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  3. Halloween etc.

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 I have one congratulations, only one news, one speech, explanation, and a lot of unpublished changelogs.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: