This announcement had to be published two weeks ago, sorry for that little delay. Four years have passed since the release of D'LIRIUM in Early Access. We did a livestream in Russian (maybe someone will make English subtitles?), in which we discussed how the project has changed over these 4 years, how it started, and what future plans for development will be.
The recording of the livestream can be viewed at this link: https://www.youtube.com/watch?v=v8CPQRt5N-o&ab_channel=IhorKoval
Below I will try to retell the most important thing, because it's really important.
Exit from Early Access
After four years of development, the game has changed beyond recognition. Finally, we decided that it was time to end this. Unfortunately, all these cool ideas of new levels, new characters, a new story, all this will have to be postponed for the future. If I really could, I would keep the game in early access for another ten years. But, alas, we need to release something new, because the game can no longer feed us, what can we say about the budget for the next project. Therefore, I decided to finalize what is ready.
Beta-19 will change D'LIRIUM again
Beta-19 will really be the last update before the final release. We've made a lot of changes to the mechanics of the game, its sound and appearance. This will be another large-scale update that will improve and expand the game. We told a lot about it during the stream, but for those who did not watch it, we will keep the details secret for later. It will be available soon.
D'rectors Cut
Don't think that all the promises that I have given to you will not be fulfilled. After the final release of the game, I will be able to relax, work out a plan, and then do what I should have done from the very beginning. Releasing an extended version of D' as a separate game is a controversial decision. But, having weighed everything many times and discussed it on our Discord server, I realized that this is the right decision. The development of D'LIRIUM was delayed for 4 years as a result of my incompetence in planning and organization, and because of this, we now have practically no profit. This needs to be corrected.
What about The Golden Rogue?
Announcing it was a mistake, because how can you start a new project, based on an unfinished game? Each innovation had to be implemented twice: first in D'LIRIUM, then in The Golden Rogue, or vice versa. If D'LIRIUM had been released in 2019, The Golden Rogue would have been released around the same time, because it was built on the basis of Beta-1. To date, I can't afford to release a game that is technically inferior to the previous one. Therefore, I decided to stop development until I'm done with D'LIRIUM. But know that all these cool features that I am introducing now will appear later in The Golden Rogue, the project is not dead! I do not exclude the possibility that it may see the light in two versions, but we will talk about this another time.
I probably missed something, because a lot of time has passed since the release of the last update. After all this time we have not forgotten about D'LIRIUM. The project is growing and improving, and even after the release it will continue to grow. Thank you for your feedback and support, I appreciate it, because it is you who inspire us!
Our Discord server: https://discord.gg/ZqyfTf6wGU
You can support the development of D'LIRIUM and The Golden Rogue on our Patreon page:
The New Year we forgot about
The New Year holidays are over. Almost a month has passed, and nothing has been heard from us. Beta-18 came out without too much noise. And in vain, because this is a very large update, despite the fact that at first glance, there is little new in it. So far, Beta-18 is being refined and improved. We want to congratulate everyone without further ado on the new year 2021, and move on to innovations! Let's start, as always, with a list of changes. With the release of new Beta-18 patches, it will be updated.
Change list:
Beta-18
Migrating the game to a new IDE
Fixed the offset of the text in some UI elements
Fixed a bug where gas could kill a Phantom
Fixed the player getting behind the game area when getting hit by the Nightmarish hook
Fixed incorrect rendering of the game frame
Fixed a bug that caused the game to crash when specifying a sprite to a custom light bulb
Fixed an issue where it was impossible to turn off the loading menu during a pause
Fixed custom level freezing without marking the game zone
Fixed rendering of lightRotating и lightSpot on custom levels
Fixed issues with player getting into non-game areas in "caves"
Fixed bugs related to taking mental damage when killing monsters
Fixed the need to restart the game to update the custom map
Fixed an issue with an invisible door in the "Cathedral"
Fixed an issue where points were not counted when the score display was disabled
Fixed twitching of objects when moving the dynamic camera
Fixed incorrect display of projectiles
Fixed a bug where the player did not die during repeated unsuccessful teleportation
Fixed incorrect character movement during the final sequence
Fixed panic during the final sequence (again)
Fixed the lack of character ` in-game fonts
Fixed incorrect shadow settings for some objects
Fixed lag of the camera from the player during scripted scenes
Fixed incorrect collision mask for Dismas the Martyr
Fixed a bug where the player could walk through the decorations when Phantom was attacking
Fixed the appearance of incorrect decorative objects in the "Mansion"
Fixed syntax errors in the dialogue in the introduction in some localizations
Fixed a bug that caused the sequence to not start in the "Graveyard"
Reworked and optimized the main menu
Reworked and optimized the workshop menu
Reworked and optimized pause menu
Reworked and optimized combat system
Reworked and optimized the save system
Reworked and optimized the rendering of the walls in developer mode
Reworked and optimized rendering of the objects
Reworked and optimized the rendering of individual menu items
Reworked and optimized calling the "help" menu
Reworked light in Lanterns mode
Reworked music playback on levels
Reworked interaction rendering
Reworked teleportation of the player on the "Chicken" difficulty
Reworked some items in the "help" menu
Reworked dialogues in Russian localization
Slightly reworked sequence in the "Organ Hall"
Removed the 'norandom' parameter
Removed the ability to set the glow of monsters and other objects
Removed the ability to destroy projectiles during scripted scenes
Added a built-in command menu
Added 'noRand' and 'noLant' parameters
Added entities with the ability to fine-tune
Added the ability to delete saves with the key
Added the ability to set your global light at custom maps
Added the ability to see object IDs in debug mode
Added the ability to upload your own music to a custom level
Added the ability to turn off music at custom maps
Added the ability to turn on console with the key
Added the ability to change the player's sprite and voice on custom maps
Added a combined camera
Added rune of explosions
Added New Year's event
Added new achievements
Dialogues can no longer be skipped with the left mouse button
The inspector is now turned off when you first set it up
The sound on the level is no longer played during the pause
The game now restarts the level when the save file is incompatible
Beta-18.1
Fixed incorrect display of some effects on gifts
Fixed an issue where a player character could say two phrases at the same time
Fixed an issue where there was no explosive rune effect.
Fixed sound duplication when turning off the pause via the "continue" option
Fixed overlay of gift music on level music after turning off pause
Fixed screen flickering when turning off pause
Fixed game crash when using the 'kill all' command in the presence of a Phantom
Fixed incorrect execution of some commands in the console
Fixed game crash when setting the "lightCustom_sprite" parameter in the wrong format
Fixed incorrect determination of the gender of a character on custom levels
Fixed walking in the character's place when going and returning from personal hell
Fixed and optimized the appearance of the player in the personal hell
Fixed a rare game crash when loading autosave
Fixed an issue where monsters and items in a random run were not saved
Fixed noise playback when using 'sound_NULL'
Fixed an issue where the GUI was duplicated when creating a second player
Fixed a bug that caused Nightmares and Nightmarishes to attack the player while saving
Fixed the ability to open the save menu during a scripted sequence
Fixed incorrect display of injuries in the arcade HUD
Added a description of the action when picking up an item
Optimized dynamic shadows
Slightly reworked some monster animations
Slightly redesigned drop items from boxes
Rune "???" can now appear in a Random mode
Optimized auto-aiming
Gifts now have a weak glow
Picking up an existing modifier improves the characteristics of the weapon
Removed some objects from the inspector
Beta-18.2
Fixed the appearance of walking monsters in the abyss in a random mode
Fixed incorrect initialization of maximum health for monsters
Fixed some debugging tools
Fixed incorrect depth of some GUI elements
Fixed game crash when trying to use an external sprite for the display
Fixed 'e_shooter'parameter
Fixed a bug that caused the lights that were turned off to continue to glow
Increased the number of points awarded for the sacrifice
Added the ability to create a map for custom levels
Beta-18.3
Fixed playing music when completing a level in the arcade when the 'levelMusic'option is disabled
Fixed incorrect display display on top of GUI
Fixed a bug that caused monsters to fly apart when killed with a non-Quad melee weapon
Fixed an issue where the darkening was drawn under the GUI elements.
Fixed an issue where the spawner didn't create the blast rune and objects with new types.
Fixed a bug which did not save the size of the triggers
Reworked 'Entity Sound'
Added the 'e_target' parameter to the keys
Beta-18.4
Fixed a bug due to which melee weapons did not damage a monster standing near a breakable object
Fixed a bug due to which some monsters made a pain sound after death
Fixed a bug that caused the player's character to continue talking after death
Fixed a bug that caused conveyors to keep moving objects while game is paused
Fixed display of Ada's icon when interacting with a gnome in arcade mode
Fixed some interactive objects
Fixed incorrect saving of trigger sizes
Fixed a bug resulting in the display of entity dialogs overlapping the display of player dialogs
Fixed a bug due to which Entity Graber did not write the result to the global variable
Added pain sounds to some monsters
Added global parameter "allowLanterns"
Added new parameters to some entities
The player will no longer hear heartbeats and screams while being dead
The random Lanterns event no longer triggers if there are no monsters on the level
The list of fixes and innovations is huge! We have done a tremendous amount of work on bugs that have not been fixed in any Beta-17 for a very long time. Let's now talk about the details.
Performance
We have worked very hard to optimize every element of the game as much as possible, and we still have a lot to redo. The dynamic shadow system, as well as automatic aiming, will no longer load your computers as much as it used to. The speed of these systems has increased by a multiple of the number of objects on the level, with which these systems interacted. And all because we have fixed all the silly mistakes that we made during their creation. We also significantly optimized the rendering of GUI elements, monsters, items, and other objects.
Annual New Year's Event
A special New Year's event has been added to the game. Those who managed to play Beta-18 during the holidays have already understood what we are talking about. Every year, from December 20 to January 12, players will be able to find a special New Year's gift on the levels. When opened, the player will receive a random bonus, below is the list.
Opening a gift:
Completely restores one random or all health indicators of the player. If all indicators were normal - creates a birthday cake
Creates around itself 8 plants, bandages, first-aid kits, or just a little bit of everything
Creates a random rune
Creates a random weapon or spell
Creates 25 souls and one Sorcery spell around it
With a probability of 1/66 creates a "surprise"
Entities
Entities - they're the most important feature of Beta-18. It is a complex system of fine-tuned objects that interact with each other, and can be reprogrammed. It doesn't mean much to the average player. But for the map creators, this system should be the main New Year's gift! Why exactly? After all, we are not the only ones who will adapt D' to this system, every creator of custom levels will be able to use this system to the fullest! Moreover, we regularly communicate with mappers, supplement, correct, and improve our system. In the future, we will strive to ensure that the creator of custom levels can almost write a game in the game! And this is our main pride, which will determine the direction in which D'LIRIUM will move as a whole!
A little patience
There is a share of unfulfilled promises in all this. In November, we announced the release of a special Halloween update. It was supposed to contain a special event in honor of Halloween. Unfortunately, we only had enough time to prepare the resources. This event is not going anywhere, it will be implemented in future updates, we promise you.
We also warned all users who have supported us on Patreon that we have reorganized the lists of support awards to avoid confusion with names. However, at the moment, neither the old users nor the new ones have been added or removed from the credits. We decided not to touch the credits at all until the final release, because the code, which was hastily written in the form of a plug, turned out to be very sensitive to editing and we do not have the strength to rewrite it every time. Don't worry! All the Patrons that funded the development of D'LIRIUM and wrote to us by email are already recorded in a text document, and will not be lost anywhere, I will fix everything by the final release, you just need a little patience!
To the rest of the Patrons, I want to say that no one has forgotten about you! You may be getting very little content on my page at the moment, but that doesn't mean that development is stopped. I have mentioned many times that it is thanks to you that development continues, because D'IRIUM and Patreon are our only sources of income, and thanks to you, we can spend all our time improving our project.
D'LIRIUM nearing final release. When all the elements of Beta-18 will be brought to perfection, we will start creating new content. Updates will continue to come out, saves will continue to break, everything is as usual. But we're finally getting somewhere? Because, as one user on our Discord server said: "updates are good, of course, but new content is even better.
Thank you
Thank you all for being there! Thank you for your flattering reviews, for your criticism, your tips and bug reports, thank you for the support on Patreon and in general thank you for everything! And Happy New Year!
Our Discord server: https://discord.gg/UzZsuYK
You can support the development of D'LIRIUM and The Golden Rogue on our Patreon page:
Halloween etc.
So. I have one congratulations, only one news, one speech, explanation, and a lot of unpublished changelogs. I'll start with congratulations:
All the worst nightmares of this Halloween night! Congratulations!
In honor of Halloween, we are preparing a major update that will completely rethink the creation of custom maps, it will also fix, rework, and optimize many aspects of the game. For mappers, this update will be a real holiday! But we also saved a surprise for our players.
D'LIRIUM will receive the Beta-18 update during November, but the list of changes will be published only a week after the release, so that players do not lose interest in looking for their Halloween gift!
And now, as always, here is a list of changes, starting with Beta-17.3, and ending with the current Beta-17.11:
Beta-17.3
Fixed a bug that didn't count the killing by the gas in the statistics
Fixed a bug where the player couldn't telefrag on the "Chicken" difficulty
Fixed an incorrect condition for completing the "Did you call a pipe fitter?"
Fixed shadows of some objects
Fixed Lanterns getting stuck in interactible objects
Minor edits were made to the "Intro-B", "Mansion", and "Organ hall" levels
Minor edits were made to the scripted scenes at the "Mansion" level
Changes in the Chinese localization
Lanterns no longer search for a new path if the player is in the save menu
To get the "Vandal" achievement, you no longer need to complete the level
The cursor is not shown during scripted scenes
Added 'norandom' parameter for items and monsters on custom levels
Added a spooky aquarium!
Beta-17.4
Removed debugging message when Nightmarish is killed at the industrial level
Fixed a bug that resulted in achievement "Did you call a pipe fitter?" issued for killing with a shaft weapon
Fixed a bug where gas could kill the player and monsters when paused
Changes in the Chinese localization (again)
Beta-17.5
Fixed bug that makes weapons work incorrectly when paused or saving.
Fixed a bug where telefragged monsters didn't drop items with 'drop' parameter
Minor changes in the Chinese localization
Beta-17.6
Fixed some textures in "crystal cave"
Fixed Lanterns AI in "crystal cave"
Fixed a bug that didn't load the score
Fixed animation of some doors
Fixed the logo of the game
Finding secrets is now recorded in the score
Slightly redesigned statistics backgrounds
Optimized Lanterns code
Lanterns no longer make sounds when paused
Beta-17.7
Fixed incorrect light from the eyes of some monsters
Fixed a bug where some monsters continued to attack the player when paused
Statistics now show the number of completed custom levels with the "Lanterns" or "Lanterns Invasion" mode enabled
The amount of boss's health in the "industrial" level varies depending on the difficulty
Minor changes to some items and shadows
Changes made to the "graveyard" level
Added special "game over" background when dying by Lanterns
Beta-17.8
Added the ability to restart custom level after death
Removed the message on the "game over" screen when dying from loss of sanity in arcade mode
The pause menu is no longer transparent during scripted scenes
Fixed a bug that caused monsters to die in trees after loading game
Beta 17.9
Slightly optimized game loading
The game now saves the ‘visible’ parameter for interactible objects
Fixed a bug where items dropped from monsters were not added to the number of items on the level
Increased the hitbox of the cursor
Fixed light parameters in some objects
Reworked plasma spread
Lanterns mode is now also enabled if there is at least one Lantern on the level
Monsters can now be killed by Lanterns
The small grain effect is now the default option
Fixed font in the workshop menu
Fixed incorrect display of the item list in the workshop
Added a custom level restart button in the pause menu
Added new tips
Added obj_interact_explosives
Explosions now interact with some other objects
Added obj_dev_stairSide for vertical stairs
Beta 17.10
Migrating the game to a new IDE
Fixed game loading at the custom level
Fixed multiple AutoSaves of the game when starting a level
Reworked and optimized Lantern AI
Added new debugging tools
Lanterns no longer interfere with each other to pass
Added keyboard shortcuts
Reworked and optimized all levels
Optimized monsters hit registration
Fixed a bug that resulted in incorrectly counted kills
Fixed a bug where the personal hell file was not deleted after respawn
Fixed a bug where introduction could not be completed
Fixed a hole in the floor in the 'Intro' level;
Reworked title sequence
Beta 17.11
Fixed panic during the final sequence
Fixed the Nightmarish appearance from the Nightmare's body sound
I want to reach out to the people who supported me on Patreon.
I want to warn you that in the near future I will reorganize my page, as well as reset and re-create the list of people who supported us. The reason for this was the duplication of names that occurred due to the regular change of nicknames. As a result, some Patrons never made it to the credits, while others were mentioned several times.
I want to apologize to all the patrons who still haven't found their names in D'LIRIUM. But this does not mean that I do not appreciate your help, - thanks to your funding, the project changes so much from version to version! Next time, I will try to take a closer look at the name table organization, but from time to time, such purges will occur.
And where is the Golden Rogue?
Rogue development stands still. We want to finish D'LIRIUM, and finally get out of "Early Access", there's not much left. This is the first reason why the development of the prequel is slow, and there is no news about it at all.
The second reason is that many technical breakthroughs were made in Golden Rogue, and then transferred to the main game. In the main game, these breakthroughs have developed significantly, and we had to transfer them back to Rogue again. It's difficult and really slow.
We reviewed our approach and decided to work in the opposite direction. It is easier and faster to finish D'LIRIUM, and then transfer all the developments to Golden Rogue, so that we don't have to go back. I'm sure it's a good idea, but what do you think?
Our Discord server: https://discord.gg/UzZsuYK
You can support the development of D'LIRIUM and The Golden Rogue on our Patreon page:
Nobody said "enough"!
Less than two weeks later, we have collected all the players reviews, error messages, and all sorts of stuff, crumpled it all into a ball, and uploaded it to our game- we have two updates.
The first one not only fixes all Beta-17 flaws, but also continues the idea of improving the graphics and adding new content. And Beta-17.1 did a great job with it! In this update, the "Mansion" level was completely redesigned, it became full. Finally, this is really a house where someone lives! Some other items have also been completely redrawn and improved. Unfortunately, not all new objects are interactive, and this will take much longer time. Thanks to my wife for this wonderful graphics! And we are sure you will be delighted!
Beta-17.1 change list
Fixed Czech and Chinese translations
Fixed player movement in Personal Hell while pause ebabled
Fixed Nightmare's shadows while monster idling
Fixed bug that didn’t display some player comments
Fixed text color in pause menu
Fixed panic sound spam while pause enabled
Reduced Nightmarish monster HP on "Industrial" level
Increased Nightmare monster HP on "Industrial" level
Easy difficulty now selected by default while starting a new game
Dynamic camera no longer lags behind the running player
Redesigned some objects
Reworked "Mansion" and "Intro-B" level
Added new objects for Custom Maps
Reduced required time to reach "clueless gamer" achievement
Updated Patreon list
The second update, in addition to improvements to all the innovations, also adds new achievements, in order to give a reason to plunge back into the world of D'LIRIUM for those who have already passed the game and the arcade. We also temporarily returned to the interpreter instead of the fastest YYC compiler. The optimization that was made in Beta-17 now fully justifies this decision. After all, it is much easier to find flaws in the VM interpreter, and broken saves files will work again! The transition to the YYC compiler will take place along with the final release of the game.
Beta-17.2 change list
Fixed Chinese translation again
Fixed teleportation out of level borders on easiest difficulty
Reworked lights on "Intro-B" level
Reworked "Final-A" and "Final-B" levels
The game temporary moved back to VM instead YYC compiler
New objects names added to inspector
Statistics now counts kills by gas
Added new achievements
Have fun, because there will be even more content in the future!
P.S. Sorry for all new partons for not adding you to credits in Beta-17.2! I just forgot, i'll add you next time.
Our Discord server: https://discord.gg/UzZsuYK
You can support the development of D'LIRIUM and The Golden Rogue on our Patreon page:
The most beautiful Beta-17
Beta-16.8 was published almost 3 months ago. Since then, nothing has changed in D', but it so happened that today we present you a new Beta-17! This is the largest update that should bring a lot of new content, modify the old content, and make it all work much faster! Let's go straight to the list of changes:
Beta-17
Fixed a bug where the player returned to life after killing enemies without being a maniac
Fixed a bug where the 'notarget' command was not reset when starting a new game
Fixed a bug where the country flag didn't change when changing the language
Fixed a bug where Nightmarish attacked the player when 'notarget' was enabled
Fixed a bug where souls were not saved
Fixed a bug that caused Death Run saves to be deleted at player's death in story mode
Fixed incorrect display of labels on the "Game Over" screen"
Fixed the behavior and general work of Darkness in the personal hell
Fixed yellow door at the "industrial zone" level"
Fixed incorrect display of the flag in Czech localization
Fixed incorrect parameter assignment on Custom Maps
Fixed game crash when loading a Custom Map after passing other users level
Redesigned rendering of the FPS counter and walls in debug mode
Reworked psychic damage when killing monsters
Reworked flashlight
Redesigned staircase
Reworked the initialization of the music in arcade mode
Redesigned precise HUD
Reworked the player's spawn in personal hell
Redesigned some textures on the "mansion" level"
Redesigned the settings menu
Redesigned the pause menu and settings menu
Redesigned rendering of the dialogues
Redesigned display of the Custom map name in statistics after passing it
Redesigned the death agony screen
Redesigned the visibility rune
Redesigned the bandage sprite
Redesigned Game Over screens in arcade mode
Added an optional scoring system in arcade mode
Added an optional monster health scale
Added hints during teleportation
Added static shadows for some objects
Added a system for rendering dynamic shadows
Added the ability to disable glare
Added the shadow of the letters on the statistics screen
Added the nodegan command
Added autosave points
Added an object that draws the game's logo in arcade mode
Added the ability to add your own logo on custom levels
Added the ability to load the last save after death
Added the ability to change the game language by pressing
The added effect of white noise
Added a system of "cinematic" glare
Added "Lantern Invasion" mode
Added an optional time indicator on the level
Added the ability to disable the GUI
Added the ability to disable the inspector
Added new decorative objects
Added hints during a pause
Added new statistics screens in "Lanterns" mode
Added difficulty levels for story mode
Added first aid kits
Added displaying the game version on the statistics screen
Optimized glare system
Optimized rendering of monsters and some other objects (8000Nightmares works twice as fast!)
Optimized Shaft
The teleportation ball can now be destroyed by pressing
Minor changes were made at all levels
The finishing time now takes into account scripted scenes
Darkness can be banished with a flashlight from your personal hell
The "Lanterns" achievement now takes into account any encounter with Fireflies
Increased the required time to get the "Clueless Gamer" achievement"
Visual improvements at the "industrial" level
Removed the "Souls absorbed" point from statistics
The save message is now displayed when saving on pentagrams
The message about saving the game now refers to hints
Reduced the amount of health of Nightmarish at the "industrial" level
When shooting at friends the player takes psychic damage
When using cheats, the game warns about the inability to get some achievements
Removed the interaction buttons and flashlight from the "RPG" control scheme
The character now comments on the player's actions
The message about the "Help" menu now refers to hints
Our main pride in this version is the graphics. The game is very much changed due to several innovations that can be used in every possible way in the new, reworked settings menu, where everything is new! You can even completely disable the entire interface (GUI) (this will be useful for those who create movies)!
The noise effect should not only add cinematography, but also brighten up some visual flaws associated with low resolution. We added three parameters: big grain, small grain, and completely disabled.
We also added new shadows to add volume to objects. Previously, these were boring circles under the feet of the characters. Now they are complete shadows! Moreover, we have added not only static shadows, but also fully dynamic ones! However, dynamic shadows are currently made poorly, but they work. I'm not sure what I can do better, but if I can, we'll cheer! However, in the settings, you can return everything as it was, or completely disable it.
Also, while in the form of a prototype, there were "cinematic" glare, which, however, are controversial. But they add color to the game, especially with the grain. You can either disable them, or return the old glare, or decide what is more important - comfort or colorfulness. But the creators of the game video should like it!
The game has been significantly optimized. We found a way to make the game work relatively quickly even with an incredibly large number of objects! But even this is not the end of our attempts. We still need to optimize Lanterns, which, unfortunately, are still very stupid and buggy.
Now in the settings, you can enable the display of points in the arcade, as well as the health bar for monsters, which is very handy. Speedruners can disable almost all HUD elements and enable time display on the level. In general, the settings will allow you to do a lot!
By the way, check out how translucent the pause menu looks now, you can now see the level under it. We needed to rewrite half the game to make it work properly. Then we got tired, and we hid all the projectiles during the pause, and we don't want to deal with them.
In general, there are a lot of innovations, we are very proud of this version! We hope you will like it too! We haven't really tested it yet, so please report any problems to us and help us make this version the latest! Again.
Thank you to everyone who supported us on Patreon! Thanks to you, we continue and will continue to support D'!
Our Discord server: https://discord.gg/UzZsuYK
You can support the development of D'LIRIUM and The Golden Rogue on our Patreon page:
You have been tricked again!
It has been a very, very long time since the last news were published. We promised each time that here it is - the final update, and there will be no more. Well. We have tricked you again! And myself, too. The latest news in the D' community appeared even at the time of Beta-14 release. And since then, the game has developed, taking small steps. Then came Beta-15, and later Beta-16. We wrote about them in our Discord server, but we didn't write about them here. Today we will fix this, because they are about to be released and Beta-17, perhaps the largest update of all!
Let's go through all the versions, starting with Beta-14.4, ending with Beta-16.8. Unfortunately, the list of changes to Beta 14.1, 2 and 3, unfortunately , are missing somewhere.
Beta-14.4
Fixed errors in localization files
Beta-14.5
Fixed critical error on ‘Industrial’ level
Reduced amount of boss's HP on ‘Industrial’ level
Minor changes on ‘Mansion’ level
Beta-14.6
Fixed illusionary objects
Fixed camera type switching
Reworked selected weapon sprite on classic HUD
Added cursor shaking
Beta-14.7
Reworked cursor shaking
Added explosions
Beta-14.8
Removed Taiwan flag
Beta-14.9
Fixed something
Beta-14.10
Fixed revival from personal hell in the non-playable zones after death while teleporting
Fixed Quad sound
Fixed inventory rendering
Fixed Ukrainian localization
Added sound effects for the Shaft spell while using a Quad rune
As you can see, Beta-14 was brought to mind and balanced. New updates fixed previous errors until it worked. Then came Beta-15, which stood out with visual improvements, as well as the appearance of a new monster - Nightmarish, which was supposed to surprise everyone.
Beta-15
Reworked "Pandemonium" level last room
Reworked slime stun effect
Fixed getting "Steam Machine" achievement in Arcade mode
Reworked "red screen" effect when player is taking damage
Reworked damage effect while using a Protection rune
Added red screen effects when player dies
Added some debug instruments
Fixed sacrifices
Beta-15.1
Fixed new "red screen" effect
Updated Hungarian localization
Beta-15.2
The last room in "Pandemonium" has been reworked again
Beta-15.3
Reworked all blood effects on the screen
Blood effects on the screen now do not disappear after the player's death
Starting with version 15.4, we started experimenting and preparing the game to switch to the YYC compiler. Its difference was that the game did not interpret its code in the native language. Instead, the game was initially compiled on it, which gave a significant increase in performance on weak processors. The temporary switch to YYC allowed us to find a huge number of syntax errors in the code, fixing which also improved performance.
Beta-15.4 [Experimental YYC build]
Fixed a bug that caused the screen to turn red at the end of the game
Fixed syntax errors in the game code
Fixed issues with rendering some textures
Fixed audio issues
Fixed illusionary objects
Fixed monster death animations
Used YYC compiler instead of VM interpreter
Beta-15.5 [Experimental YYC build]
Fixed a room with a boss on the "industrial" level
Added tools for debugging scripted scenes
Fixed syntax errors in the code
Beta-16 distinguished by the final transition to the YYC compiler. All errors in the code were fixed, the Czech language was added, as well as fixing everything that did not work in Beta-15.
Beta-16
Final transition to YYC compiler
Fixed "red screen" effect when a player dies in the abyss
Added camera twitching when a player dies in the abyss
Fixed more syntax errors
A gas stove during an explosion no longer kills the player if they have enough health
Damage, radius and number of fragments from explosions can now be adjusted in soptions
The amount of fragments during the explosion is now linked to soptions
Fixed drawer animations
Fixed a bug that caused the cursor to shake even after exiting the panic state
Added Czech language
Updated titles
Optimized localization initialization system
Beta-16.1
Fixed Czech localization
Beta-16.2
When using the “void ball” modifier, there is no more delay
Added a sound effect when trying to open the map without having it
Items no longer disappear during Sorcery
Beta-16.3
Fixed player getting into personal hell when physically dying
Fixed dialogue with Abel's back in a good ending
Beta-16.4
Fixed errors in the "Help" menu
Reworked scripts at the "crystal cave" level"
Fixed the disappearance of light bulbs on the "mansion" level after loading the save
Beta-16.5
Fixed Hungarian localization
Added a frame in windowed mode
Changed the sound of scrolling through dialogs
Changed the "disabled" font
Beta-16.6
Fixed the health of monsters in "Random Run"
Reworked the 'monsterHP' parameter on custom levels
Reduced the required distance to get the achievements "Sharpshooter" and "Eagle eye"
Monster's health is now displayed in debug mode
Fixed nullification of Sorcery after scripted scenes
Beta-16.7
Fixed the "Cave" level map
Fixed the music in "Cave" level
Beta-16.8
Fixed the sound of a Nightmare appearing
Fixed the language selection button
As you can see, there are many changes, and all this is happening right now. Now forget all of this. Beta-17 will be the largest update that will expand not only the gameplay, but also the visual part. D' will be changed as far as we can afford it now. But we will tell you more about this later. We promised that Beta-14 will be the last major D' update. We tricked you, again.
Our Discord server: https://discord.gg/UzZsuYK
You can support the development of D'LIRIUM and The Golden Rogue on our Patreon page:
The rebalance and the fixes in Beta-14
Beta-14, this is not a major update. There is nothing new in it, but the old things now works much better! We’ve fixed a lot of bugs that players have noticed and also made Sorcery more accessible!
Here is the list of changes:
Reduced the amount of sacrificed health for the map
Added language selection menu when you start the game for the first time
Maniac points are now gained starting from “Crystal Caves”
Added more Sorcery spells on levels
Added more souls to the "Graveyard” level
Increased maniac recovery points while saving souls
A soul now appears in front of every tombstone
Added a save point in before the boss fight at the "Industrial zone" level
Redesigned language selection in the main menu
Fixed “drop" parameter in case of turning a monster into a Lantern
Reduced the maximum amount of Lanterns per level
The maximum amount of Lanterns can now be set in soptions
Optimized AI of the Lanterns
Improved performance of Lanterns on the big levels
The game now sums up the statistics of the number of destroyed and saved souls
Destroying souls now affects the ending equally as if you were killing monsters
The amount of maniac points can now be seen in the developer mode
Fixed German localization errors
The game now automatically sets tags for Steam workshop items
The game now checks for files before publishing items to the Steam workshop
Fixed flaws in the item customization menu for Steam workshop
We have also updated the Steam workshop page! Now finding the right content is much easier!
Our Discord server: https://discord.gg/UzZsuYK
You can support the development of D'LIRIUM and The Golden Rogue on our Patreon page:
From Beta-12 and accidentally to Beta-13
We know we promised we would finish updating D'LIRIUM and switch to The Golden Rogue. But as it turned out, we found more and more flaws that needed to be fixed. We just decided to make the game better!
The players who followed our Discord server knew we had a vacation in November. However, this did not prevent us to release a new Beta-12, which is a lot of fixes and innovations. However, by fixing Beta-12 bugs throughout the four updates, we've added too much new stuff. So instead of Beta-12.5, which we originally wanted to dedicate this announcement, we will dedicate it to Beta-13.
Before we talk about the important innovations, we will list all the changes that have been made to the game since Beta-12.
Beta-12
Fixed display of details in Developer mode
Fixed Shaft training display
The passage to the Steam engine is now a secret area
Cave level is now impossible to skip
Fixed white screen at the end
Fixed change of weapons by using mouse wheel and key
Fixed conveyor killing monsters against walls
Teleportation ball now opens doors that were previously sealed with a lock
The hole in the wall made by a shaft spell on "Steam Machine" level now remains still even after loading
Improved "Pandemonium" map
Changed map item location on "Pandemonium" level
Slight map design changes
"Graveyard" map now has "Steam Machine" level entrance marking
Added sacrifices
Enemy projectiles can no longer hit the player during teleportation
Player can not save in the void anymore
Fixed Chinese translations
Beta-12.1
Fixed crash when opening map at the initial levels
Critical errors related to user levels have been fixed
Fixed crash in the introduction when using the "kill" command
The "industrial" level is now impossible to skip
Updated Chinese translation
Updated Polish translation
Updated Hungarian translation
Minor edits at “Introduction B”, “Final B”, “Industrial Zone”, and “Graveyard” levels
Beta-12.2
Teleportation ball now opens any doors
The music in “Default Run" mode now attached to levels
Beta-12.3
Fixed map rendering during sacrifices
Beta-12.4
Fixed Chinese localization
Beta-13
The inspector now works more precisely.
Reduced the amount of health required for the sacrifice
Added a new monster
Fixed incorrect throwing the monsters from walls
Fixed Ada sprite in maniac state
Small changes in the levels of "Pandemonium" and "Industrial zone”
Nightmares and Howlings now more accurately throw slime at the player
Fixed camera in the test room
Fixed incorrect work of the shaft when hitting the wall
Beta-13.1
Fixed critical errors related to user levels
Beta-13.2
Fixed Howlings and Nightmares aiming problems
Beta-13.3
Fixed game crash when trying to load a custom map with broken objects
Fixed 'obj_light' objects visibility in custom maps
Developer mode now shows all 'obj_light' lamps
Reworked setting parameters for objects on custom levels
Beta-13.4
Fixed setting parameters for objects on custom levels
A huge amount of change, isn't it? We want to highlight three new features: removed skips, sacrifices and a new monster.
With removed skips everything is clear, players will now have to explore levels, players will no longer be able to miss important scenes for the plot. This will help lengthen gameplay and avoid misunderstandings for new players who often skipped plot inserts, even if these inserts are now minor.
Sacrifices, this is a new mechanic that will make the map useful, because now the player will be able to sacrifice part of their health to see the location of keys, doors and secrets on the map. The player will not get everything at once, so he will have to sacrifice again to see a more complete map. The player will have a reason not only to save the souls of killed monsters, but also to destroy them in order to replenish their health.
And a sweet surprise – a new monster! We won’t tell you anything about it, but he will surprise you and make you be afraid of meeting him!
We hope that this time the game is ready for sure and nothing else will have to be fixed. By the way, you've probably already noticed our new update numbering. We decided not to number each update with a new number, but to highlight the minor ones. However, it does not matter.
Thank you to everyone who supports us on Patreon for your patience! Soon, you will receive a lot of news and publications, in particular, for The Golden Rogue!
Enjoy your game and thank you for your feedback! It is thanks to you that D'LIRIUM has become by 2020 what it is now! Happy New Year Eve guys!
Our Discord server: https://discord.gg/UzZsuYK
You can support the development of D'LIRIUM and The Golden Rogue on our Patreon page:
Multilingual Beta-11
The development of D'LIRIUM: The Golden Rogue is going smootly, a lot of content has been added to the game. But we have to suspend the development again for a month due to the fact that my wife and I go on vacation to another country. In case of such a sudden rest, we want to offer you a new update in which we finally brought as many as 6 new localizations and updated 2 others! Otherwise, this update fixes some bugs. But the most important thing is that many other players from different countries can play our game on their language. It's all for you!
Corrections:
Fixed the algorithm that definies the ending
Fixed doors in the Cathedral
Fixed door in the Cave
Improved lighting in the Cave
Improved lighting in the Crystal cave
Added "skip" command to skip an intro
Fixed a bug with preview of your work in the Workshop
Redesigned main menu background
Redesigned good ending scene
Languages added:
Chinese traditional (re-translated)
Chinese simplified (re-translated)
French
Belarusian
Polish
Ukrainian
German
Hungarian
Our Discord server: https://discord.gg/UzZsuYK
You can support the development of D'LIRIUM and The Golden Rogue on our Patreon page:
Beta-1 with a 0 at the end!
A few days we publicly tested the new update which in comparison with the previous one was much more ambitious. And today we are publishing for you a full build of Beta-10! Why is this update so important? Because there are some very important elements. Before we talk in detail about the main innovations, we want to show you a list of all innovations since Beta-6.
Beta-6 (Cut version):
Fixed a bug where “Personality” shards were not considered as an item in Arcade Mode
Gibs are more bloody now
Beta-7 (Cut version):
Fixed game crash in Personal Hell
Fixed a bug in Pandemonium allowing the player to walk on the abyss
More blood
Beta-8 (Cut version)
Added glare system from light sources
Added camera shake when the player is taking damage
Reworked and optimized the interface rendering
Beta-9 (Cut version)
Reworked Ada’s portraits in dialogues
Dynamic camera bugs fixed
Minor changes in the organ hall in Arcade Mode
New console commands: ‘credits’ and ‘character save’
Fixed Ada’s tail animation in Arcade Mode
HUD rendering errors fixed.
Beta-10 (Cut version)
Fixed credits shaking
Fixed black screen instead of credits in Arcade Mode
Reworked ‘Help’ menu
Changed the conditions for obtaining the good ending
Reworked dialogue in the organ hall in a good ending
Minor visual bugs fixed
Added screen shake when taking damage during Protection
Added hints and tutorials
Added ability to disable hints in settings
The introduction is now impossible to skip
Added screen shaking during slime stun
Fixed a critical bug that causes the inability to pass the introduction
Fixed a bug in result that ‘Return?’ text wasn’t showing up in Personal Hell.
Added blood on screen when the player’s health is low
Reworked Ada’s sprites in Personal Hell
The teleportation ball now bounces off closed doors
PARADOX
Now you have an idea of how much additions has appeared in D’ after so many updates. Let us highlight for you the most important innovations that make us proud. So…
Glare system It wasn’t difficult to make them. We are very sorry that we did not add them earlier, with them the game looks much more beautiful! It remains to figure out how to implement a realistic rendering of dynamic shadows. But it’s too early to talk about it.
Screen shaking when taking damage Most of the guys from our team did not appreciate this innovation, because the sharp turn of the screen made them dizzy. But for me personally, this innovation has gained momentum in battle and, most importantly, emphasized the strength of the blow.
New conditions for the good ending Many players complained that the Sorcery spell does not affect the final development of the plot. Originally this spell was only an auxiliary tool for the player to quickly replenish your health in an emergency or to leave the maniac state. But now saving souls really matters. The new condition is: you must save the soul of every single monster you murdered, no less. Not killing any monsters is still permitted. We believe that this is fair.
New dialogue in the organ hall in the good ending Many people did not like the fact that Abel poured dirt on the player even if the player did not killed anyone. Let’s be honest with you, we deeply do not care about the whole current plot of D’LIRIUM. We are going to expand the current story and write a completely new script for the release version of the game. Yes, it will be in fact the same story that is now, but more complex and long. However, it will be very, very long, So we decided to make sure the players were happy with the achievement of a good ending.
Tutorial and hints Most importantly, what many asked, but what we still did not reach the hands. Finally, we did the normal training of the most basic principles of management. Now the game will teach you how to use weapons, teleportation, modifiers, enter a state of panic and more. Pop-up at the right time hints will accompany the player the whole game, and the experienced players can disable them in the settings.
Updated ‘Help’ menu ‘Help’ menu is now much easier to understand, there is no longer so much text, it now says the most information necessary. Moreover, it adapts to the situation and if the player does not have a spell - it will say that it needs to be found. And only after finding the spell, the ’Help’ menu will teach the player how to use it. Depending on the selected control and modifier, it will teach the player different actions. No extra words, only the specifics.
We hope Beta-10 will be the best update for you, which will definitely be the last one before the final release of the game. And even if it is not - we still think of something to surprise you. And still want to apologize to our Patrons for there is no new updates on our page. That's the price of the surprises we make for all for you. But we promise that soon our Patreon page will have a lot of new things and we still need you. The project is alive atleast because of your support!
Our Discord server: https://discord.gg/UzZsuYK
You can support the development of D'LIRIUM and The Golden Rogue on our Patreon page: