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D'LIRIUM News

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:

Beta-1 with a 0 at the end!



A few days we publicly tested the new update which in comparison with the previous one was much more ambitious. And today we are publishing for you a full build of Beta-10! Why is this update so important? Because there are some very important elements. Before we talk in detail about the main innovations, we want to show you a list of all innovations since Beta-6.

Beta-6 (Cut version):
  • Fixed a bug where “Personality” shards were not considered as an item in Arcade Mode
  • Gibs are more bloody now

Beta-7 (Cut version):
  • Fixed game crash in Personal Hell
  • Fixed a bug in Pandemonium allowing the player to walk on the abyss
  • More blood

Beta-8 (Cut version)
  • Added glare system from light sources
  • Added camera shake when the player is taking damage
  • Reworked and optimized the interface rendering

Beta-9 (Cut version)
  • Reworked Ada’s portraits in dialogues
  • Dynamic camera bugs fixed
  • Minor changes in the organ hall in Arcade Mode
  • New console commands: ‘credits’ and ‘character save’
  • Fixed Ada’s tail animation in Arcade Mode
  • HUD rendering errors fixed.

Beta-10 (Cut version)
  • Fixed credits shaking
  • Fixed black screen instead of credits in Arcade Mode
  • Reworked ‘Help’ menu
  • Changed the conditions for obtaining the good ending
  • Reworked dialogue in the organ hall in a good ending
  • Minor visual bugs fixed
  • Added screen shake when taking damage during Protection
  • Added hints and tutorials
  • Added ability to disable hints in settings
  • The introduction is now impossible to skip
  • Added screen shaking during slime stun
  • Fixed a critical bug that causes the inability to pass the introduction
  • Fixed a bug in result that ‘Return?’ text wasn’t showing up in Personal Hell.
  • Added blood on screen when the player’s health is low
  • Reworked Ada’s sprites in Personal Hell
  • The teleportation ball now bounces off closed doors
  • PARADOX


Now you have an idea of how much additions has appeared in D’ after so many updates. Let us highlight for you the most important innovations that make us proud. So…

Glare system
It wasn’t difficult to make them. We are very sorry that we did not add them earlier, with them the game looks much more beautiful! It remains to figure out how to implement a realistic rendering of dynamic shadows. But it’s too early to talk about it.

Screen shaking when taking damage
Most of the guys from our team did not appreciate this innovation, because the sharp turn of the screen made them dizzy. But for me personally, this innovation has gained momentum in battle and, most importantly, emphasized the strength of the blow.

New conditions for the good ending
Many players complained that the Sorcery spell does not affect the final development of the plot. Originally this spell was only an auxiliary tool for the player to quickly replenish your health in an emergency or to leave the maniac state. But now saving souls really matters. The new condition is: you must save the soul of every single monster you murdered, no less. Not killing any monsters is still permitted. We believe that this is fair.

New dialogue in the organ hall in the good ending
Many people did not like the fact that Abel poured dirt on the player even if the player did not killed anyone. Let’s be honest with you, we deeply do not care about the whole current plot of D’LIRIUM. We are going to expand the current story and write a completely new script for the release version of the game. Yes, it will be in fact the same story that is now, but more complex and long. However, it will be very, very long, So we decided to make sure the players were happy with the achievement of a good ending.

Tutorial and hints
Most importantly, what many asked, but what we still did not reach the hands. Finally, we did the normal training of the most basic principles of management. Now the game will teach you how to use weapons, teleportation, modifiers, enter a state of panic and more. Pop-up at the right time hints will accompany the player the whole game, and the experienced players can disable them in the settings.

Updated ‘Help’ menu
‘Help’ menu is now much easier to understand, there is no longer so much text, it now says the most information necessary. Moreover, it adapts to the situation and if the player does not have a spell - it will say that it needs to be found. And only after finding the spell, the ’Help’ menu will teach the player how to use it. Depending on the selected control and modifier, it will teach the player different actions. No extra words, only the specifics.

We hope Beta-10 will be the best update for you, which will definitely be the last one before the final release of the game. And even if it is not - we still think of something to surprise you. And still want to apologize to our Patrons for there is no new updates on our page. That's the price of the surprises we make for all for you. But we promise that soon our Patreon page will have a lot of new things and we still need you. The project is alive atleast because of your support!

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

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

New gameplay trailer for D'LIRIUM Beta (Cut)



Watch the new gameplay trailer for D'LIRIUM Beta (Cut Version) that we made with Nimax, FiEctro and my wife!

https://youtu.be/5usxhpDxjsY

Directed by PekpyT
Edited by Nimax
Cutscene was drawn by TUWKA and edited by FiEctro

Thank you all for your support! You rock!

Fix of critical bugs in Beta-5 (Cut Version)



Hello once again! The Beta-5 update fixes the critical bugs that lead to the inability to complete the game under certain conditions. Don't expect any revelations. Also, we took into account the feedback of our players and reduced the number of laps in Death Run required for their respective achievements, (and increased the Death Run difficulty) as well as the number of completed levels required for the Random Run achievements.

Change list:
  • Fixed a bug that caused the game to freeze while in Personal Hell with classic (or RPG) controls.
  • Fixed the game crashing when trying to get into the unreachable area with classic (or RPG) controls.
  • Added some debugging console commands: 'notarget', 'kill all', 'deathrun add'
  • Fixed player movement freezing when you load the save file
  • 'lanterns' command activates Lanterns in Arcade mode
  • Fixed jitter of the text when opening the pause menu during movement of the dynamic camera
  • Fixed jitter of the text “Press to save” during movement of the dynamic camera


Changes in Death Run:
  • Starting from the 1st lap monsters become stronger by the formula [DMG] and more enduring by the formula [HP]
  • Starting from the 2nd lap the player can no longer load or exit to the main menu with the appearance of Lanterns
  • Starting from the 4th lap the game has no Autosave and the player can only save once on each level.
  • Starting from the 6th lap the teleportation spell becomes one-time use and is spent depending on the selected modifier.
  • Starting from the 8th lap the player cannot open the menu or load while in Personal Hell or during slime stun.
  • Starting from the 10th lap, all Death Run saves are deleted upon the player's final death.


From now on, we are changing the way the numbering of the beta-versions works. Previously, we numbered every major update, and then numbered the version of the update. “Beta-2 (Cut version 2)” for example. To simplify the numbering and understanding which version the player has, we will mark each update, even the smallest ones, with a new number as it was in the days of the Alpha-versions.

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

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