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The most beautiful Beta-17

Beta-16.8 was published almost 3 months ago. Since then, nothing has changed in D', but it so happened that today we present you a new Beta-17! This is the largest update that should bring a lot of new content, modify the old content, and make it all work much faster! Let's go straight to the list of changes:

Beta-17

  • Fixed a bug where the player returned to life after killing enemies without being a maniac
  • Fixed a bug where the 'notarget' command was not reset when starting a new game
  • Fixed a bug where the country flag didn't change when changing the language
  • Fixed a bug where Nightmarish attacked the player when 'notarget' was enabled
  • Fixed a bug where souls were not saved
  • Fixed a bug that caused Death Run saves to be deleted at player's death in story mode
  • Fixed incorrect display of labels on the "Game Over" screen"
  • Fixed the behavior and general work of Darkness in the personal hell
  • Fixed yellow door at the "industrial zone" level"
  • Fixed incorrect display of the flag in Czech localization
  • Fixed incorrect parameter assignment on Custom Maps
  • Fixed game crash when loading a Custom Map after passing other users level
  • Redesigned rendering of the FPS counter and walls in debug mode
  • Reworked psychic damage when killing monsters
  • Reworked flashlight
  • Redesigned staircase
  • Reworked the initialization of the music in arcade mode
  • Redesigned precise HUD
  • Reworked the player's spawn in personal hell
  • Redesigned some textures on the "mansion" level"
  • Redesigned the settings menu
  • Redesigned the pause menu and settings menu
  • Redesigned rendering of the dialogues
  • Redesigned display of the Custom map name in statistics after passing it
  • Redesigned the death agony screen
  • Redesigned the visibility rune
  • Redesigned the bandage sprite
  • Redesigned Game Over screens in arcade mode
  • Added an optional scoring system in arcade mode
  • Added an optional monster health scale
  • Added hints during teleportation
  • Added static shadows for some objects
  • Added a system for rendering dynamic shadows
  • Added the ability to disable glare
  • Added the shadow of the letters on the statistics screen
  • Added the nodegan command
  • Added autosave points
  • Added an object that draws the game's logo in arcade mode
  • Added the ability to add your own logo on custom levels
  • Added the ability to load the last save after death
  • Added the ability to change the game language by pressing
  • The added effect of white noise
  • Added a system of "cinematic" glare
  • Added "Lantern Invasion" mode
  • Added an optional time indicator on the level
  • Added the ability to disable the GUI
  • Added the ability to disable the inspector
  • Added new decorative objects
  • Added hints during a pause
  • Added new statistics screens in "Lanterns" mode
  • Added difficulty levels for story mode
  • Added first aid kits
  • Added displaying the game version on the statistics screen
  • Optimized glare system
  • Optimized rendering of monsters and some other objects (8000Nightmares works twice as fast!)
  • Optimized Shaft
  • The teleportation ball can now be destroyed by pressing
  • Minor changes were made at all levels
  • The finishing time now takes into account scripted scenes
  • Darkness can be banished with a flashlight from your personal hell
  • The "Lanterns" achievement now takes into account any encounter with Fireflies
  • Increased the required time to get the "Clueless Gamer" achievement"
  • Visual improvements at the "industrial" level
  • Removed the "Souls absorbed" point from statistics
  • The save message is now displayed when saving on pentagrams
  • The message about saving the game now refers to hints
  • Reduced the amount of health of Nightmarish at the "industrial" level
  • When shooting at friends the player takes psychic damage
  • When using cheats, the game warns about the inability to get some achievements
  • Removed the interaction buttons and flashlight from the "RPG" control scheme
  • The character now comments on the player's actions
  • The message about the "Help" menu now refers to hints


Our main pride in this version is the graphics. The game is very much changed due to several innovations that can be used in every possible way in the new, reworked settings menu, where everything is new! You can even completely disable the entire interface (GUI) (this will be useful for those who create movies)!

The noise effect should not only add cinematography, but also brighten up some visual flaws associated with low resolution. We added three parameters: big grain, small grain, and completely disabled.

We also added new shadows to add volume to objects. Previously, these were boring circles under the feet of the characters. Now they are complete shadows! Moreover, we have added not only static shadows, but also fully dynamic ones! However, dynamic shadows are currently made poorly, but they work. I'm not sure what I can do better, but if I can, we'll cheer! However, in the settings, you can return everything as it was, or completely disable it.

Also, while in the form of a prototype, there were "cinematic" glare, which, however, are controversial. But they add color to the game, especially with the grain. You can either disable them, or return the old glare, or decide what is more important - comfort or colorfulness. But the creators of the game video should like it!

The game has been significantly optimized. We found a way to make the game work relatively quickly even with an incredibly large number of objects! But even this is not the end of our attempts. We still need to optimize Lanterns, which, unfortunately, are still very stupid and buggy.

Now in the settings, you can enable the display of points in the arcade, as well as the health bar for monsters, which is very handy. Speedruners can disable almost all HUD elements and enable time display on the level. In general, the settings will allow you to do a lot!

By the way, check out how translucent the pause menu looks now, you can now see the level under it. We needed to rewrite half the game to make it work properly. Then we got tired, and we hid all the projectiles during the pause, and we don't want to deal with them.

In general, there are a lot of innovations, we are very proud of this version! We hope you will like it too! We haven't really tested it yet, so please report any problems to us and help us make this version the latest! Again.

Thank you to everyone who supported us on Patreon! Thanks to you, we continue and will continue to support D'!

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

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

You have been tricked again!

It has been a very, very long time since the last news were published. We promised each time that here it is - the final update, and there will be no more. Well. We have tricked you again! And myself, too. The latest news in the D' community appeared even at the time of Beta-14 release. And since then, the game has developed, taking small steps. Then came Beta-15, and later Beta-16. We wrote about them in our Discord server, but we didn't write about them here. Today we will fix this, because they are about to be released and Beta-17, perhaps the largest update of all!

Let's go through all the versions, starting with Beta-14.4, ending with Beta-16.8. Unfortunately, the list of changes to Beta 14.1, 2 and 3, unfortunately , are missing somewhere.

Beta-14.4

  • Fixed errors in localization files


Beta-14.5

  • Fixed critical error on ‘Industrial’ level
  • Reduced amount of boss's HP on ‘Industrial’ level
  • Minor changes on ‘Mansion’ level


Beta-14.6

  • Fixed illusionary objects
  • Fixed camera type switching
  • Reworked selected weapon sprite on classic HUD
  • Added cursor shaking


Beta-14.7

  • Reworked cursor shaking
  • Added explosions


Beta-14.8

  • Removed Taiwan flag


Beta-14.9

  • Fixed something


Beta-14.10

  • Fixed revival from personal hell in the non-playable zones after death while teleporting
  • Fixed Quad sound
  • Fixed inventory rendering
  • Fixed Ukrainian localization
  • Added sound effects for the Shaft spell while using a Quad rune


As you can see, Beta-14 was brought to mind and balanced. New updates fixed previous errors until it worked. Then came Beta-15, which stood out with visual improvements, as well as the appearance of a new monster - Nightmarish, which was supposed to surprise everyone.

Beta-15

  • Reworked "Pandemonium" level last room
  • Reworked slime stun effect
  • Fixed getting "Steam Machine" achievement in Arcade mode
  • Reworked "red screen" effect when player is taking damage
  • Reworked damage effect while using a Protection rune
  • Added red screen effects when player dies
  • Added some debug instruments
  • Fixed sacrifices


Beta-15.1

  • Fixed new "red screen" effect
  • Updated Hungarian localization


Beta-15.2

  • The last room in "Pandemonium" has been reworked again


Beta-15.3

  • Reworked all blood effects on the screen
  • Blood effects on the screen now do not disappear after the player's death


Starting with version 15.4, we started experimenting and preparing the game to switch to the YYC compiler. Its difference was that the game did not interpret its code in the native language. Instead, the game was initially compiled on it, which gave a significant increase in performance on weak processors. The temporary switch to YYC allowed us to find a huge number of syntax errors in the code, fixing which also improved performance.

Beta-15.4 [Experimental YYC build]

  • Fixed a bug that caused the screen to turn red at the end of the game
  • Fixed syntax errors in the game code
  • Fixed issues with rendering some textures
  • Fixed audio issues
  • Fixed illusionary objects
  • Fixed monster death animations
  • Used YYC compiler instead of VM interpreter


Beta-15.5 [Experimental YYC build]

  • Fixed a room with a boss on the "industrial" level
  • Added tools for debugging scripted scenes
  • Fixed syntax errors in the code


Beta-16 distinguished by the final transition to the YYC compiler. All errors in the code were fixed, the Czech language was added, as well as fixing everything that did not work in Beta-15.

Beta-16

  • Final transition to YYC compiler
  • Fixed "red screen" effect when a player dies in the abyss
  • Added camera twitching when a player dies in the abyss
  • Fixed more syntax errors
  • A gas stove during an explosion no longer kills the player if they have enough health
  • Damage, radius and number of fragments from explosions can now be adjusted in soptions
  • The amount of fragments during the explosion is now linked to soptions
  • Fixed drawer animations
  • Fixed a bug that caused the cursor to shake even after exiting the panic state
  • Added Czech language
  • Updated titles
  • Optimized localization initialization system


Beta-16.1

  • Fixed Czech localization


Beta-16.2

  • When using the “void ball” modifier, there is no more delay
  • Added a sound effect when trying to open the map without having it
  • Items no longer disappear during Sorcery


Beta-16.3

  • Fixed player getting into personal hell when physically dying
  • Fixed dialogue with Abel's back in a good ending


Beta-16.4

  • Fixed errors in the "Help" menu
  • Reworked scripts at the "crystal cave" level"
  • Fixed the disappearance of light bulbs on the "mansion" level after loading the save


Beta-16.5

  • Fixed Hungarian localization
  • Added a frame in windowed mode
  • Changed the sound of scrolling through dialogs
  • Changed the "disabled" font


Beta-16.6

  • Fixed the health of monsters in "Random Run"
  • Reworked the 'monsterHP' parameter on custom levels
  • Reduced the required distance to get the achievements "Sharpshooter" and "Eagle eye"
  • Monster's health is now displayed in debug mode
  • Fixed nullification of Sorcery after scripted scenes


Beta-16.7

  • Fixed the "Cave" level map
  • Fixed the music in "Cave" level


Beta-16.8

  • Fixed the sound of a Nightmare appearing
  • Fixed the language selection button


As you can see, there are many changes, and all this is happening right now. Now forget all of this. Beta-17 will be the largest update that will expand not only the gameplay, but also the visual part. D' will be changed as far as we can afford it now. But we will tell you more about this later. We promised that Beta-14 will be the last major D' update. We tricked you, again.

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

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

The rebalance and the fixes in Beta-14

Beta-14, this is not a major update. There is nothing new in it, but the old things now works much better! We’ve fixed a lot of bugs that players have noticed and also made Sorcery more accessible!

Here is the list of changes:
  • Reduced the amount of sacrificed health for the map
  • Added language selection menu when you start the game for the first time
  • Maniac points are now gained starting from “Crystal Caves”
  • Added more Sorcery spells on levels
  • Added more souls to the "Graveyard” level
  • Increased maniac recovery points while saving souls
  • A soul now appears in front of every tombstone
  • Added a save point in before the boss fight at the "Industrial zone" level
  • Redesigned language selection in the main menu
  • Fixed “drop" parameter in case of turning a monster into a Lantern
  • Reduced the maximum amount of Lanterns per level
  • The maximum amount of Lanterns can now be set in soptions
  • Optimized AI of the Lanterns
  • Improved performance of Lanterns on the big levels
  • The game now sums up the statistics of the number of destroyed and saved souls
  • Destroying souls now affects the ending equally as if you were killing monsters
  • The amount of maniac points can now be seen in the developer mode
  • Fixed German localization errors
  • The game now automatically sets tags for Steam workshop items
  • The game now checks for files before publishing items to the Steam workshop
  • Fixed flaws in the item customization menu for Steam workshop


We have also updated the Steam workshop page! Now finding the right content is much easier!

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

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

From Beta-12 and accidentally to Beta-13

We know we promised we would finish updating D'LIRIUM and switch to The Golden Rogue. But as it turned out, we found more and more flaws that needed to be fixed. We just decided to make the game better!

The players who followed our Discord server knew we had a vacation in November. However, this did not prevent us to release a new Beta-12, which is a lot of fixes and innovations. However, by fixing Beta-12 bugs throughout the four updates, we've added too much new stuff. So instead of Beta-12.5, which we originally wanted to dedicate this announcement, we will dedicate it to Beta-13.

Before we talk about the important innovations, we will list all the changes that have been made to the game since Beta-12.

Beta-12
  • Fixed display of details in Developer mode
  • Fixed Shaft training display
  • The passage to the Steam engine is now a secret area
  • Cave level is now impossible to skip
  • Fixed white screen at the end
  • Fixed change of weapons by using mouse wheel and key
  • Fixed conveyor killing monsters against walls
  • Teleportation ball now opens doors that were previously sealed with a lock
  • The hole in the wall made by a shaft spell on "Steam Machine" level now remains still even after loading
  • Improved "Pandemonium" map
  • Changed map item location on "Pandemonium" level
  • Slight map design changes
  • "Graveyard" map now has "Steam Machine" level entrance marking
  • Added sacrifices
  • Enemy projectiles can no longer hit the player during teleportation
  • Player can not save in the void anymore
  • Fixed Chinese translations


Beta-12.1
  • Fixed crash when opening map at the initial levels
  • Critical errors related to user levels have been fixed
  • Fixed crash in the introduction when using the "kill" command
  • The "industrial" level is now impossible to skip
  • Updated Chinese translation
  • Updated Polish translation
  • Updated Hungarian translation
  • Minor edits at “Introduction B”, “Final B”, “Industrial Zone”, and “Graveyard” levels


Beta-12.2
  • Teleportation ball now opens any doors
  • The music in “Default Run" mode now attached to levels


Beta-12.3
  • Fixed map rendering during sacrifices


Beta-12.4
  • Fixed Chinese localization


Beta-13
  • The inspector now works more precisely.
  • Reduced the amount of health required for the sacrifice
  • Added a new monster
  • Fixed incorrect throwing the monsters from walls
  • Fixed Ada sprite in maniac state
  • Small changes in the levels of "Pandemonium" and "Industrial zone”
  • Nightmares and Howlings now more accurately throw slime at the player
  • Fixed camera in the test room
  • Fixed incorrect work of the shaft when hitting the wall


Beta-13.1
  • Fixed critical errors related to user levels


Beta-13.2
  • Fixed Howlings and Nightmares aiming problems


Beta-13.3
  • Fixed game crash when trying to load a custom map with broken objects
  • Fixed 'obj_light' objects visibility in custom maps
  • Developer mode now shows all 'obj_light' lamps
  • Reworked setting parameters for objects on custom levels


Beta-13.4
  • Fixed setting parameters for objects on custom levels


A huge amount of change, isn't it? We want to highlight three new features: removed skips, sacrifices and a new monster.

With removed skips everything is clear, players will now have to explore levels, players will no longer be able to miss important scenes for the plot. This will help lengthen gameplay and avoid misunderstandings for new players who often skipped plot inserts, even if these inserts are now minor.

Sacrifices, this is a new mechanic that will make the map useful, because now the player will be able to sacrifice part of their health to see the location of keys, doors and secrets on the map. The player will not get everything at once, so he will have to sacrifice again to see a more complete map. The player will have a reason not only to save the souls of killed monsters, but also to destroy them in order to replenish their health.

And a sweet surprise – a new monster! We won’t tell you anything about it, but he will surprise you and make you be afraid of meeting him!

We hope that this time the game is ready for sure and nothing else will have to be fixed. By the way, you've probably already noticed our new update numbering. We decided not to number each update with a new number, but to highlight the minor ones. However, it does not matter.

Thank you to everyone who supports us on Patreon for your patience! Soon, you will receive a lot of news and publications, in particular, for The Golden Rogue!

Enjoy your game and thank you for your feedback! It is thanks to you that D'LIRIUM has become by 2020 what it is now! Happy New Year Eve guys!

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

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

Multilingual Beta-11

The development of D'LIRIUM: The Golden Rogue is going smootly, a lot of content has been added to the game. But we have to suspend the development again for a month due to the fact that my wife and I go on vacation to another country. In case of such a sudden rest, we want to offer you a new update in which we finally brought as many as 6 new localizations and updated 2 others! Otherwise, this update fixes some bugs. But the most important thing is that many other players from different countries can play our game on their language. It's all for you!

Corrections:
  • Fixed the algorithm that definies the ending
  • Fixed doors in the Cathedral
  • Fixed door in the Cave
  • Improved lighting in the Cave
  • Improved lighting in the Crystal cave
  • Added "skip" command to skip an intro
  • Fixed a bug with preview of your work in the Workshop
  • Redesigned main menu background
  • Redesigned good ending scene
Languages added:
  • Chinese traditional (re-translated)
  • Chinese simplified (re-translated)
  • French
  • Belarusian
  • Polish
  • Ukrainian
  • German
  • Hungarian


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

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