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D'LIRIUM News

2021 passed without any updates.

So the year 2022 has come, congratulations!

Unfortunately, for a whole year nothing was heard of D'LIRIUM. The last update was released at the end of last January. It was possible to find out about the development progress only on our Discord server, and in small quantities. We made several streams in which we talked about the project's development plans and demonstrated the unfinished Beta-19 (links to the streams will be attached at the end of this announcement). Even the people who support us on Patreon have received little exclusive content. So what do we have?

For the last six months we have been developing and trying to make mapping more accessible. This is important, because players will be able to create full-fledged stories using that set of instructions. Mapping was available back in Beta-18, but now it will become even more flexible and optimized! We are also rewriting and optimizing the game code. We didn't plan to do this, but once we started, it means we need to do it wisely. So we have nothing to show, we can only say some more beautiful words, which I personally don't really like. It is better that we immediately show the result of the work when it is ready. So don't expect any new announcements from us until Beta-19 is ready for release. It won't take long.

We said Beta-19 would be the last Beta update before the release. But this is not the case. We decided to divide it into two parts, as Mojang did. Beta-19 will be an exclusively mechanical update, it will not have a new story, as we planned. We've spent a whole year polishing D'LIRIUM and bringing new mechanics to it. We want to give players a taste of it. But we will devote the story to Beta-20, this will allow us to focus on it while the players will already have something to do.

In general, we are working..

Here's all livestreams we did in 2021 (hope someone will translate it to English):
https://youtu.be/v8CPQRt5N-o
https://youtu.be/MEfI9hvpbck
https://youtu.be/zRevVdvas6U

Our Discord server:
https://discord.gg/ZqyfTf6wGU

You can support the development of D'LIRIUM and The Golden Rogue on our Patreon page:

4 years in Early Access, what's next?

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: