Fixed bug that a monster removed with the entity "Destroyer" will not be removed from level kills goal
Fixed misprint in one of console commands
Fixed inability to program flight speed of object "obj_SlimeNightmare"
Fixed bug that caused the map usage hint to appear when the map was picked up again after loading the game
Fixed incorrect operation of modes 5, 6, 7 and 8 of "e_compare_type" for the Entity Comparator
Fixed a bug that caused a spent key in the cathedral to remain in inventory until the next level
Fixed Dismas's kill info reset after killing Claudia
Optimized gibs
Teleportation balls and fireballs can now be created with the Entity Spawner without errors
Added Entity Multidestroyer
Beta-19.28
Fixed collecting the Mass rune not counting in the level stats
Fixed a bug that caused the snowman's head to be blown off multiple times by an explosion
Fixed incorrect ending selection after killing your friends with the "kill all" command
Fixed incorrect counting of monsters in pandemonium in story mode
Fixed a but that caused killed with the "kill all" command monsters not to be counted in the level stats
Beta-19.27
Fixed a bug that caused presents to disappear during Christmas event
Fixed incorrect presents spawn on the level during Christmas event
Fixed incorrect depth setup of some snowmans
Fixed a bug that caused the snowman's head not to break the window
Fixed a bug that allowed snowmans to kill the player during the intro
Fixed conveyors not moving the snowmans
Fixed and reworked conveyors
Beta-19.26
Fixed player getting stuck in monsters and NPCs during teleportation
Fixed minor errors in mapping documentation
Beta-19.25
Fixed player getting stuck inside monsters while playing with "Standard" or "RPG" control schemes
Fixed bug that caused the player not to be able to attack with left mouse button while playing on "RPG" control scheme
Fixed incorrect aborting an attack while saving when playing on the "RPG" control scheme
Beta-19.24
Fixed the softlock caused when closing the living room door on the "Intro" level
Fixed incorrect camera behavior when finishing dialogues with friends on the "Intro" level
Fixed errors in Russian localization
Fixed errors in mapping documentation
Fixed bug that caused melee weapon to not deal damage being near the closed door
Fixed player getting stuck in NPC's when playing with "Classic" or "RPG" control scheme
Changed getting "Did you call a plumber?" achievement terms
Slightly optimized sound effects when a monster is hit with a melee weapon
Added new secret area
Time, inspector and score are no longer displayed when viewing the level map
From Beta-19.1 to Beta-19.23 change lists
This update received the highest number of patches. We decided to move all the change lists to the new announcement instead editing the old one, and to accompany each patch with a new announcement in the future to avoid confusion.
Beta-19.1
Fixed incorrect tag detection before loading an item into the Steam Workshop
Fixed a bug that caused a death run to start separately with default run
Fixed incorrect tinting of natural light sources
Beta-19.2
Fixed a bug that caused an immortal player to keep dying from Darkness in a personal hell
Fixed a bug that didn't count the teleportation kill of the Exhausted.
Fixed incorrect definition of endings
Fixed the ability to kill Exhausted with a shaft
The doors in the organ room have been redesigned
Reworked some of tiles in pandemonium
Beta-19.3
Fixed incorrect rendering of Abel's depth and direction on the intro level
Fixed incorrectly sorcery abort in the last room on pandemonium level
Fixed incorrect bloom rendering for slime objects
Fixed no camera shaking when hitting player with slime during teleportation
Fixed incorrect medkit place in secret area on steam machine level
Fixed incorrect player positioning on the map on different levels
Fixed memory leak related to player character sprite
Redesigned box sequence that starts the default run in arcade mode
Slightly changed some objects placement in the caves and the graveyard levels
Reworked and optimized monsters' hearing
Slightly optimized glare system
Static and dynamic shadows are optimized
Reduced all monsters visibility range
Real time reading of config file has been replaced by "config load" command
Added light sources in room with copper key on crystal caves level
Beta-19.4
Fixed some objects disappearance on the intro level after loading arcade mode run
Fixed a bug that caused all pipidasters to turn into an infernal box
Beta-19.5
Fixed bug that caused level autosave after repairing a corrupted save file
Fixed incorrectly placed torch in a cave level
Fixed incorrect display of explosion kill stats
Fixed object type files for Tiled
Fixed bug that caused all monsters to be pointed to the right at the beginning of a random run level
Fixed game crash that occurs when a gibs or explosion appears at the beginning of a level
Fixed(?) random game crash when loading the game
Fixed incorrect display of NPCs sitting on chairs on intro level
Improved debugger for critical errors
Beta-19.6
Fixed grammatical errors in Polish localization
Fixed a bug when dead monsters could explode during a pause
Fixed incorrect behaviour of steam engine and gears on "steam machine" level
Fixed incorrect display of Lanterns on save file preview
Fixed bug that caused all Lanterns to be pointed to the right at the beginning of Lantern event
Added Lantern previews for all levels
Beta-19.7
Fixed frog's missing particles when dying
Fixed incorrect corpses depth
Fixed a bug that caused monsters to hear a not moving player pressing the run button
Fixed a bug that caused phantoms that appeared too far from the player to be non-active
Fixed incorrect depth display for Darkness in personal hell
Fixed incorrect saving player's previous position
Fixed bug that clock sound in intro level didn't stop after level change
Reworked snowmans getting damage and death
Reworked monsters' stop chasing method
Slightly optimized gibs
Removed some unused monsters' parameters
Beta-19.8
Fixed wrong wall type in ssecret area on the "cave" level
Increased activation radius of the box at the beginning of the default run
Changed position of chair next to the box
Beta-19.9
Added parameter "e_allowtele" for "Trigger Autosave" object
Fixed incorrect walls depth on "cathedral" level
Fixed bug that caused blown up phantoms to count in stats
Beta-19.10
Fixed bug that caused "e_allowtele" parameter in "Trigger Autosave" to reset after loading the game
Beta-19.11
Fixed incorrect voice volume in sound settings menu
Fixed incorrect snowman shadow display
Fixed issue with killed snowman had a soul
Fixed player's ability to step outside the level playable zone at the entrance to the "steam engine" level
Fixed glare from not working flashlight on "crystal caves" level
Fixed a bug that caused the global parameter "gui_hud" not to be saved
Fixed a bug that could cause the player to turn the flashlight on and off during a pause
Fixed a bug that caused organ music not to stop after level change
Fixed a bug that allowes player to open the door back in the last room on the "pandemonium" level
Fixed incorrect programming the array to global variable
Reworked and optimized display of hints when picking up items and getting score
Reworked clock sound on "intro level"
Doors with parameter "e_toggle" are now interactable
Removed interaction hints for interactive objects during sequences
Changed location of monsters in the last room on the "steam machine" level
Changed how doors work on "ending" levels
Added ability to take the key out of the "cathedral" level
Beta-19.12
Fixed grammatical errors in localizations
Fixed void appearing after loading the "intro" level save file in default run
Fixed interactivity overlay on top of door notification with "e_toggle" parameter
Fixed incorrect depth of stalagmites on "cave" level
Fixed a bug that could cause the player to open doors via teleportation
Fixed a softlock that occurs when trying to teleport to the last room on "pandemonium" level
Reworked and fixed incorrect door detection on "organ" level
Reworked final hallway on "pandemonium" level
Saving the game now saves void (arcade level end) object too
Added alternative message for opened door with parameter "e_toggle"
Updated Nimax.
Beta-19.13
Fixed bug that allowes player to kill friends with a Shaft spell
Fixed another possible softlock related to the door in the last room on "pandemonium" level
Fixed story levels breaking after running custom maps with the "forceload_entities" global parameter set to "false"
Fixed friends appearing after loading "ending" level in arcade mode
Fixed broken object types file for Tiled
Slightly moved changelevel trigger on "pandemonium" level
Expanded "Spawner" entity
Added "Force Active Area" entity to documentation.
Global parameter "forceload_entities" changed to "unload_entities", reworked and accounted in save files
Beta-19.14
Fixed a bug that caused one of the endings to break
Fixed a bug that made it impossible to complete the game after loading the game on "pandemonium" level
Beta-19.15
Fixed a bug that caused Abel to appear in the "organ" room in arcade mode
Changed how "e_sound_begin" and "e_sound_end" work in "Entity Dialogue"
Fixed a bug that causes boss on "industrial" to unload while too far from player
Fixed path finding for Lanterns
Boss on "industrial" level is now always chasing the player
Beta-19.16
Fixed a bug that caused inactive "Entity Display" to draw a text frame
Fixed bug that caused "Entity Hurt" to not saving
Fixed "Entity Spawner" not loading correctly from save file
Fixed (again) the ability to kill your friends with the Shaft
Fixed incorrect playback of monster burning sound by Lanterns
Fixed incorrect "lantern_immunity" parameter work for light objects
Fixed incorrect rotation of objects in Tiled
Reworked and fixed effects when burning monster by Lanterns
Added "save" and "load" commands for debugging
Significantly optimized game saving
Redesigned Lanterns' AI
Slightly redesigned path finding for player on "Classic" and "RPG" control schemes
Tree placement in the graveyard was changed
Significantly improved overall game optimization system
Added support of "offset" parameters for Tiled layers
Beta-19.17
Fixed a critical bug that caused some objects to disappear
Fixed some GUI elements twitching when the camera moves
Returned overall optimization system from Beta-19.15
Beta-19.18
Fixed game crash when Lantern tries to find a target to move on
Beta-19.19
Removed support for deprecated object types for Tiled
Fixed broken Christmas present's shadow
Fixed bug that caused Christmas presents not to disappear outside of Christmas event time
Minor main menu fixes
Added parameter "e_disable" for "Entity Programmer"
Added "e_destroy_self" parameter for "Entity Spawner"
"Entity Graber" renamed to "Entity Grabber"
Beta-19.20
Fixed teleportation ball double bouncing sound when hitting a door
Fixed incorrect damage dealing by nightmare and nightmarish while player is teleporting
Fixed a bug when monsters would not complete an attack while the player is teleporting
Fixed incorrect main menu depth
Beta-19.21
Fixed broken light of some iems
Beta-19.22
Fixed a bug that caused exploded monsters to disappear from the level and phantoms to be torn apart
Beta-19.23
Fixed incorrect display of game version in workshop menu
Fixed incorrect creation of fireballs when using the last modifier
Reworked the requirements for the "another brick in the wall" achievement
Optimized all fireball modifiers
Changed one of the names in the credits
Game engine update
Beta-19 finally!
Finally, after one year development we are glad to bring you Beta-19. It's a biggest update that have been made over the past few years, including some really cool stuff!
Let's see the most important changes before we show you the overall change list.
Performance
A tremendous optimization work was done, the most part of the game was made from the ground, that gave us a huge performance boost. This directly affected all the important innovations in Beta-19.
Also the fast YYC version is available now. If you want to try it, then open your game library, then right-click on the game, and click “Properties”. Switch to the “Betas” tab in the game's properties window. There you can find “yyc_stable” branch. However, it is necessary to consider that YYC version may be less useful for debugging.
All custom map loading and game saving systems performance boost are the most noticeable. Warning, save files made in Beta-18 and earlier versions of the game won't work with Beta-19! We have built the system that allows to restore broken save files made in this version and newer.
60 FPS support
The performance boost allowed us to change the game speed from 30 FPS to 60 and work stable even on most detailed levels.
Screen resolution support
Now you can change the screen resolution up to 8000х6000. The camera movement becomes smooth starting from resolution 1600х1200. The lower resolution camera works the same as Beta-18.4 version.
Sadly, but wide screen support is still not provided. We'll make it in the future, in D'LIRIUM Director's Cut. The reason is the most game mechanics are tied to 4:3 views.
New VFX
The particle system was built from the ground to look more detailed and smooth. Their quality and quantity significantly increased compared to what it was before.
Also there was added experimental “fake 3D” mode for all items. You can enable and disable it using ”3d” command in command menu. Shadows in this mode behave incorrectly, but all items looks funny. This mode will be improved and introduced in D'LIRIUM Director's Cut.
New SFX
Some objects and all monsters now have audio positioning that makes deeper immersion into the game atmosphere. As the player approaches a source of sound within the game, the volume of that source becomes louder, the position of the player in relation to the audio source will also result in directional stereo audio.
The material system was added. Player and monsters will make footsteps noise while moving along them. The different materials have their own footstep sound pattern. Custom map creators can use those materials too. Also footstep noise allowed us to provide the new game mechanic.
Stealth
Monsters now have a peripheral vision and hearing, so we added a running and crawling opportunity for player. You can sneak alongside the monsters and deal critical damage with a melee weapons, taking them from behind.
Stealth mechanic increased the capacity of choosing your play stile. D'LIRIUM becomes slower, but more got more variation, we are going to improve this variation in future.
Reworked levels
All levels built from the ground with a huge graphic improvements. We reworked all the tile sets to look more detailed and realistic. Some paths was changed and some new places was added.
Tiled support improvements
Now you can rotate and mirror your tiles, also all entities was optimized and some parameters was changed. We have updated all documentation and custom map creation tools in the game folder. However, maps that was made before Beta-19 release needs to be adapted to work properly. We will audit all levels in D'LIRIUM Workshop and contact their authors.
Reworked dialogues
The dialogues are slightly revised to be more meaningful and closer to the idea that will be fully realized in the Director's Cut.
IDE improvements
The game engine update provides improved memory clean-up, but D'LIRIUM stops supporting 32-bit OS, starting from Beta-19. Beta-18.4 is still available for 32-bit OS users, you can find it in the same place as YYC version.
General change list:
Fixed a bug that could cause a player to attack during a scripted sequence after pausing the game
Fixed a bug related to items falling out of monsters after loading the game
Fixed Nightmare's spikes being destroyed instead of bouncing off when colliding with the player's projectiles
Fixed a bug that causes the game to crash when a Nightmare spike hits "Entity Button"
Fixed a bug that caused the "Entity Graber" entity not to find a values correctly
Fixed syntax errors in the code
Fixed a game crash when creating screenshot of level and opening command menu at the same time
Fixed some dialogues overlapping
Fixed an issue with weapon charge being saved when entering the pause menu
Fixed a bug that could cause a player to teleport into a closed door
Fixed a bug that could cause the player to autosave being dead
Fixed a bug that caused the maniac screen to not fade smoothly
Fixed a bug that caused doors with "e_toggle" and "e_useonly" parameters enabled to kill monsters
Fixed a bug that caused medicine not to be highlighted
Fixed a bug that caused "Entity Light" animation to not work
Fixed a game crash when loading autosave, that was created on an empty custom map
Fixed player getting stuck in doors while loading save file
Fixed incorrect monster counting when using "nodegan" command
Fixed incorrect conveyor behavior on "Steam Machine" level
Fixed a bug related to "obj_rave" object sequencing
Fixed a bug that caused the "map lanterns" command to work in arcade mode
Fixed (almost) bouncing objects getting stuck in corners
Fixed missing masks when "Entity Decor" has no sprite in it
Fixed crashing of the game when changing the mask of the entities via programmer
Fixed entity Graber not working correctly with global parameters
Fixed a bug that caused the Inspector to only work with entities in English
Fixed a game crash when removing an entity with a solid mask
Fixed a bug with teleportation modifier haze colour in arcade mode
Fixed multiple drop of items from table object on custom maps
Fixed bugs related to doors
Fixed bugs related to Christmas gifts
Fixed bugs related to "Entity Display"
Fixed memory leaks related to custom levels
Fixed a game crash when loading save file on levels with "Entity Window"
Fixed a game crash at the moment when Nightmare hooks the player flying over an abyss
Fixed incorrectly working parameter "e_shadows" for some entities
Fixed errors related to health scale colour of monsters in accurate HUD
Fixed bugs related to "obj_rave" object
Fixed a bug that would not create a player on a custom level without a starting point
Fixed a bug that caused the personal hell file to not be deleted
Fixed an accidental game crash when trying to restart a custom map
Fixed a bug that caused the player to be unable to telefrag a monster
Reworked and corrected hints displaying while paused
Reworked and optimized player animations code
Reworked fireball dispersion when using "splash" modifier
Reworked monster attack algorithms and monster walk animation
Reworked and improved prediction of player's movement by range attacking monsters
Redesigned and optimized code of many objects
Reworked first fireball modifier
Reworked and optimized player character comments
Redesigned and optimized static shadows
Reworked and fixed way "e_fx" parameter works for the entities
Reworked and significantly optimized many areas of the game code
Reworked names of some parameters for all levels
Reworked and optimized killed monsters soul appearance
Reworked and highly optimized saving and loading the game
Reworked transition between "intro" and "mansion" levels in arcade mode
Reworked and highly optimized custom level loading in .json format
Reworked level map rendering
Redesigned dialogues
Redesigned the conditions for gaining the "Plumber" achievement
"Lanterns" mode now only removes monsters that are outside the playable area
Game now automatically deletes .dmap files from "UGC" folder when trying to load them into Steam Workshop
The time required to achieve the "Clueless Gamer" achievement has been changed from 6 minutes to 12 minutes.
Lighting and shadows are now calculated and rendered using GPU power
Slightly revised textures of some objects
Player character does not comment on their actions in arcade mode anymore
Expanded command menu
Inspector is now enabled by default
With GUI disabled, cursor visibility now sets by pressing
key
Slightly increased plasma shooting speed
Improved check of saved levels inconsistency in old save files
Improved functioning of some "Entity Programmator" parameters
Blown up monsters now creates a soul
Monsters blown up under the rune effect now count towards the stats
Player on easy difficulty can survive slime hit, without entering panic state
Player can no longer rise from the dead after killing monster being a maniac
Sorcery effect is now written to the save file along with the rest of the runes
Doors that are not entities are now automatically converted to "Entity Door" at level start
Recreated from scratch and redesigned all levels
Nightmarish's Hook can now be repelled with a crescent wrench
Phantoms will now live if they do not originally have an owner (The Lost monster)
Player's standard running has been changed to walking
Game speed is no longer tied to number of frames per second
Game now does not slow down when frame rate is decreased
Gibs now sprays blood when hitting the wall
Doubled number of activated targets of the "Multimanager" entity
Doubled number of activated targets of the "Randomizer" entity
In the death run after 3 levels, not all pentagrams will disappear, but only the one on which the player is standing.
User character is no longer displayed on the preview of the save file
Parameter "noLant" was changed to "lantern_immunity"
The parameter "noRand" was changed to "randomrun_immunity".
The parameter "monsterHp" was changed to "monster_hp
Global parameter "enableHUD" changed to "hud_enable"
Added materials
New entities added
Added new entity debugging tools
Added the ability to run and sneak to the player
Added sight and hearing to monsters
Added death by Lanterns icon for classic HUD in arcade mode
Added new parameters for the "Entity Sequencer"
Added new math functions for the "Entity Calculator"
Added new logical functions for the "Entity Comparator"
Added 3D sounds to Monsters, NPCs, interactive objects, and some entities
Added support for resolutions up to 8k
Added game speed setting
Added new characters to the game fonts, and redesigned some old ones
Added more powerful bandages and first aid kits
Added a rune that allows you to enter and exit the maniac state
Added an ability to use rotated and mirrored tiles on custom levels
Added an ability to program arrays with all programming entities
Added player presets for custom levels
Added Spanish language
Added player pointer on the map, as well as the ability to use the pointer on custom levels
Added a new achievement
Added sounds when hitting a wall with a knife or needles
Removed "sOptions"
Removed "violence" setting
Removed health scale animation when dying from Lanterns
Removed "noDrop" setting for monsters
Removed "e_fx_col" setting for entities
Removed display of monsters health number in "developer" mode
Removed algorithms for creating and loading of custom levels in .dmap format
Please note that the list is not complete. More changes you can find on our Trello board, the link is provided at the end of this announcement.
Outcome
We are well on the way towards final release. The next update is not going to be so huge, it should be just a completion of all that was done before or postponed until Beta-20. The next update should be the last before final release.
Thank you all for being with us all this time, we'll see you again ones more!
For the past two months, the development has been suspended because I didn't have access to my main computer. All this time I was working on another project. Now I resumed work on Beta-19 and realized that I don't remember what I had to do at all. That's why we created a Trello Workspace that everyone can read.
From now on, here we will create lists of updates that need to be introduced, as well as a list of bugs that needs to be fixed. There will also be ideas for future updates. It turned out to be very convenient and we will most likely create a Trello boards for every major update for every project!
A link to the Trello workspace will be added to the rest of the links at the end of each announcement.
Unfortunately, for a whole year nothing was heard of D'LIRIUM. The last update was released at the end of last January. It was possible to find out about the development progress only on our Discord server, and in small quantities. We made several streams in which we talked about the project's development plans and demonstrated the unfinished Beta-19 (links to the streams will be attached at the end of this announcement). Even the people who support us on Patreon have received little exclusive content. So what do we have?
For the last six months we have been developing and trying to make mapping more accessible. This is important, because players will be able to create full-fledged stories using that set of instructions. Mapping was available back in Beta-18, but now it will become even more flexible and optimized! We are also rewriting and optimizing the game code. We didn't plan to do this, but once we started, it means we need to do it wisely. So we have nothing to show, we can only say some more beautiful words, which I personally don't really like. It is better that we immediately show the result of the work when it is ready. So don't expect any new announcements from us until Beta-19 is ready for release. It won't take long.
We said Beta-19 would be the last Beta update before the release. But this is not the case. We decided to divide it into two parts, as Mojang did. Beta-19 will be an exclusively mechanical update, it will not have a new story, as we planned. We've spent a whole year polishing D'LIRIUM and bringing new mechanics to it. We want to give players a taste of it. But we will devote the story to Beta-20, this will allow us to focus on it while the players will already have something to do.
In general, we are working..
Here's all livestreams we did in 2021 (hope someone will translate it to English): https://youtu.be/v8CPQRt5N-o https://youtu.be/MEfI9hvpbck https://youtu.be/zRevVdvas6U
Our Discord server: https://discord.gg/ZqyfTf6wGU
You can support the development of D'LIRIUM and The Golden Rogue on our Patreon page: