top of already existing roads, making it easier to upgrade them. The roads don't cost resources to build, but they do take time to build. And the higher level road you build the longer time it takes to build it. The reward is faster travel speed.[/p]
  • [p]Wooden Road - 25% faster transportation speed - 5 seconds building time.[/p]
  • [p]Cobblestone Road - 55% faster transportation speed - 10 seconds building time.[/p]
  • [p]Brick Road - 85% faster transportation speed - 20 seconds building time.[/p]
[p]I have added information about the travel speed in the road description.[/p][p]Here I would love some feedback on the transportation speed and building time. The player should not have an easy time building brick road from start.[/p][p][/p][h3]Reinforced walls[/h3][p]A feature that is sort of unknown but have existed for a long time is how the reinforced walls works. I have now added some clarification in the description about this.[/p][p]An enemy will always avoid digging or climbing a reinforced wall if there are other paths that they can take into your base. In that way it is very important to reinforce the walls around your base and leave one opening so that you can focus your defense there.[/p][p]Currently we have 2 types of reinforced walls:[/p]
  • [p]Reinforced Beam Wall - Max detour an enemy will take is 25 tiles - 15 seconds building time.[/p]
  • [p]Reinforced Stone Wall - Max detour an enemy will take is 100 tiles - 40 seconds building time.[/p]
[p][/p]
Solved bugs
  1. [p]Bug (1.1.2) - Destroyed portals do not appear as such[/p]
  2. [p]If your road is next to the ladder that is breakable, like natural ladder, you'll get alert that your structure is attaked.[/p]
  3. [p]Ladders (and maybe doors) do not highlight properly when hovering the cursor over them[/p]
  4. [p]Building a reinforced beam or stone wall costs two stones, while building a rock costs nothing.[/p]
  5. [p](v1.1.1) Imps reinforces walls with a higher level reinforcement[/p]
  6. [p](1.1.1) Upgrade option for roads and reinforced walls missing [/p]
[p][/p][p]Thank you all for playing and supporting the game![/p][p]/ Rasmus[/p]

Dwelvers v1.1.3 is now ready for beta testing

Hi all,

V1.1.3 is now out and things are going fast! Our voice actor has given us the Dark Sister voice for the two first scenarios in the Dark Sister Campaign, and our dungeon designer have added 12 new achievements for the Dark Sister campaign.

And besides this a lot of bugs have been fixed as well!

We would very much appreciate it if you could play the new campaign as our beloved Dungeon Designer need feedback on his work to make it as good as possible.

So you're all welcome to check out the latest beta release.

[h2]How to Access the Beta[/h2]
To opt into the beta, use this code:
tuK82JR1JgNsK1OC
  1. Right-click on Dwelvers in your Steam Library
  2. Choose Properties → Betas
  3. Enter the code and select the beta branch


[h2]Solved bugs[/h2]
  1. Texture glitches when possessing a creature
  2. Realm (Map) Editor: Removing a single tile in the Realm Editor deletes the entire column of tiles, down to the bottommost Solid Rock tile.
  3. Wooden and stone bridges, mouse traps, and mines cannot be removed
  4. Roads and reinforced walls in not built in campaign levels
  5. Roads in all campaign levels cannot be built.
  6. You can change player colors during normal game, in the same way as in the Realm Editor by pressing "V" key.
  7. Bug (1.1.2) - Squad rally flag is green for other players than red
  8. Bug (1.1.2) - Destroyed portals do not appear as such


Thank you all for playing and supporting the game!
/ Rasmus

Dwelvers v1.1.2 is now ready for beta testing

Hi all,

A lot is happening right now! We've just reconnected with our voice actor, who has agreed to give the Dark Sister a completely new voice — adding even more personality to the character! This new voice will also be featured in system messages and idle chatter, and I’m really looking forward to hearing the final result.

Meanwhile, Marcus — our beloved dungeon designer — has completed level 3 in the second campaign. In this level, you lead a group of scouts searching for a new cave, but without access to the Dark Sister. It’s a real game changer!

You're all welcome to check out the latest beta release.

[h2]How to Access the Beta[/h2]
To opt into the beta, use this code:
tuK82JR1JgNsK1OC
  1. Right-click on Dwelvers in your Steam Library
  2. Choose Properties → Betas
  3. Enter the code and select the beta branch

Thank you all for playing and supporting the game!
/ Rasmus

Dwelvers v1.1.1 is now ready for beta testing

Hi all,

We’re getting closer to the next major release of Dwelvers! But before that, we need your help to test it and squash any lurking bugs. That’s why we’re launching this beta version, and you're invited to join in.

At Divine Robot, the company where I work, and which is supporting Dwelvers, we recently brought on a level designer—who’s built a new campaign introducing the Dark Sister. I asked him to describe her, and he said:
Originally posted by author
"She's blue, she's got evil to do, and enemies to subdue... and in the last hour, her true self will come through"


[h3]How to Access the Beta[/h3]
To opt into the beta, use this code:
tuK82JR1JgNsK1OC
  1. Right-click on Dwelvers in your Steam Library
  2. Choose Properties → Betas
  3. Enter the code and select the beta branch

[h3]What to Expect[/h3]
This is a work-in-progress build, and we’re eager to hear your feedback. Some things are still incomplete:
  • The Dark Sister voiceover is not implemented yet
  • Campaign Level 3 is missing
  • Campaign Level 4 is incomplete
  • Some placeholder text/icons remain
  • Some UI elements still use the default red color

[h3]New Campaign: The Dark Sister[/h3]
We now have a new campaign with 4 levels. The first level is back to basics, but it will get harder as you progress. What is special about this campaign is that the Dark Sister have a character arc—a first for Dwelvers! Which is something that me (a cold, logic-driven programmer) was happy to explore.

[h3]Optimization[/h3]
Dwelvers has been optimized and now runs up to 60% faster on most machines. Enjoy smoother gameplay!

[h3]Color Coding[/h3]
Players are now color-coded. While red is still the default, skirmishes and custom dungeons let you pick your own color. This affects:
  • Creatures
  • Room flags
  • Roads
  • UI elements

[h3]Variety and Building Changes[/h3]
  • There are now two types of reinforced walls
  • Roads are no longer upgradable; instead, choose among three road types before building
  • Stairs will auto-generate when building roads on slopes

[h3]What’s Next?[/h3]
  • Finish the campaign
  • Add the Dark Sister’s voice
  • Polish, bug fixing, and balancing based on your feedback

[h3]How You Can Help[/h3]
We’d love your input! Please:
  • Report bugs
  • Share balancing issues
  • Let us know if something feels missing or confusing

I’ll open a beta-specific forum here on Steam for your posts.

Thanks for playing and supporting the game!
/ Rasmus