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Steam News5 January 20215y ago

Dungeon Lighting, Upgraded Marauding parties, and Dungeon Guild nodes

Hello Everyone! This update is a kinda a grab bag. We got new features, bug fixes, and some new design changes to boot.

Full notes

Full Guilds Of Delenar update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello Everyone!

What changed

0 fixes5 additions2 changes0 removals
  • Gameplay
  • Fixes
addedThis update is a kinda a grab bag. We got new features, bug fixes, and some new design changes to boot.
addedWe are working to make the game more Dungeon centric, this does not mean removing features from the towns, but rather increasing features of the dungeon. There will be some new node types, as well as many more features like floors, and mini-bosses etc that are coming in the near-ish future. In today's patch we have nodes that are controlled by the opposing guilds, and just as in the town these fights will give you substantial fame, but no items. We have also added lighting to the dungeon which in turn works like a fog of war. We feel this addition adds to the mystery and depth of the dungeons, as well as adds to what we can create moving forward (possibly even some random elements).
changedWill now give you substantial gold, and a decent amount of fame, up from literally nothing. Originally I wanted these fights to be hard avoided, but after discussion with the guys it became clear that it wasnt fun to just hard avoid these parties all the time. Now instead they are a very good source of gold, therefore giving you a reason to fight them at times. Also marauding parties now properly scale (more balancing will be done, but they are scrolling as other mobs do now), this will make them a bit more difficult so be careful.
addedGold is an area we are starting to put more and more thought and time into balancing, over time we hope that gold will become a very valuable resource in the game, steps taken to add gold to marauding parties is a first step towards that future.
addedHome town heroes are gonna get more lore and usefulness moving forward. For now what we have done is give them soulbound items (cant be unequipped or sold). The goal of this change is multifaceted: 1) we want you to not feel like you need to gear characters you cant take with you. 2) We want you to use them early on when you reach a new town in order to both bridge any gaps, as well as try out new classes, so we buffed up their gear. 3) we dont want you to just strip the gear off the home town heroes and then proceed to leave the out, so we made them soulbound. Later we are planning to give each Home Town hero their own quest(s), that they have to be a part of.
addedAdded lights to the dungeons - Added guild battles nodes to the dungeon. These nodes give no items, but give large amounts of fame. - Fixed some highlight issues caused by the new highlight systems. - Fixed a graphical error with shields. - Marauding parties now give substantial gold for beating them. - Marauding parties now give decent fame for beating them. - Fixed an issue where marauding parties would not be leveled correctly... - Fixed come click through issues that had to do with the new guild house features. - The mouse wheel scrolling now works when the mouse is over your character card area in the guild house. - Fixed a bug dealing with the fame bar when loading a save file where a party is in a dungeon. - Soulbound items have been added to the game. For now this is only to allow us to give Hometown heroes good gear, that you then cant strip them of :) - Added better (but soulbound) gear to all home town heroes - Tutorial text is now black (and thus easier to read). - While choosing a target for a skill, if you press Escape it will not toggle that skill off. - Fixed a bug where dragging an item onto a Gem could duplicate the item. - Fixed a bug with zoom scaling when entering a dungeon.

Guilds Of Delenar changes

addedThis update is a kinda a grab bag. We got new features, bug fixes, and some new design changes to boot.
addedWe are working to make the game more Dungeon centric, this does not mean removing features from the towns, but rather increasing features of the dungeon. There will be some new node types, as well as many more features like floors, and mini-bosses etc that are coming in the near-ish future. In today's patch we have nodes that are controlled by the opposing guilds, and just as in the town these fights will give you substantial fame, but no items. We have also added lighting to the dungeon which in turn works like a fog of war. We feel this addition adds to the mystery and depth of the dungeons, as well as adds to what we can create moving forward (possibly even some random elements).
changedWill now give you substantial gold, and a decent amount of fame, up from literally nothing. Originally I wanted these fights to be hard avoided, but after discussion with the guys it became clear that it wasnt fun to just hard avoid these parties all the time. Now instead they are a very good source of gold, therefore giving you a reason to fight them at times. Also marauding parties now properly scale (more balancing will be done, but they are scrolling as other mobs do now), this will make them a bit more difficult so be careful.
addedGold is an area we are starting to put more and more thought and time into balancing, over time we hope that gold will become a very valuable resource in the game, steps taken to add gold to marauding parties is a first step towards that future.
addedHome town heroes are gonna get more lore and usefulness moving forward. For now what we have done is give them soulbound items (cant be unequipped or sold). The goal of this change is multifaceted: 1) we want you to not feel like you need to gear characters you cant take with you. 2) We want you to use them early on when you reach a new town in order to both bridge any gaps, as well as try out new classes, so we buffed up their gear. 3) we dont want you to just strip the gear off the home town heroes and then proceed to leave the out, so we made them soulbound. Later we are planning to give each Home Town hero their own quest(s), that they have to be a part of.

This update is a kinda a grab bag. We got new features, bug fixes, and some new design changes to boot.

Dungeons:

We are working to make the game more Dungeon centric, this does not mean removing features from the towns, but rather increasing features of the dungeon. There will be some new node types, as well as many more features like floors, and mini-bosses etc that are coming in the near-ish future. In today's patch we have nodes that are controlled by the opposing guilds, and just as in the town these fights will give you substantial fame, but no items. We have also added lighting to the dungeon which in turn works like a fog of war. We feel this addition adds to the mystery and depth of the dungeons, as well as adds to what we can create moving forward (possibly even some random elements).

Marauding parties:

Will now give you substantial gold, and a decent amount of fame, up from literally nothing. Originally I wanted these fights to be hard avoided, but after discussion with the guys it became clear that it wasnt fun to just hard avoid these parties all the time. Now instead they are a very good source of gold, therefore giving you a reason to fight them at times. Also marauding parties now properly scale (more balancing will be done, but they are scrolling as other mobs do now), this will make them a bit more difficult so be careful.

Gold:

Gold is an area we are starting to put more and more thought and time into balancing, over time we hope that gold will become a very valuable resource in the game, steps taken to add gold to marauding parties is a first step towards that future.

Home Town Heroes:

Home town heroes are gonna get more lore and usefulness moving forward. For now what we have done is give them soulbound items (cant be unequipped or sold). The goal of this change is multifaceted: 1) we want you to not feel like you need to gear characters you cant take with you. 2) We want you to use them early on when you reach a new town in order to both bridge any gaps, as well as try out new classes, so we buffed up their gear. 3) we dont want you to just strip the gear off the home town heroes and then proceed to leave the out, so we made them soulbound. Later we are planning to give each Home Town hero their own quest(s), that they have to be a part of.

Patch Notes:

  • Added lights to the dungeons - Added guild battles nodes to the dungeon. These nodes give no items, but give large amounts of fame. - Fixed some highlight issues caused by the new highlight systems. - Fixed a graphical error with shields. - Marauding parties now give substantial gold for beating them. - Marauding parties now give decent fame for beating them. - Fixed an issue where marauding parties would not be leveled correctly... - Fixed come click through issues that had to do with the new guild house features. - The mouse wheel scrolling now works when the mouse is over your character card area in the guild house. - Fixed a bug dealing with the fame bar when loading a save file where a party is in a dungeon. - Soulbound items have been added to the game. For now this is only to allow us to give Hometown heroes good gear, that you then cant strip them of :) - Added better (but soulbound) gear to all home town heroes - Tutorial text is now black (and thus easier to read). - While choosing a target for a skill, if you press Escape it will not toggle that skill off. - Fixed a bug where dragging an item onto a Gem could duplicate the item. - Fixed a bug with zoom scaling when entering a dungeon.

Please let me know if you have any issues:

https://discord.gg/t4YDByx

We will continue trucking along :)

Source

Steam News / 5 January 2021

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