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 I have one congratulations, only one news, one speech, explanation, and a lot of unpublished changelogs.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?
To celebrate Halloween this year, we have released a new troop, The Ghost Queen. You can unlock her from a special Halloween Adventure Board Task available only for the next 24hrs. She can also be found in Glory, Gem & VIP Chests from today.
"This place makes me uneasy. . . I shouldn't be here."
Maybe finding secrets is a good thing?
Hmm... and how do I get into that house near Castle Vann without a key? There is a rumor of some haunted tunnels that run underneath the Castle, maybe I should check there?
And that Tess girl, didn't she want some kind of shipment from Esterosa? Maybe I should check the shipping port, I know packages always got lost in that big building. Maybe whatever is in there will help with her insomnia.
The dread time beckons. Beastly creatures are lifting wet noses to the air, while grizzly plots are hatched. Munch's are Screaming. Videogames are doing Halloween events.
In Occupy White Walls, that means more of you than usual are neck-deep in gargoyles, dungeons, and haunted abodes. I’ve been wandering the Artiverse, though, and I’ve found nowhere so fearsome as the town of Owwlloween: a sinister and sprawling collaboration between eight separate architects. I even dared to ask some of them about it.
Some say Owwlloween is ancient and predates the folly of modern man. Others say it exists outside of time, and all thoughts of rigid linearity should be renounced as anthropocentric falsehoods. Then again, other others insist the framework was laid down by Shan Snow Celebrindal in October 2019 and added to by Whiterabbit, Digital Dugong, Blackrabbit, and Whitecaps in the days and months that followed. In the last two weeks, Owwlloween saw a fresh lick of (blood-based) paint from Artisan, Heliotrope, and Noice. It is, as Heliotrope puts it, “a time capsule”.
I say you should explore it for yourself before you let me spoil the best bits. I also say you should switch the usual music off and put on the Nightmare Before Christmas soundtrack because it’s far more thematically appropriate and “This Is Halloween” is a banger. It’s also what Shan happened to be watching when he got the idea.
That song is particularly appropriate because its lyrics adorn the tunnel leading to the town proper. They’re embedded and reflected in a near-fluorescent orange tube, along which you must walk and weave before entering civilization. Civilization starts with a menacing orb in a creepy basement.
At this point a coward might heed the sign back at the beginning, informing attentive readers that the street above can be reached with a respawn. A fool, though, might press on, and eventually be rewarded with a dark side tunnel, some sealed-off frogs, and an opening you need to jump up towards before you’re coughed up outside.
THIS is Halloween. Buildings stretch before you, each a different flavoured horror show. You’ve emerged from Whiterabbit’s Hall Of Justice, or a part of you has, but the tour has just begun. To your right lies the Church of Noice, a pillar of neon and devout amphibians. If you creep past the congregation, more horrors lie a-lurking in the basement - but at least there’s also a nice garden. If you can find it.
Across the street, a face screams out from the gloom. Next to it, a lost soul screams out from wooden signs, spelling out a cry for assistance. Beyond them and around them, more surprises await.
Many of OWW’s galleries hold surprises, but few can match the breadth of Owwlloween’s. That’s the joy of it: when asked to create something spooky, every mind runs in a different direction. The result is a patchwork of interconnected nightmares, leaping between gloomy, mischievous, and macabre.
Of course, the town’s creators aren’t blind to that appeal. I asked Heliotrope, who’s own Owwlloween church boasts a competing doctrine to Noice’s, for the part they were most pleased with - and, pleasingly, they told me it was the basement corridor that runs between their building and the rival church, linking them both up to the sewer. There’s a sense of place and purpose, even amongst the surreal.
That’s largely thanks to Shan’s town planning, with a central street offering peeks at bonus art, tucked away in sewer grills. The street leads up to Shan’s manor, looming over Owwlloween like an overstuffed uncle at Thanksgiving. Its twisting halls conceal sneaking goblins, ominous children’s bedrooms, and an unreasonable number of eyeballs - but the best room is the sheep room.
Shan told me this is one of the galleries he’s most enjoyed working with, and it’s not hard to see why. Every individual contribution has flair, but they shine precisely because they don’t sit in isolation. It took Shan a few attempts to get the gang together, but his persistence paid off.
“I’m so proud of how everyone worked in an unordinary theme”, he told me, “and how they managed to build spooky things”. He absolutely should be, and you should absolutely visit for yourself - just search for “Owwlloween” in-game. There are plenty of places that make the Artiverse worth wandering, but few possess the diversity and history of Owwlloween. As Marilyn Manson once sang: wouldn’t you like to see something strange?
The reviews and PMs are coming in already, and I appreciate all of the feedback! That being said, I understand the expectations of a game like this have not yet been met. Just know that I am listening and will continue to improve the game to make it a more enjoyable experience for all!
Changes:
- added the ability to walk/move during certain animations, such as using an item and casting certain spells. - added lighting effects to the pyromancy catalysts' heavy attack flamethrower - changed the background music for the Hobgoblin General boss fight. - Hobgoblin boss battle balances: decreased it's initial attacking distance, added sound effects for effort/weapon attacks/ and when receiving damage, increased turn speed and movement speed *** I agree with the reviews so far and this battle needed a bit of massaging and can still use some more improvement, but I don't have time for the rest of the today so i thought I'd push out what I have.
PS4 controllers can now use R2 as an alternate fire button.
Added new polished pixel art for the circuit board shakedown minigame.
The "daily revenue" icon now shows both corporate and protection revenue, not just corporate.
Enemy AI improved in the "Catch a Break" shakedown mission.
Enemies in missions "Ceramic Parable" and "Clean Sweep" now attack more aggressively if the player tries to use a vehicle to take them down (when playing under normal difficulty).
Fixed a shakedown bug which caused some missions to be stuck in a "Mission Failed" loop.
Adjusted the car export garage's max cars per week to 5.
Fixed some visual glitches in 1X zoom mode.
Fixed a map zoom bug.
Misc. optimizations for low end PCs.
Misc. minor bug fixes and improvements.
Thanks so much for playing! I hope these improvements make the game even better for you. If you discover any game bugs or issues, don't hesitate to email support.