Full notes
Full Lilium update
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What changed
- UI and audio
- Gameplay
- Fixes
- Balance
- Performance
- Maps
Lilium changes
This update includes a ton of bugfixes and a bunch of quality of life features and improvements for the player, new Achievements, a cool new unique sword, an experimental Quick Save/Quick Load feature, changes on the main island, experimental level streaming used for some buildings, AI and UI improvements.
- ContentCat Friendly has been added as a new Achievement for completing the related quests without harming a single Cat
Content: The second dumbest creature in the universe appears in the game now and there is also an Achievement for finding it
- ContentThe amount of Bread, Butter and Parizer in the world have been increased as a tribute to Nature
- ContentThere is a cool new sword hidden in the Crystal Mines
- FeatureAn experimental Quick Save/Quick Load feature has been added to the game allowing the player to manually trigger the Autosaves basically
- FeatureEscaping the Dungeon has been added as the first Quest of the game
- FeatureNow there is a unique description for every finished quest detailing how it was resolved
Feature: Now it's possible to continue the game after the Credits roll
- FeatureShock Damage Damage Type has been added to the game
- FeatureAn Auto Arrange Inventory button has been added to the Journal's Inventory page so players can easily organise their Inventory
Feature: Weapon and Armor Tooltips now show a Damage and Armor rating comparison between the selected and the currently equipped item
Feature: As the player fights with melee weapons their weapon gets more bloody, at least for a while
Feature: Poison on Weapons, Arrows and Consumables is clearly visible now
- FeatureAdded option to change Colour Saturation
Feature: It is now possible to separately set the volume of footsteps
Feature: Bandits are using Barks now to give them a more intelligent feel and to let the player now what they're "thinking"
Feature: AI Archers will use Punches instead of their Bow in close range combat
Feature: The camera shakes when a large enemy like the Forge Master walks
- FeatureNew lootable containers have been added to the game with unique loot tables
Rework: Lilith summons the Hell Portal in a more distant specific location, adding more to the exploration of the Hell scenario
- ReworkA part of the main island has been reworked to include an abandoned pirate cave
Rework: Splitting the Main Island into sublevels with Level Streaming, noticeably increasing game performance
- ReworkWilliam's Fort has been improved visually
Rework: Base Player Attributes are now on a scale of 1-10 instead of 10-100 so each level up has a greater impact
Rework: Player Speed is affected by slope angle so players walk slower uphill and faster downhill
Reworked: The Player can't Sprint Backwards anymore
Rework: Sprint works properly even if the player changes directions while sprinting and now it works independent of the order in which the player presses the sprint button and the movement keys
Rework: Footstep sound detection has been replaced with a cleaner, more performant system
Rework: Moving on Grass will not cause grass blades to fly around anymore
Rework: Unreal Engine version is also displayed in the Main Menu right under the game version
- ReworkMiscellaneous items can't be added to the Hotbar anymore since they aren't useable anyway
- ReworkEquipment items are instantly removed from the character when the player starts dragging them off the character
Rework: When an item is dragged, its inventory slot gets highlighted
- ReworkHotbar functionality has been improved so now item linking does not break when the player moves items around in the inventory
Rework: Wooden barricades remain destroyed
Rework: Boats now stay where the player left them
Rework: Camera does not go underwater while sailing on a Boat
Rework: Theresa's cow will keep the items that the player puts into it's pack
- ReworkUnderwater particle effects have been improved and additional effects have been added to underwater weapon swings
Rework: Selecting the Player's start location is now done via the proper method instead of just teleporting the player right after the level starts
- ReworkCloth Simulation has been removed from the Scarecrow due to it's large performance impact whenever the player stepped outside
- ReworkProper particle effects have been added for spider web destruction
- ReworkNPCs have been tweaked to use hand gestures during dialogues more rarely
Rework: AI eats poisoned food placed down by the player and properly gets poisoned
- ReworkAI pathfinding, movement and obstacle avoidance have been improved
Rework: A CPP base has been created for character animations to improve animation performance and to have a cleaner solution
- ReworkThe AI's ability to aim with the bow has been greatly improved as well as their archery animations have been tweaked to look better
- ReworkAI and Player attack speeds and animations have been tweaked and balanced
- ReworkAI attack ranges and damages have been tweaked
- ReworkAI behaviour has been adjusted so if it can't reach its target, AI signals the target to come closer
- ReworkLilith's Force Field usage has been improved
- ReworkLilith's Fireball usage and aiming have been improved
Rework: The default key for Grab is F and the default key for Ready Weapon is G from now on
Rework: Locked chests will now play and unlock sound when they are used with the proper key
- ReworkAttacking animations with Axes and the fighting experience in general with Axes have been improved
- ReworkAttacking animations with Daggers have been slightly improved
Rework: Releasing the Attack Button early while charging an arrow now recalls the arrow
Rework: Players are allowed to hunt wild animals without making the Guards angry
- ReworkThe Minimap has been reworked to fit better to the rest of the UI and to make it look better in general
- ReworkMaps for multi-tiered dungeons have been improved
Rework: QuestMarkers for Quest Objectives have been replaced for better visibility and now there is a different icon for Main and Side Quests
Rework: The Minimap is now zoomed out a little bit more so the Players can see more around themselves at the same time
Rework: Dropping multiple arrows will drop a quiver with those arrows
Rework: Arrows now react properly to metal surfaces
- ReworkThe game UI has been reworked to use better, more readable Fonts
- ReworkThe hidden GOD Mode Toggle has been removed from the UI
- ReworkPlayer Character Preview Lighting in the Inventory Journal Page has been improved
- ReworkObject outlines have been improved
Rework: Looted chests will keep their lid open, loot interaction will not show up for looted containers anymore
- ReworkTheresa's cow has been reworked to function properly
Rework: Pickupable items have been moved to cpp bases and have been rewritten to avoid possible bugs in the future
- ReworkLooting and all lootable containers have been reworked like Skeletons, Chests, Destructible Pots and so on
Rework: All interactable object will behave the same way from now on, cleaning up interfaces
Rework: Minor changes on some buildings to make AI navigation easier and to make them look better
- ReworkCollisions have been improved in the Evil Dungeon
Rework: Boats now have precise collisions while they are not moving so the player can jump onto them
Rework: Frank resides in a safer location from now on so he does not get killed all the time
- ReworkThe Time Dungeon has been slightly adjusted and an event can be triggered now upon picking up a skull
- ReworkA camp has been added for Jackson on the remote island
- ReworkAdded some environmental sounds like birds and forest ambience to the Main Menu level so it doesn't feel as lifeless when music is disabled
Rework: Credits and Lady of Cats Music are considered SFX from now on so they play even if the Music Volume is set to 0
Rework: There is a delay between Music pieces on the main island from now on so there are calm periods for the player with ambient sounds only, it's also to make the music less annoying
- ReworkThe Exterior Lighting has been greatly improved
- ReworkLighting is improved for the Hell Lighting Scenario
Rework: Lightmass Portals are used in the Ancient Ruins to produce better lighting
Fix: Fatigue Regeneration and Fatigue Consumption for Sprinting is affected by the Framerate
Fix: Dying or exiting the game while an Attribute Potion is active results in the Player having that potion effect permanently kept as Base Attribute possibly making the Player super strong through this glitch
Fix: Player is unable to stand up/get out of crouching while being close to a wall
Fix: The Player is able to Drag an Item from the Inventory then close it to have the Item hang around preventing them from attacking or properly interacting with the game
Fix: Dropping equipable items onto the Player Character from a Container does not work and causes strange behaviour
Fix: Dropping an Equippable Item onto the Player Character from the Player's Inventory while a Container is open moves the Item to the Container instead
Fix: Unequipping items while a Container is open unequips them into the Container
Fix: Minimap and Map icons are hiding each other, QuestMarkers for Objectives are covered by Door and other icons
Fix: Custom QuestMarks disappear if the Player selects a different Quest
Fix: Killing Quest Givers before starting their Quest does not move the Quest to Failed Quests
Fix: Attacking animation with a Sword and Shield looks bad since the Shield is partially blocking the player's view
Fix: Attacking animations with Axes are really bad
Fix: Spamming the Attack Button with the Bow causes arrows to spawn instantly in seemingly random locations
Fix: Cobwebs and Roaches burn with the wrong color of fire
Fix: Footsteps are too loud and strange
Fix: Can't interact with Boats from underwater
Fix: Players can't pick up gold pieces from the bottom of the Wishing Well
Fix: Can't pick up Mushrooms in Time Dungeon
Fix: Can't pick up arrows from water in Time Dungeon
Fix: Crystal colours in Time Dungeon are wrong
Fix: Interactive Objects in the world can cause extreme damage to NPCs
Fix: Bandits and Monsters without shields are playing parry animations
Fix: Animals don't do anything if the Player is nearby
Fix: Sometimes the Guards attack the Player around the bandit camp near the dock instead of attacking the bandits
Fix: Bandits randomly shouting to the Player to get out of Outhouses even if the Player is not inside one
Fix: Lilith does not have footstep sounds and effects
Fix: Monsters and Animals don't have footstep visual effects
Fix: Medical Beds have the wrong cursor icon
Fix: Players are frequently losing arrows when they have maxed out arrow stacks
Fix: The intro text is still visible once the player interacts with the bed during the intro
Fix: Objectives are clickable on the UI
Fix: "Tárcsere" instead of "Reload"
Source
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