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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:


Beta-19
  • 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!

Our Discord server Our Trello Workspace
You can support the development of D'LIRIUM and other projects on our Patreon page:

Beta-19 got a board on Trello

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.

Our Discord server Our Trello Workspace
You can support the development of D'LIRIUM and other projects on our Patreon page: