Rework: Detection of if the player has an item or not has been unified
Fix: The Energy Pistol respawns infinitely every time the player starts in the Ancient Tower and already has the weapon
Fix: Chests that require a key to open can be looted infinitely once the player unlocked them once
Fix: Health and Fatigue regeneration after using an item stops if the player loads into a different level before the regeneration process completes
Fix: On occasion, Jackson spawns twice
Fix: An Energy Pistol Clip was spawned with only one bullet in it
Lilium 0.9.2.1 Update 5 - Could we get rid of the bugs too?
Feature: Shields get reequipped if the player switches back to a one-handed weapon after using a bow or other two-handed weapon in case they had a shield equipped before they switched to the two-handed weapon
Feature: The World Map has been updated so Location names are shown when the player hovers over Doors with the mouse pointer
Feature: Resistances have been introduced. Larvae and Spiders have Poison Resistance and daemonic creatures have Fire Resistance
Feature: A little easter egg sound effect is played when the player jumps off some cliffs
Rework: Initialisation of the Sky and the Ocean has been reworked to be faster and less prone to bugs
Rework: Initialisation of the Player Character has been reworked to make it a little faster when starting a level
Rework: The code to initialize cats' skin has been refactored
Rework: Ladders have been reworked to use the same interface as other interactable objects
Rework: An extra ladder and some decorations have been added to the boat repairing area
Rework: The top of the shipwreck has been slightly improved visually
Rework: NavMesh around the islands, especially around the Shipwreck has been updated
Rework: NavMesh on the top of the Shipwreck has been updated so every Bandit can reach the player
Rework: NavMesh has been updated in the Ancient Ruins so Bandits are not blocked by some gaps
Rework: Non-Physical Damage will not contribute to Endurance gain anymore
Rework: Endurance gain for Squats has been lowered
Rework: General improvements on the usability of the Computer
Rework: The buttons of the computer UI has been remade to look like actual buttons so the player will know that they can be clicked on
Rework: "Press Esc to stop using computer" text has been added to the Computer UI so players will know they don't have to wait around
Rework: One-Handed Melee Weapon Attack Range have been slightly reduced, Fire Damage Radius has been slightly increased
Rework: If the player starts strafing or moving backwards while sprinting, sprinting will stop and the player needs to release then press the sprint key again
Rework: The Audio Component for Dialogues has been moved to the NPC from the Dialog Widget
Rework: StringTables have been introduced for easier and clearer localization
Rework: Several unused Unreal Engine Plugins have been disabled
Fix: The Ocean's Material Quality was defaulted to Low in some cases making the ocean look terrible compared to the rest of the game
Fix: Players can fall into the ocean around the boat repairing area and can't get out due to an invisible wall
Fix: Players might end up with 0 health upon restarting the game if a save happens exactly when the player dies
Fix: Running or opening the Pause Menu or the Journal with the Pistol Zoomed in will cause the zoom FOV to stay until the player presses the zoom button again
Fix: Players are able to swim fast even when their Fatigue is depleted
Fix: When the player attacks with a melee weapon then instantly starts running while the attack animation is happening; the weapon is no longer visible, but the attack animation is still happening
Fix: Helmets get unequipped if the player's inventory is full and they try to drop an other equipped item
Fix: Players are able to move Quest Items to Containers and are able to lose them forever this way
Fix: Door icons are not visible on the Map or on the Minimap inside multilayered dungeons
Fix: The Objectives HUD does not update itself when the player picks up/drops/consumes quest items like Mushrooms or Steel ingots
Fix: The Font size in the Death Menu is too large
Fix: Bandits refer to the player as "He" even if the player is a woman
Fix: NPC voice lines are playing on top of each other if the player stops talking to them then starts talking to them again shortly after
Fix: Sometimes John has his Bow drawn infinitely
Fix: Bandits, NPCs and Hellspawn sometimes run into the ocean and just stand still
Fix: At the end of the game Lilith is unable to continue her journey to the summoning altar if the player wanders too far from her
Fix: Shields got unequipped when the player switched to a bow or to other two-handed weapon then didn't get reequipped when they switched back to a one-handed weapon
Fix: Inventory Slot remains highlighted when the player drops an item
Fix: Poison projectiles from Spiders stay forever if they miss the player and hit something else
Fix: The Saturation setting does not take effect when the player is on a Boat
Fix: Saturation slider does not affect the Main Menu background
Fix: Falling into Lava will result in an extreme Endurance gain for the player
Fix: Dropping a single Arrow drops a Quiver
Fix: Hovering over buttons on the Computer UI has a messed up animation
Fix: The Minimap's edge lighting direction does not match its glass surface's lighting direction
Fix: "Lépések hangereje" is displayed instead of the English text
Lilium 0.9.2 Update 4 - Less clunky please
This update includes a ton of bugfixes and a bunch of quality of life features and improvements for the player, new Achievements, a cool new unique sword, an experimental Quick Save/Quick Load feature, changes on the main island, experimental level streaming used for some buildings, AI and UI improvements.
Content: Cat Friendly has been added as a new Achievement for completing the related quests without harming a single Cat
Content: The second dumbest creature in the universe appears in the game now and there is also an Achievement for finding it
Content: The amount of Bread, Butter and Parizer in the world have been increased as a tribute to Nature
Content: There is a cool new sword hidden in the Crystal Mines
Feature: An experimental Quick Save/Quick Load feature has been added to the game allowing the player to manually trigger the Autosaves basically
Feature: Escaping the Dungeon has been added as the first Quest of the game
Feature: Now there is a unique description for every finished quest detailing how it was resolved
Feature: Now it's possible to continue the game after the Credits roll
Feature: Shock Damage Damage Type has been added to the game
Feature: An Auto Arrange Inventory button has been added to the Journal's Inventory page so players can easily organise their Inventory
Feature: Weapon and Armor Tooltips now show a Damage and Armor rating comparison between the selected and the currently equipped item
Feature: As the player fights with melee weapons their weapon gets more bloody, at least for a while
Feature: Poison on Weapons, Arrows and Consumables is clearly visible now
Feature: Added option to change Colour Saturation
Feature: It is now possible to separately set the volume of footsteps
Feature: Bandits are using Barks now to give them a more intelligent feel and to let the player now what they're "thinking"
Feature: AI Archers will use Punches instead of their Bow in close range combat
Feature: The camera shakes when a large enemy like the Forge Master walks
Feature: New lootable containers have been added to the game with unique loot tables
Rework: Lilith summons the Hell Portal in a more distant specific location, adding more to the exploration of the Hell scenario
Rework: A part of the main island has been reworked to include an abandoned pirate cave
Rework: Splitting the Main Island into sublevels with Level Streaming, noticeably increasing game performance
Rework: William's Fort has been improved visually
Rework: Base Player Attributes are now on a scale of 1-10 instead of 10-100 so each level up has a greater impact
Rework: Player Speed is affected by slope angle so players walk slower uphill and faster downhill
Reworked: The Player can't Sprint Backwards anymore
Rework: Sprint works properly even if the player changes directions while sprinting and now it works independent of the order in which the player presses the sprint button and the movement keys
Rework: Footstep sound detection has been replaced with a cleaner, more performant system
Rework: Moving on Grass will not cause grass blades to fly around anymore
Rework: Unreal Engine version is also displayed in the Main Menu right under the game version
Rework: Miscellaneous items can't be added to the Hotbar anymore since they aren't useable anyway
Rework: Equipment items are instantly removed from the character when the player starts dragging them off the character
Rework: When an item is dragged, its inventory slot gets highlighted
Rework: Hotbar functionality has been improved so now item linking does not break when the player moves items around in the inventory
Rework: Wooden barricades remain destroyed
Rework: Boats now stay where the player left them
Rework: Camera does not go underwater while sailing on a Boat
Rework: Theresa's cow will keep the items that the player puts into it's pack
Rework: Underwater particle effects have been improved and additional effects have been added to underwater weapon swings
Rework: Selecting the Player's start location is now done via the proper method instead of just teleporting the player right after the level starts
Rework: Cloth Simulation has been removed from the Scarecrow due to it's large performance impact whenever the player stepped outside
Rework: Proper particle effects have been added for spider web destruction
Rework: NPCs have been tweaked to use hand gestures during dialogues more rarely
Rework: AI eats poisoned food placed down by the player and properly gets poisoned
Rework: AI pathfinding, movement and obstacle avoidance have been improved
Rework: A CPP base has been created for character animations to improve animation performance and to have a cleaner solution
Rework: The AI's ability to aim with the bow has been greatly improved as well as their archery animations have been tweaked to look better
Rework: AI and Player attack speeds and animations have been tweaked and balanced
Rework: AI attack ranges and damages have been tweaked
Rework: AI behaviour has been adjusted so if it can't reach its target, AI signals the target to come closer
Rework: Lilith's Force Field usage has been improved
Rework: Lilith's Fireball usage and aiming have been improved
Rework: The default key for Grab is F and the default key for Ready Weapon is G from now on
Rework: Locked chests will now play and unlock sound when they are used with the proper key
Rework: Attacking animations with Axes and the fighting experience in general with Axes have been improved
Rework: Attacking animations with Daggers have been slightly improved
Rework: Releasing the Attack Button early while charging an arrow now recalls the arrow
Rework: Players are allowed to hunt wild animals without making the Guards angry
Rework: The Minimap has been reworked to fit better to the rest of the UI and to make it look better in general
Rework: Maps for multi-tiered dungeons have been improved
Rework: QuestMarkers for Quest Objectives have been replaced for better visibility and now there is a different icon for Main and Side Quests
Rework: The Minimap is now zoomed out a little bit more so the Players can see more around themselves at the same time
Rework: Dropping multiple arrows will drop a quiver with those arrows
Rework: Arrows now react properly to metal surfaces
Rework: The game UI has been reworked to use better, more readable Fonts
Rework: The hidden GOD Mode Toggle has been removed from the UI
Rework: Player Character Preview Lighting in the Inventory Journal Page has been improved
Rework: Object outlines have been improved
Rework: Looted chests will keep their lid open, loot interaction will not show up for looted containers anymore
Rework: Theresa's cow has been reworked to function properly
Rework: Pickupable items have been moved to cpp bases and have been rewritten to avoid possible bugs in the future
Rework: Looting and all lootable containers have been reworked like Skeletons, Chests, Destructible Pots and so on
Rework: All interactable object will behave the same way from now on, cleaning up interfaces
Rework: Minor changes on some buildings to make AI navigation easier and to make them look better
Rework: Collisions have been improved in the Evil Dungeon
Rework: Boats now have precise collisions while they are not moving so the player can jump onto them
Rework: Frank resides in a safer location from now on so he does not get killed all the time
Rework: The Time Dungeon has been slightly adjusted and an event can be triggered now upon picking up a skull
Rework: A camp has been added for Jackson on the remote island
Rework: Added some environmental sounds like birds and forest ambience to the Main Menu level so it doesn't feel as lifeless when music is disabled
Rework: Credits and Lady of Cats Music are considered SFX from now on so they play even if the Music Volume is set to 0
Rework: There is a delay between Music pieces on the main island from now on so there are calm periods for the player with ambient sounds only, it's also to make the music less annoying
Rework: The Exterior Lighting has been greatly improved
Rework: Lighting is improved for the Hell Lighting Scenario
Rework: Lightmass Portals are used in the Ancient Ruins to produce better lighting
Fix: Fatigue Regeneration and Fatigue Consumption for Sprinting is affected by the Framerate
Fix: Dying or exiting the game while an Attribute Potion is active results in the Player having that potion effect permanently kept as Base Attribute possibly making the Player super strong through this glitch
Fix: Player is unable to stand up/get out of crouching while being close to a wall
Fix: The Player is able to Drag an Item from the Inventory then close it to have the Item hang around preventing them from attacking or properly interacting with the game
Fix: Dropping equipable items onto the Player Character from a Container does not work and causes strange behaviour
Fix: Dropping an Equippable Item onto the Player Character from the Player's Inventory while a Container is open moves the Item to the Container instead
Fix: Unequipping items while a Container is open unequips them into the Container
Fix: Minimap and Map icons are hiding each other, QuestMarkers for Objectives are covered by Door and other icons
Fix: Custom QuestMarks disappear if the Player selects a different Quest
Fix: Killing Quest Givers before starting their Quest does not move the Quest to Failed Quests
Fix: Attacking animation with a Sword and Shield looks bad since the Shield is partially blocking the player's view
Fix: Attacking animations with Axes are really bad
Fix: Spamming the Attack Button with the Bow causes arrows to spawn instantly in seemingly random locations
Fix: Cobwebs and Roaches burn with the wrong color of fire
Fix: Footsteps are too loud and strange
Fix: Can't interact with Boats from underwater
Fix: Players can't pick up gold pieces from the bottom of the Wishing Well
Fix: Can't pick up Mushrooms in Time Dungeon
Fix: Can't pick up arrows from water in Time Dungeon
Fix: Crystal colours in Time Dungeon are wrong
Fix: Interactive Objects in the world can cause extreme damage to NPCs
Fix: Bandits and Monsters without shields are playing parry animations
Fix: Animals don't do anything if the Player is nearby
Fix: Sometimes the Guards attack the Player around the bandit camp near the dock instead of attacking the bandits
Fix: Bandits randomly shouting to the Player to get out of Outhouses even if the Player is not inside one
Fix: Lilith does not have footstep sounds and effects
Fix: Monsters and Animals don't have footstep visual effects
Fix: Medical Beds have the wrong cursor icon
Fix: Players are frequently losing arrows when they have maxed out arrow stacks
Fix: The intro text is still visible once the player interacts with the bed during the intro
Fix: Objectives are clickable on the UI
Fix: "Tárcsere" instead of "Reload"
Lilium 0.9.1 Update 3 - Ancient Tower
Feature/Quest: Added a new side quest related to the Communication Tower
Feature: A new Achievement has been added to the game related to the new quest
Feature: Quests can have hidden Objectives now that are revealed later as the quest progresses
Feature: The island with the Control Tower has been updated and now has more things to do and locations to explore
Feature: Now it is possible to explore the Control Tower
Feature: A new weapon type Guns/Energy Pistol has been added to the game
Feature: New Medical beds that can fully heal the player
Feature: A terminal has been added to the tutorial level allowing players to recap on the previous games
Feature: A new input action has been added to Controls to be able to Reload guns
Rework: The Intro sequence has been replaced by a small interactive level
Rework/Voiceover: Lilith has an awesome new English voiceover
Rework/Voiceover: William has an awesome new English voiceover
Rework/Voiceover: Voiceover has been added to the new character Jackson who is replacing Helton now
Rework/Voiceover: The Hungarian translation has been updated including the addition of new voiceover lines for Jackson
Rework: The map of the Western Islands has been updated to reflect the new changes and to look better in general
Rework: New and updated sound effects
Rework: Bow related player animations are much smoother now
Rework: The scarecrow has been replaced with a more detailed one
Rework: An extra ladder has been added near the Ancient Ruins
Rework: Docks have been reworked and a new dock has been added to the Western Islands
Rework: Barrels and other interactive objects now have a water splash effect upon entering water
Rework: Quest completion is now separated into Main and Side quest categories
Rework: The journal UI has been sightly reworked
Rework: Lilith's dialog has been reworked to avoid bugs and to have a clean graph
Rework: Player movement ignores small corpse chunks on the ground
Rework: Changing UI scaling to support screen aspect ratios other than 16:9 like 1680x1050 or 1280x1024 (Kudos to IndEE, Köszi!)
Rework: The game defaults at the almost highest graphical setting from now on since most players don't touch the graphical settings and played the game with a worse look than their PC could handle. There is still an option to further increase the view distance.
Optimalization: Implemented new utility functions: GetActorWithTag, GetActorWithInterface, GetWidgetOfClass to improve performance by returning instantly if an object is found
Fix: Theresa's cow was walking faster than her owner making her stop every second and wait for Theresa to move forward
Fix: Poison applied on weapons equipped by the player is also causing health reduction to the player
Fix: Cave Trolls' lamp stayed lit even after their death
Fix: Some quest items could spawn even if the player already had them picked up
Fix: Two-wheeled carts were extremely broken
Fix: A quest giver quest marker spawned for closed quests on load, if a closed quest was selected upon saving
Fix: Mouse Scroll zooms everywhere in the Main Menu after opening Character Selection once
Fix: Loading back a save at a bed will spawn the player in a different location
Fix: Melee weapons and shields look duplicated in the player's hand in some cases (Kudos to Zeth)
Fix: Shields can be equipped with guns
Fix: Arrows did not point towards the crosshair while aiming with a bow
Fix: Crouch animation was really bad making aiming with bows and guns terrible while sneaking
Fix: Spiderwebs still had collision after they are being destroyed
Fix: Some Hellspawn animations start with a T-pose which makes them look very bad
Fix: The scrap bridge has wrong UVs on the bottom side
Lilium 0.9 Update 2 - Combat
Content: Lord William now has a Crown
Content: A new Helmet is added to the game
Content: A new Shield is added to one of the Gladiators
Content: A new type of Troll has been added which can Dodge frontal Attacks
Rework: Some UI elements have been updated
Rework: The Wishing well has a new model with a proper hole in the ground, Landsape now supports holes
Rework: It was too dark inside the wishing well
Rework: Quest tracking, quest object tracking and objective markers have been updated to be more helpful
Rework: Player Bow handling has been reworked to use anim montages and a new upper body slot has been introduced
Rework: Black key has a red glow now
Rework: Guard Shields now have a new design
Rework: Changed player animations to make weapons less intrusive while walking and running
Rework: Improved parry animation for the Player
Rework: Crouch and Uncrouch now have a smooth animation to make it feel more realistic
Change: Enemies now have hidden Attributes like Strength and Agility the same way as the player which affects their Damage
Change: Code refactor of Projectiles
Change: Some NPC animations are tweaked to be a little less clunky
Change: NPC and Monster animations are tweaked to make them attack and recover faster
Change: Trolls are a little faster now to make them more challenging
Change: NPCs are walking a little slower now, but can run much faster
Change: NPCs with Shields can Parry Arrows now
Change: Loot distribution in Chests is changed
Change: Most Guards have shields now
Change: NPCs are now able to use Shields
Change: Bandits and Guards are now able to Block attacks thus making them stronger
Change: Endurance now can be increased by doing squats
Change: The effects of farts reach distant targets later
Change: Lowered starting attributes for every class since the game is way more fun when the player is weak in the beginning
Change: Added option to set FOV
Change: Player's HitBox has been adjusted to fit the player mesh better
Fix: William's quest is broken in some cases if the player does stuff out of order
Fix: Poison damage from melee weapons does not apply on enemies
Fix: Hungarian localisation issues ("Strength")
Fix: Collision gap around the wishing well
Fix: Quest markers to return to quest giver appear sometimes even if the player completes objectives for a non-active quest
Fix: Ethan is unreasonably impressed by toilets
Fix: Using bows increases Strength
Fix: Sitting NPCs are rotating around while the player is trying to speak to them
Fix: Taverns song was interrupted mid song every time due to animation restarts
Fix: Tavern song attenuation radius is too large
Fix: The dialog with Lilith gets interrupted by Hellspawns
Fix: Objectives don't update on HUD when quest items are picked up
Fix: Zoom to Character does not work in the Character Selection Screen
Fix: Quest objectives don't go to Completed state if they're already completed upon receiving the quest
Fix: The Shield remains in the Player's hand when they're equipping a two-handed weapon while having a full inventory
Fix: The Wishing well has a collision issue
Fix: Player Punch sound is wrong
Fix: Red Mushroom NormalMap is wrong
Fix: Can't pick up the fish from the cat bowls
Fix: Using Escape in the Main Menu will result in corrupted menus
Fix: The Font used when interacting with objects is unreadable
Fix: There are no footstep sounds while the player is drawing a bow
Fix: Player death animation was not playing when the player died while drawing a bow
Fix: Bandit Knight's armor has missing faces
Fix: The Jump animation looks bad, if the Player has a Shield equipped
Fix: Shield and Weapon Static Meshes are duplicated on Player
Fix: Hellspawns and the Daemon are extremely broken
Fix: Goblin footstep sounds were missing
Fix: Poisoned arrows don't cause poison damage after a reload if they were poisoned while being equipped
Fix: Players were not be able to parry arrows properly
Fix: Some Wooden surfaces reacted as Metal
Fix: NPCs were not able to attack the Player if they were off screen (VisibilityBasedAnimTickOption)
Fix: Bandit Archers stood frozen sometimes (Montage issue)
Fix: Arrows were invisible for a while when NPCs pulled them out from their quiver
Fix: Above Level 50, Farts can be spammed and players are levelling up too fast
Fix: Typo in one of the character descriptions
Fix: Some tavern wooden beams were not touching the ground
Fix: Evil Dungeon Collision issues
Lilium 0.9 Update 1 Hotfix
Hotfix: Controls were broken for those who already ran the game because already existing control configurations were not replaced by the new config file
Lilium 0.9 Update 1 - Chili Beans
Content: Added Chili Beans to the game
Content: Added Red Mushroom to the game
Content: Added Special Ability as unlockable ability
Content: Added Level milestones to Special Ability
Content: Added the Master level of the Special Ability
Content: Added a new Achievement for using the Special Ability
Change: Better, simpler, faster Fish AI
Change: Added Special Popup for Special Ability level increases
Change: Added Particle Effect to Ability Level Ups
Change: Added Explosion Sounds
Change: Special Ability affects NPCs
Change: Added Particle Effects to Special Ability
Change: Added Damage Effect to Special Ability
Change: Added additional corpses
Change: Added Zooming to the Character selection screen
Change: Adjusted lighting in Large Cave since it was too dark
Change: Bunch of code moved from BPs to CPP
Change: Config files are binary now for faster loading
Rework: Improved the feeling of Punching and made it easier to hit small enemies
Rework: Updated lighting in the open world to make insides look better
Rework: Character Selection Screen
Rework: Updated splash screens and icons
Fix: Sometimes Hungarian voices were played instead of the English ones
Fix: Can't pick up Fish from the Ocean
Fix: Some Crystals had bad collision
Fix: Underwater Chest had corrupt custom depth on it
Fix: Player's hands are transparent under water
Fix: Only one particle system was allowed on NPCs
Fix: Torches can be lit under water
Fix: Status effects were still visible with 0 sec left
Fix: Talk to Ethan -> Exit -> Continue -> Ethan thinks he has arrived, still spawned at the Dungeon door
Fix: Players get the Cat Lover achi even if they kill the cats
Fix: Dezso can stuck in trees - Updated NavMesh
Fix: Bad pop in of small bricks
Lilium has been released!
Lilium is an Early Access game at this point. It's fully playable and should be fun without any serious bugs. I've spent a lot of time making sure it runs well without issues.
It's the core of the game. A short main story, some side quests, a few dungeons and a single island with some small patches of land around it.
There is lot in the making. New gameplay systems, asset replacements, graphics overhaul and of course much more content in the form of new explorable islands, dungeons and loot.
I hope you'll have fun playing it! Please give me your honest feedback as well. A lot can change based on your feedback.
Lilium 0.9 RC 1 Update
Changed: All the prerequisites are now being installed when the game starts at the first time
Change: We've updated some config files, scripts and UI elements to be ready for release
Lilium 0.9 BETA 15 Update
Rework: Improved Lighthouse model and surroundings
Rework: Remove text from grave stones
Rework: Updated UI elements
Rework: Updated World Map
Rework: Updated Loading screen images
Changed: Added Cinematic Quality View Distance option for players with high-end PCs
Change: Disabled Static Lighting outside of Dungeons
Fix: Arena Announcement Texts are not showing up properly like "Entering the Arena" or "Defeating an Opponent"
Fix: The Hotbar is visible after dialogs when the HUD is set to Hidden
Fix: Gabe can restart playing on his guitar without having it