Finally, after one year development we are glad to bring you Beta-19. It's a biggest update that have been made over the past few years, including some really cool stuff!
Let's see the most important changes before we show you the overall change list.
Performance
A tremendous optimization work was done, the most part of the game was made from the ground, that gave us a huge performance boost. This directly affected all the important innovations in Beta-19.
Also the fast YYC version is available now. If you want to try it, then open your game library, then right-click on the game, and click “Properties”. Switch to the “Betas” tab in the game's properties window. There you can find “yyc_stable” branch. However, it is necessary to consider that YYC version may be less useful for debugging.
All custom map loading and game saving systems performance boost are the most noticeable. Warning, save files made in Beta-18 and earlier versions of the game won't work with Beta-19! We have built the system that allows to restore broken save files made in this version and newer.
60 FPS support
The performance boost allowed us to change the game speed from 30 FPS to 60 and work stable even on most detailed levels.
Screen resolution support
Now you can change the screen resolution up to 8000х6000. The camera movement becomes smooth starting from resolution 1600х1200. The lower resolution camera works the same as Beta-18.4 version.
Sadly, but wide screen support is still not provided. We'll make it in the future, in D'LIRIUM Director's Cut. The reason is the most game mechanics are tied to 4:3 views.
New VFX
The particle system was built from the ground to look more detailed and smooth. Their quality and quantity significantly increased compared to what it was before.
Also there was added experimental “fake 3D” mode for all items. You can enable and disable it using ”3d” command in command menu. Shadows in this mode behave incorrectly, but all items looks funny. This mode will be improved and introduced in D'LIRIUM Director's Cut.
New SFX
Some objects and all monsters now have audio positioning that makes deeper immersion into the game atmosphere. As the player approaches a source of sound within the game, the volume of that source becomes louder, the position of the player in relation to the audio source will also result in directional stereo audio.
The material system was added. Player and monsters will make footsteps noise while moving along them. The different materials have their own footstep sound pattern. Custom map creators can use those materials too. Also footstep noise allowed us to provide the new game mechanic.
Stealth
Monsters now have a peripheral vision and hearing, so we added a running and crawling opportunity for player. You can sneak alongside the monsters and deal critical damage with a melee weapons, taking them from behind.
Stealth mechanic increased the capacity of choosing your play stile. D'LIRIUM becomes slower, but more got more variation, we are going to improve this variation in future.
Reworked levels
All levels built from the ground with a huge graphic improvements. We reworked all the tile sets to look more detailed and realistic. Some paths was changed and some new places was added.
Tiled support improvements
Now you can rotate and mirror your tiles, also all entities was optimized and some parameters was changed. We have updated all documentation and custom map creation tools in the game folder. However, maps that was made before Beta-19 release needs to be adapted to work properly. We will audit all levels in D'LIRIUM Workshop and contact their authors.
Reworked dialogues
The dialogues are slightly revised to be more meaningful and closer to the idea that will be fully realized in the Director's Cut.
IDE improvements
The game engine update provides improved memory clean-up, but D'LIRIUM stops supporting 32-bit OS, starting from Beta-19. Beta-18.4 is still available for 32-bit OS users, you can find it in the same place as YYC version.
General change list:
Beta-19
Fixed a bug that could cause a player to attack during a scripted sequence after pausing the game
Fixed a bug related to items falling out of monsters after loading the game
Fixed Nightmare's spikes being destroyed instead of bouncing off when colliding with the player's projectiles
Fixed a bug that causes the game to crash when a Nightmare spike hits "Entity Button"
Fixed a bug that caused the "Entity Graber" entity not to find a values correctly
Fixed syntax errors in the code
Fixed a game crash when creating screenshot of level and opening command menu at the same time
Fixed some dialogues overlapping
Fixed an issue with weapon charge being saved when entering the pause menu
Fixed a bug that could cause a player to teleport into a closed door
Fixed a bug that could cause the player to autosave being dead
Fixed a bug that caused the maniac screen to not fade smoothly
Fixed a bug that caused doors with "e_toggle" and "e_useonly" parameters enabled to kill monsters
Fixed a bug that caused medicine not to be highlighted
Fixed a bug that caused "Entity Light" animation to not work
Fixed a game crash when loading autosave, that was created on an empty custom map
Fixed player getting stuck in doors while loading save file
Fixed incorrect monster counting when using "nodegan" command
Fixed incorrect conveyor behavior on "Steam Machine" level
Fixed a bug related to "obj_rave" object sequencing
Fixed a bug that caused the "map lanterns" command to work in arcade mode
Fixed (almost) bouncing objects getting stuck in corners
Fixed missing masks when "Entity Decor" has no sprite in it
Fixed crashing of the game when changing the mask of the entities via programmer
Fixed entity Graber not working correctly with global parameters
Fixed a bug that caused the Inspector to only work with entities in English
Fixed a game crash when removing an entity with a solid mask
Fixed a bug with teleportation modifier haze colour in arcade mode
Fixed multiple drop of items from table object on custom maps
Fixed bugs related to doors
Fixed bugs related to Christmas gifts
Fixed bugs related to "Entity Display"
Fixed memory leaks related to custom levels
Fixed a game crash when loading save file on levels with "Entity Window"
Fixed a game crash at the moment when Nightmare hooks the player flying over an abyss
Fixed incorrectly working parameter "e_shadows" for some entities
Fixed errors related to health scale colour of monsters in accurate HUD
Fixed bugs related to "obj_rave" object
Fixed a bug that would not create a player on a custom level without a starting point
Fixed a bug that caused the personal hell file to not be deleted
Fixed an accidental game crash when trying to restart a custom map
Fixed a bug that caused the player to be unable to telefrag a monster
Reworked and corrected hints displaying while paused
Reworked and optimized player animations code
Reworked fireball dispersion when using "splash" modifier
Reworked monster attack algorithms and monster walk animation
Reworked and improved prediction of player's movement by range attacking monsters
Redesigned and optimized code of many objects
Reworked first fireball modifier
Reworked and optimized player character comments
Redesigned and optimized static shadows
Reworked and fixed way "e_fx" parameter works for the entities
Reworked and significantly optimized many areas of the game code
Reworked names of some parameters for all levels
Reworked and optimized killed monsters soul appearance
Reworked and highly optimized saving and loading the game
Reworked transition between "intro" and "mansion" levels in arcade mode
Reworked and highly optimized custom level loading in .json format
Reworked level map rendering
Redesigned dialogues
Redesigned the conditions for gaining the "Plumber" achievement
"Lanterns" mode now only removes monsters that are outside the playable area
Game now automatically deletes .dmap files from "UGC" folder when trying to load them into Steam Workshop
The time required to achieve the "Clueless Gamer" achievement has been changed from 6 minutes to 12 minutes.
Lighting and shadows are now calculated and rendered using GPU power
Slightly revised textures of some objects
Player character does not comment on their actions in arcade mode anymore
Expanded command menu
Inspector is now enabled by default
With GUI disabled, cursor visibility now sets by pressing <P> key
Slightly increased plasma shooting speed
Improved check of saved levels inconsistency in old save files
Improved functioning of some "Entity Programmator" parameters
Blown up monsters now creates a soul
Monsters blown up under the rune effect now count towards the stats
Player on easy difficulty can survive slime hit, without entering panic state
Player can no longer rise from the dead after killing monster being a maniac
Sorcery effect is now written to the save file along with the rest of the runes
Doors that are not entities are now automatically converted to "Entity Door" at level start
Recreated from scratch and redesigned all levels
Nightmarish's Hook can now be repelled with a crescent wrench
Phantoms will now live if they do not originally have an owner (The Lost monster)
Player's standard running has been changed to walking
Game speed is no longer tied to number of frames per second
Game now does not slow down when frame rate is decreased
Gibs now sprays blood when hitting the wall
Doubled number of activated targets of the "Multimanager" entity
Doubled number of activated targets of the "Randomizer" entity
In the death run after 3 levels, not all pentagrams will disappear, but only the one on which the player is standing.
User character is no longer displayed on the preview of the save file
Parameter "noLant" was changed to "lantern_immunity"
The parameter "noRand" was changed to "randomrun_immunity".
The parameter "monsterHp" was changed to "monster_hp
Global parameter "enableHUD" changed to "hud_enable"
Added materials
New entities added
Added new entity debugging tools
Added the ability to run and sneak to the player
Added sight and hearing to monsters
Added death by Lanterns icon for classic HUD in arcade mode
Added new parameters for the "Entity Sequencer"
Added new math functions for the "Entity Calculator"
Added new logical functions for the "Entity Comparator"
Added 3D sounds to Monsters, NPCs, interactive objects, and some entities
Added support for resolutions up to 8k
Added game speed setting
Added new characters to the game fonts, and redesigned some old ones
Added more powerful bandages and first aid kits
Added a rune that allows you to enter and exit the maniac state
Added an ability to use rotated and mirrored tiles on custom levels
Added an ability to program arrays with all programming entities
Added player presets for custom levels
Added Spanish language
Added player pointer on the map, as well as the ability to use the pointer on custom levels
Added a new achievement
Added sounds when hitting a wall with a knife or needles
Removed "sOptions"
Removed "violence" setting
Removed health scale animation when dying from Lanterns
Removed "noDrop" setting for monsters
Removed "e_fx_col" setting for entities
Removed display of monsters health number in "developer" mode
Removed algorithms for creating and loading of custom levels in .dmap format
Please note that the list is not complete. More changes you can find on our Trello board, the link is provided at the end of this announcement.
Outcome
We are well on the way towards final release. The next update is not going to be so huge, it should be just a completion of all that was done before or postponed until Beta-20. The next update should be the last before final release.
Thank you all for being with us all this time, we'll see you again ones more!
- Fixed some guns not saving ammo - Fixed invert mouse control not working - Fixed ammo text UI not showing when a gun is equipped - Added more rock spawners and increased chance and quantity for every spawner - Fixed inventory items icons rotating when loading a game
Here is the next new update for the game. Check out the change log below!
*Please note that these changes are not in any particular order.*
Update 1.4.3 Change Log:
Bug Fixes:
Fixed a few typos
Changes & Additions:
Minor changes to the order of processing in the info broker system
Added 8 more randomized variations to the data selling system with the info brokers including a few instances where the data you hand in will be worthless (I wanted to expand the system further today since there were only a few variants to the outcome and that would get old pretty quick)
Expanded the Hab Block area in Lamplight Market (Added a unit being used as an improvised brothel by the gang controlling the building)
Added some new NPC skins
Added some more NPCs to some areas
Added some more fine detail to some areas that needed a bit more work
Please let me know of any bugs or issues you may encounter. The update will be available shortly.
A gentle reminder: if you're enjoying the game so far or have critiques you'd like to share, please consider leaving a review. This not only helps with much needed visibility, but also gives me feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the forums!
Version 0.160 has a number of changes that make the game more enjoyable in some form, and the community was the driving factor in nearly all of them. I want to thank everyone who contributed ideas, or gave feedback, or just chimed in on random discussions. You guys are all making easier on me to make the game better!
We'll get to the numerous parts, but the Balloon Bomber contest was one of the driving factors for the first big changes I made earlier this week: The camera can now go 10x higher in the sky, and balloons/thrusters are effective up to a much higher altitude. The change was made possible because I finally fixed the shadow draw distance to correctly scale based on the camera's altitude, so the instances of shadows disappearing around your vehicle should be gone.
A much better aerial view of Sandbox Resort, now with actual shadows!
Once I could fly high in the sky, I had to check out the "fly way high, smash down fast" vehicle that I made a little while back. I also lessened the drag from air again (and max angular velocity, see below), and it didn't feel very satisfying to hit into the ground at 500+ km/h and get a relatively minor impact. So I added a new big impact effect that triggers for hitting downward on structures/ground at high velocities with a lot of force. It may need a bit of tuning, but it feels pretty good with the numerous vehicles I tried out.
After those things were in, I tried to focus on expanding the part library to address the various requests for a few larger parts, but the most requests were for smaller parts. People mostly want to build smaller vehicles, so this was my main focus for new parts. A number of commonly-used parts received new "S" versions (S mean small), while I also added Mini variations for things such as beams and wedges. To make it easier to build with small/large parts instead of having to push E constantly, there's a new "Size Preference" option too.
Along the way of adding all the new smaller parts, I tried to improve the range of motion for suspensions and pistons. It ended up working even better than I expected, so I updated most of the existing suspensions/pistons while adding a new one of those as well. The new one (Suspension S) was actually the first one I did, and it felt like the most work because I was creating a new system at the same time. Now it looks like an easy add-on when it definitely didn't start that way.
I was also fortunate that someone pointed out that Fast Swivels weren't working with Overdrives, or at least they weren't glowing. Turned out the glowing wasn't working for a number of different parts, but that was simple to fix. Fast Swivels were actually ignoring overdrives completely, so I fixed that first, then increased the maximum turn rate at higher power, and fixed the max angular velocities being way too low. In all, Fast Swivels are now a LOT more useful/unique, and at max power on an overdrive, they're probably spinning up to 5-10x faster than previously (depending on the amount of mass they have to turn).
There are some other tweaks that will be nice in the long run, such as making it possible to adjust the hitpoints of blocks in structures, including making them invulnerable if needed. This rock-em-sock-em robot from a Discord member, and the ensuing discussion, was one of the driving factors in making the change.
So yeah, lots of cool changes driven by feedback and community in general. This is probably the most productive 4 days of work I've had since before the game launched, and I was only working on Instruments about 2/3rds of the time (rest was on a new project). I don't know if I'll continue this level of productivity/efficiency, but I like this update's scale and pace. I'm not going to worry about it too much, and just try to have fun working on stuff.
Happy golden week and Chinese National Day everyone!
5 days and 232 years ago, the Peking Opera was created for the 80th birthday of the Qianlong Emperor, when the 'Four Great Anhui Troupes' brought Hui Opera in 1790 to Shuntian Prefecture (now known as Beijing).
Hui Opera accepted some of the repertoire, tunes and performance methods of Kunqu Opera and Qinqiang Opera, which eventually formed Peking Opera through continuous exchanges and fusion. It was inscribed on the UNESCO Intangible Cultural Heritage List and is still regarded as a cultural treasure of China by many.
We added two beautiful Peking Opera Masks to act as the Shengs and Dans of your imaginary operas with your friends (or just to look pretty on the socials, they look very cool)!
Use the following codes at the gumball machine to unlock them!
🎁 8156 🎁 8167
Have fun being an actor, and happy Chinese National Day!
Couch Party Game Night - Couch Party Game Night .com
2022 09 30 hotfixes (woops) - changed name feature to only act for non team modes - fixed aim glitching and or moving while paused - fixed bullet decals sometimes flickering on orbs - fixed heli twingun aiming unable to focus on glass - fixed not saving colors in certain play combinations
2022 09 30 - fixed "shack 3" generation glitch on Ghost Town map - fixed TP control prompt buttons not wanting to click - fixed rocket effects sometimes doubling on geom edges - name feature (4 blank names restore stock colors) -- changed tracking of avg killShots to avg hitShots
2022 09 29 - added some new textures plus more model geometry optimizations - reworked splitscreen audio code to cut "audio stacking" spikes -- added breakable glass physics and generation systems to maps --- reworked map generation code so maps look naturally designed http://www.couchpartygamenight.com/20220929/index.html
2022 09 23 - misc graphical tweaks throughout - model geometry optimizations - new randomization pieces for maps - tree physics for junkland map -- new map testing type "neighborhood" --- making tons of new props for big update
2022 09 06 - added controller prompt at the start of TP mode - added effects (no dmg) for higher jump and fall landings - added failsafe for TP AI sometimes escaping maps - changed audio to pause instead of playing out the last sample - fixed LT shots sometimes staying lit longer than normal - fixed MnKB switches causing BRB players to drop - fixed zapper showing after heli swapping -- misc code fixes and optimizations
Today we are revealing that in addition to other prizes the winner of the LGC will get featured in Ghostrunner 2 and will receive a custom replica Ghostrunner Sword!
Full details for the LGC will be revealed during our 2nd anniversary Ghostrunner stream. The stream will be live on Twitch October 27 at 10AM PDT. One More Level will be joining us for the anniversary stream and we will be covering many exciting community happenings and there will even be some Ghostrunner 2 details revealed!
The LGC qualification phase has been live for several months and we have decided to expand the qualification period until October 9 at 12PM PDT.
Congratulations to all who have qualified thus far for the Legendary Ghostrunner Challenge on November 13: Cindorian#8676 김스윙#0441 Taartin#5168 Rerork#6718 Johnny Jail Bait#0182 SuperColliderS#7820 Comedy Bronze#7854 Ziomigiusz#1495 Jawa#3522 KittenLover10#2050 Skelt#4847 пОЕХАВШИЙ#3265 Lukas Johannimloh#2295 XiqKS#7910 rehtael#5292 Rassy#6144 Le_Beep#1921
Now that the LGC qualification phase is over, we are planning to have an LGC Wild Card event on October 23 from 9am-3pm PDT live on Twitch and YouTube.
Wild Card details (Updated 10/21/22)
* The Legendary Ghostrunner Challenge takes place live on October 23 from 9am to 3pm PDT on Twitch and YouTube. * The Wild Card event is open to everyone. All participants will need to use version 3 of the WaveMode Mod detailed here: https://github.com/Dmgvol/Ghostrunner-Mods/blob/main/LogicMods/WaveModV3/wavemod3.md * Full ToS for the Legendary Ghostrunner Challenge are available here: https://505.games/LGC * Wild Card participants must play live and can't used prerecorded footage. * All those who are participating in the Wild Card must make their stream name "LGC Wild Card" * All official rules related to the LGC Qualification stage apply to the Wild Card. However, all participants have from 9AM PDT to 3PM PDT on October 23 to do their best to complete all 35 rounds of version 3 with only 3 lives. * The 3 Wild Card participants who perform the best will earn a seat for the Legendary Ghostrunner Challenge. Performance will be based on who completes the 35 rounds the fastest. If there are less than 3 participants who completed the 35 waves than we will base qualification to also include who made it to the furthest wave in the fastest amount of time. * After the Wild Card ends we will review all available footage to determine who are the 3 participants who qualified for the LGC. We will announce the 3 Wild Card winners during the 2nd Anniversary Stream, but we will contact winners before the announcement. * All those participating in the LGC Wild Card event must agree to permit 505 Games to potentially use footage of their Wild Card stream gameplay in our 2nd Anniversary stream. During our 2nd Anniversary Stream on October 27 we will have a segment where we will show some awesome footage from the Wild Card event. * During the Ghostrunner 2nd Anniversary Stream on October 27 we will provide additional LGC details. * During the Wild Card event, as long as a game begins before 3PM PDT then it will be permitted to count and the results of that game will be allowed. However, there is a 60 minute time limit that ends at 4PM PDT. After 4PM PDT then progress will be frozen at that point in regards to qualification. * Any Wild Card participants caught cheating will face community disciplinary action which could include a ban from all future Ghostrunner events.
Reminder: All Wild Card participants will need need to host a live stream on Twitch or YouTube where they will attempt to progress as far as possible into version 3 of the WaveMode Mod we have been using for the LGC qualification. The 3 participants who progress the furthest within the 3 lives will win a seat at the LGC and get a set of collectible pins. If there are less than 3 participants who complete the Mod in the Wild Card then qualification will also be based on who got to the furthest wave the fastest. Participants of the Wild Card event will have unlimited tries within the 6 hour period.