Happy New Year to everyone! We hope your holidays were joyful and filled with fun. As we step into this new year, we would like to share some updates on the game and our team's progress.
[h3]Changelog[/h3]
It's been almost half a year since the last game update, and we are excited to bring you an update with new mapping features and bugfixes. Take a look
- Fixed a typo about an aquarium in one of the story mode dialogues.
- Fixed wrong alpha value bug with tile layers on custommaps.
- Fixed Entity Tick working incorrectly after loading a save file.
- Fixed Entity Tick working incorrectly while game on pause.
- Fixed some corpses failing to explode after exiting pause menu while explosion rune's effect is active.
- Fixed wrong default type of input properties for Entity Calculator and Entity Comparator in map editor.
- Fixed wrong color of "Restart" button in a custommap's personal hell pause menu.
- Fixed the console command "config load" not updating audio volume.
- Fixed the custommap's level end wormhole drawing itself twice.
- Fixed randomized decorative objects being incompatible with "level save" console command.
- Fixed game crash when custommap's image layer didn't have an image.
- Changed all wrap debug tools keybinds to free up Ctrl+F11 keybind that turned out to be a default steam's screen recording keybind.
- Improved drawing of stretched and rotated custommap's level end wormhole.
- Custommap's level end wormhole can now have tinted colors, transparency and can be made invisible.
- Snowmans now work properly with cameras of non-standard zoom.
- Snowmans now are being pushed out of player when player materializes in them after teleportation.
- Slightly increased chance of the psionic event in the story mode's crystal caves level.
- Slightly moved a few chairs in intro level.
- Reworked Entity Switch's "e_target_on"/"e_target_off" to use "e_delay" like other entities' target properties do.
- Cleaned up unused global properties and other unused experimental things.
- Removed "Shoot" bloody inscription in the industrial zone level.
- Now the wrap debug tool will try to do at least something (+warn player) if map are too big for it to handle.
- Added "e_disable_sequence"/"e_enable_sequence" properties for Entity Dialogue.
- Added "Pause On Focus Loss" into config file (ON by default).
- Added "audio volume reload" console command.
- Added "data export" and "data import" multiplatform console commands.
If you are custommaps creator, please check out "v1.4.18 Major changes.txt" file inside the "\\Mapping\\Major changes\\".
Nothing huge, just a new tip regarding dialogue cutscenes creation, new wrap debug tools keybinds, one bugfix of extremely obscure Entity Switch unintended usage and a couple of renamed sprites/sounds.
[h3]A peek behind the scenes[/h3]
As you can see, the changelog isn't as big as you might expect for six months of development. So, on what our time were actually spent? Each of us, as main developers, chose to concentrate on specific projects to streamline our efforts.
PekpyT has focused on developing a new game core that will serve as the foundation for The Golden Rogue and other future projects. From time to time, he shares his progress on
patreon.
Grif_on, on the other hand, got fully occupied with the ongoing maintenance of the current D'LIRIUM and improving of our general development workflow. He is now solely responsible for bugfixing and releasing updates. Also, thanks to his efforts, we now have an automated deployment tool, which eliminates the need for manual game assembly and upload to the steam servers via web-browser!
Even though we have our individual projects to focus on, we still lend each other support when it is really needed. For example, we collaborated on the
Android release of D'LIRIUM. PekpyT recently helped fix a few bugs in the latest patches. And Grif_on's deployment tool will benefit not only current game updates workflow but also future studio projects as well.
This division of responsibilities, with flexibility in collaboration, is allowing us to be more productive, whether it's in developing a new games or supporting an existing one.
We are thrilled to share this news with you and truly appreciate that you are still being with us!