- Engine Update: The game has been ported to Unreal Engine 5.5.
- Feature: The game now has a proper Save System with "unlimited" save slots for Manual saves, a Quick save and an Autosave feature. Players can now mess around freely since they can reload a save without consequences.
- Feature: The location, orientation and exact state of the player is also properly persisted now.
- Feature: Now players can choose between Anti-Aliasing methods instead of setting the FXAA quality, which had very little effect on the visuals anyways. Available options are: FXAA, TAA and TSR.
- Feature: The game uses TSR as the default Anti-Aliasing method from now on.
- Feature: Volumetric Clouds can be turned off to increase performance on lower-end hardware.
- Feature: A new batch of Arrows is equipped automatically when the current stack runs out.
- Feature: Arrows and Ammo gets equipped automatically when the player switches to a Bow or a Gun.
- Rework: Stealing items while the owner doesn't see the player will not alert the owner or the guards anymore.
- Rework: The UI icon now shows when an Arrow is poisoned.
- Rework: NPCs are now spawned by proper Spawners with Conditions and FollowUp Actions.
- Rework: The deprecated Pawn Sensing Components have been removed from the AI Controllers.
- Rework: All AI behaviour including NPCs, Enemies, Animals and Fish have been reworked using Unreal's AI Perception System.
- Rework: Sneaking is now a much clearer system based on AI Sight and Hearing. The player's Agility level directly affects the noise the player makes which determines how close the player can get to an AI before it notices the player.
- Rework: Wild animals and Fish will flee now when the player gets too close to them.
- Rework: Combat sounds have proper attenuation now, so sounds of a distant fight come from the proper direction and distance.
- Rework: The Psychic character has been removed from the game and there is no New Game+ mode anymore. (Character Attributes are not saved separately anymore and the mode was never really discovered by anyone.)
- Rework: A unique Loading screen has been added for the Intro level.
- Rework: Destructibles and Cloth have been reworked to use Chaos instead of Apex.
- Rework: Ragdolls have been improved for Cats, Crabs, Fish and for the Hellspawn.
- Rework: Humanoid and Monster corpses are no longer colliding with the player so it's less of a frustration navigating around them.
- Rework: The rendering of the player's hands, equipment and weapon is no longer using a Render Target. Clipping is solved by using Material World Position Offset which approach is much faster and less error prone.
- Rework: Object Outlines have been reworked to use Material Overlays instead of Post Process Materials making them faster, compatible with TSR and hopefully look better.
- Rework: Virtual Textures have been enabled for the game.
- Rework: The Burnt marine clothes have been reworked to rely on geometric detail instead of tessellation.
- Rework: The quality of distant trees has been improved.
- Rework: The ocean no longer uses tessellation (for now) due to UE5's limitations.
- Rework: The PlayerCharacter is destroyed instead of teleported once a Boat is used.
- Rework: Using IO Store for Packaging to avoid Circular Dependency related crashes (will be properly handled later).
- Rework: Boats now show up on the Minimap as well.
- Rework: Monster and Bandit camps are no longer visible on the Map and Minimap once they're cleared.
- Rework: Autosave locations have been tweaked.
- Rework: Handling settings changes between different game versions has been improved.
- Rework: Disabled taking High-Resolution Screenshots when pressing the F9 key.
- Rework: Splash Screens have been updated.
- Rework: The hidden GOD mode has been removed.
- Balance: Blocking reduces Fall Damage based on the player's Endurance.
- Balance: Damage caused by different Arrow types have been tweaked.
- Balance: The Energy sword only uses 5% charge for each attack.
- Fix: The selected character gender doesn't match the displayed text if the player selects an other gender then goes back to the Main Menu form the Character Selection Screen then goes to the Character Selection Screen again.
- Fix: Bows remain drawn after looting a container even if the player releases the left mouse button.
- Fix: The idle animation of the player character is jerky and it looks really bad in the Character Selection Screen.
- Fix: Chains that should connect the buttons in the Main menu appear even if there is no button above or below them in some rare cases.
- Fix: Players can't move around quest items freely in their inventory.
- Fix: Multiple Hotbar related oddities.
- Fix: Camera flickers when it gets too close to a player controlled Boat.
- Fix: The player camera doesn't turn after the Outro credits if the player clicks on Continue to skip it.
- Fix: The HUD on the Intro level doesn't respect the HUD Visibility Setting.
- Fix: Quest objective remains hidden when it's completed if it wasn't revealed beforehand.
- Fix: NPCs are not resuming their activities after the player talks to them.
- Fix: Soma is not using his anvil inside the Large Cave.
- Fix: Animals are trying to eat mushrooms, but they are never able to and keep trying forever.
- Fix: Some Animals are sliding around.
- Fix: Arrow stacks are not combined when the player drags a stack of identical arrows onto the arrow inventory slot.
- Fix: Arrows are not getting auto equipped when they are picked up if there is a stack of that arrow type already in the player's inventory.
- Fix: If the player is attacked while holding a bow with a lit fire arrow, the fire stays attached to the player even if the player switches to other arrow types or to melee.
- Fix: The Flaming sword leaves a flaming trail behind even when it isn't on fire.
- Fix: Energy sword charges can be wasted on the dead.
- Fix: Corpses don't burn in lava.
- Fix: The Hungarian translation has typos.
Lilium 0.9.3 Update 7 - New Engine & New Save System
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