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 I have one congratulations, only one news, one speech, explanation, and a lot of unpublished changelogs.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

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: